Marekdown Corrections

Technical corrections in the Markdown.
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B.A. Umberger 2019-10-08 03:25:47 -05:00
parent 4f0bd9a060
commit 6745d368c6
16 changed files with 1524 additions and 29208 deletions

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@ -316,6 +316,6 @@ Tieflings share certain racial traits as a result of their infernal descent.
**_Hellish Resistance_**. You have resistance to fire damage.
**_Infernal Legacy_**. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
**_Infernal Legacy_**. You know the _thaumaturgy_ cantrip. When you reach 3rd level, you can cast the _hellish rebuke_ spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the _darkness_ spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
**_Languages_**. You can speak, read, and write Common and Infernal.

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@ -34,14 +34,14 @@ As a barbarian, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a greataxe or (*b*) any martial melee weapon
* (*a*) two handaxes or (*b*) any simple weapon
* (_a_) a greataxe or (_b_) any martial melee weapon
* (_a_) two handaxes or (_b_) any simple weapon
* An explorers pack and four javelins
**The Barbarian (table)**
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|--------|-------------------|-------------------------------|-----------|-------------|
| ----- | ----------------- | ----------------------------- | --------- | ----------- |
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | +2 |
@ -193,15 +193,15 @@ As a bard, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon
* (*a*) a diplomats pack or (*b*) an entertainers pack
* (*a*) a lute or (*b*) any other musical instrument
* (_a_) a rapier, (_b_) a longsword, or (_c_) any simple weapon
* (_a_) a diplomats pack or (_b_) an entertainers pack
* (_a_) a lute or (_b_) any other musical instrument
* Leather armor and a dagger
**The Bard (table)**
| Level | Proficieny Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|------------------|------------------------------------------------------|--------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ---------------- | ---------------------------------------------------- | ------------ | -------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
@ -237,7 +237,7 @@ You know two cantrips of your choice from the bard spell list. You learn additio
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.
For example, if you know the 1st-level spell_cure wounds_ and have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ using either slot.
##### Spells Known of 1st Level and Higher
@ -375,16 +375,16 @@ As a cleric, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a mace or (*b*) a warhammer (if proficient)
* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)
* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
* (*a*) a priests pack or (*b*) an explorers pack
* (_a_) a mace or (_b_) a warhammer (if proficient)
* (_a_) scale mail, (_b_) leather armor, or (_c_) chain mail (if proficient)
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a priests pack or (_b_) an explorers pack
* A shield and a holy symbol
**The Cleric (table)**
| Level | Proficiency Bonus | Features | Cantrips 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 Feature | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
@ -421,7 +421,7 @@ The Cleric table shows how many spell slots you have to cast your spells of 1st
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -480,7 +480,7 @@ Starting at 5th level, when an undead fails its saving throw against your Turn U
**Destroy Undead (table)**
| Cleric Level | Destroys Undead of CR... |
|--------------|--------------------------|
| ------------ | ------------------------ |
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
@ -506,7 +506,7 @@ The Life domain focuses on the vibrant positive energy—one of the fundamental
**Life Domain Spells (table)**
| Cleric Level | Spells |
|--------------|--------------------------------------|
| ------------ | ------------------------------------ |
| 1st | bless, cure wounds |
| 3rd | lesser restoration, spiritual weapon |
| 5th | beacon of hope, revivify |
@ -569,14 +569,14 @@ As a druid, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a wooden shield or (*b*) any simple weapon
* (*a*) a scimitar or (*b*) any simple melee weapon
* (_a_) a wooden shield or (_b_) any simple weapon
* (_a_) a scimitar or (_b_) any simple melee weapon
* Leather armor, an explorers pack, and a druidic focus
**The Druid (table)**
| Level | Proficiency Bonus | Features | Cantrips 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 | - | - | - | - | - | - | - |
@ -616,7 +616,7 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -645,7 +645,7 @@ Your druid level determines the beasts you can transform into, as shown in the B
**Beast Shapes (table)**
| Level | Max. CR | Limitations | Example |
|-------|---------|-----------------------------|-------------|
| ----- | ------- | --------------------------- | ----------- |
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | — | Giant eagle |
@ -656,7 +656,7 @@ While you are transformed, the following rules apply:
* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creatures bonus instead of yours. If the creature has any legendary or lair actions, you cant use them.
* When you transform, you assume the beasts hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, 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 revert and take 9 damage. As long as the excess damage doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.
* You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that youve already cast.
* You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as _call lightning_, that youve already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you cant use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creatures shape and size. Your equipment doesnt change size or shape to match the new form, and any equipment that the new form cant wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
@ -708,7 +708,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Arctic (table)**
| Druid Level | Circle Spells |
|-------------|-----------------------------------|
| ----------- | --------------------------------- |
| 3rd | hold person, spike growth |
| 5th | sleet storm, slow |
| 7th | freedom of movement, ice storm |
@ -717,7 +717,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Coast (table)**
| Druid Level | Circle Spells |
|-------------|------------------------------------|
| ----------- | ---------------------------------- |
| 3rd | mirror image, misty step |
| 5th | water breathing, water walk |
| 7th | control water, freedom of movement |
@ -726,7 +726,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Desert (table)**
| Druid Level | Circle Spells |
|-------------|-----------------------------------------------|
| ----------- | --------------------------------------------- |
| 3rd | blur, silence |
| 5th | create food and water, protection from energy |
| 7th | blight, hallucinatory terrain |
@ -735,7 +735,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Forest (table)**
| Druid Level | Circle Spells |
|-------------|----------------------------------|
| ----------- | -------------------------------- |
| 3rd | barkskin, spider climb |
| 5th | call lightning, plant growth |
| 7th | divination, freedom of movement |
@ -744,7 +744,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Grassland (table)**
| Druid Level | Circle Spells |
|-------------|----------------------------------|
| ----------- | -------------------------------- |
| 3rd | invisibility, pass without trace |
| 5th | daylight, haste |
| 7th | divination, freedom of movement |
@ -753,7 +753,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Mountain (table)**
| Druid Level | Circle Spells |
|-------------|---------------------------------|
| ----------- | ------------------------------- |
| 3rd | spider climb, spike growth |
| 5th | lightning bolt, meld into stone |
| 7th | stone shape, stoneskin |
@ -762,7 +762,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
**Swamp (table)**
| Druid Level | Circle Spells |
|-------------|--------------------------------------|
| ----------- | ------------------------------------ |
| 3rd | acid arrow, darkness |
| 5th | water walk, stinking cloud |
| 7th | freedom of movement, locate creature |
@ -772,7 +772,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the _entangle_ spell.
###### Natures Ward
@ -826,15 +826,15 @@ As a fighter, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows
* (*a*) a martial weapon and a shield or (*b*) two martial weapons
* (*a*) a light crossbow and 20 bolts or (*b*) two handaxes
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* (_a_) chain mail or (_b_) leather armor, longbow, and 20 arrows
* (_a_) a martial weapon and a shield or (_b_) two martial weapons
* (_a_) a light crossbow and 20 bolts or (_b_) two handaxes
* (_a_) a dungeoneers pack or (_b_) an explorers pack
**The Fighter (table)**
| Level | Proficiency Bonus | Features |
|-------|-------------------|---------------------------------------------------|
| ----- | ----------------- | ------------------------------------------------- |
| 1st | +2 | Fighting Style, Second Wind |
| 2nd | +2 | Action Surge (one use) |
| 3rd | +2 | Martial Archetype |
@ -974,14 +974,14 @@ As a monk, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a shortsword or (*b*) any simple weapon
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* (_a_) a shortsword or (_b_) any simple weapon
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* 10 darts
**The Monk (table)**
| 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 |
@ -1081,7 +1081,7 @@ Starting at 6th level, your unarmed strikes count as magical for the purpose of
#### Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragons lightning breath or a *fireball* spell. When you are subjected to an effect 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.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragons lightning breath or a _fireball_ spell. When you are subjected to an effect 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.
#### Stillness of Mind
@ -1109,7 +1109,7 @@ At 15th level, your ki sustains you so that you suffer none of the frailty of ol
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you cant take any other creatures with you.
Additionally, you can spend 8 ki points to cast the _astral projection_ spell, without needing material components. When you do so, you cant take any other creatures with you.
#### Perfect Self
@ -1136,7 +1136,7 @@ At 6th level, you gain the ability to heal yourself. As an action, you can regai
###### 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.
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
@ -1173,15 +1173,15 @@ As a paladin, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a martial weapon and a shield or (*b*) two martial weapons
* (*a*) five javelins or (*b*) any simple melee weapon
* (*a*) a priests pack or (*b*) an explorers pack
* (_a_) a martial weapon and a shield or (_b_) two martial weapons
* (_a_) five javelins or (_b_) any simple melee weapon
* (_a_) a priests pack or (_b_) an explorers pack
* Chain mail and a holy symbol
**The Paladin (table)**
| Level | Proficiency 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 | - | - | - | - |
@ -1207,7 +1207,7 @@ You start with the following equipment, in addition to the equipment granted by
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any 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
Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.
Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the _hallow_ spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
@ -1251,7 +1251,7 @@ The Paladin table shows how many spell slots you have to cast your spells. To ca
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell _cure wounds_, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@ -1354,7 +1354,7 @@ You gain oath spells at the paladin levels listed.
**Oath of Devotion Spells (table)**
| Level | Paladin Spells |
|-------|------------------------------------------|
| ----- | ---------------------------------------- |
| 3rd | protection from evil and good, sanctuary |
| 5th | lesser restoration, zone of truth |
| 9th | beacon of hope, dispel magic |
@ -1381,7 +1381,7 @@ At 18th level, the range of this aura increases to 30 feet.
###### Purity of Spirit
Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.
Beginning at 15th level, you are always under the effects of a _protection from evil and good_ spell.
###### Holy Nimbus
@ -1430,15 +1430,15 @@ As a ranger, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) scale mail or (*b*) leather armor
* (*a*) two shortswords or (*b*) two simple melee weapons
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* (_a_) scale mail or (_b_) leather armor
* (_a_) two shortswords or (_b_) two simple melee weapons
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* A longbow and a quiver of 20 arrows
**The Ranger (table)**
| Level | Proficiency 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 | - | - | - | - |
@ -1514,7 +1514,7 @@ By the time you reach 2nd level, you have learned to use the magical essence of
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot.
For example, if you know the 1st-level spell _animal friendship_ and have a 1st-level and a 2nd-level spell slot available, you can cast _animal friendship_ using either slot.
##### Spells Known of 1st Level and Higher
@ -1552,7 +1552,7 @@ Beginning at 5th level, you can attack twice, instead of once, whenever you take
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the _entangle_ spell.
#### Hide in Plain Sight
@ -1614,7 +1614,7 @@ At 11th level, you gain one of the following features of your choice.
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 dragons 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.
**_Evasion_**. When you are subjected to an effect, such as a red dragons 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 attack against another creature (other than itself) of your choice.
@ -1649,15 +1649,15 @@ As a rogue, you have the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a rapier or (*b*) a shortsword
* (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword
* (*a*) a burglars pack, (*b*) a dungeoneers pack, or (*c*) an explorers pack
* (*a*) Leather armor, two daggers, and thieves tools
* (_a_) a rapier or (_b_) a shortsword
* (_a_) a shortbow and quiver of 20 arrows or (_b_) a shortsword
* (_a_) a burglars pack, (_b_) a dungeoneers pack, or (_c_) an explorers pack
* (_a_) Leather armor, two daggers, and thieves tools
**The Rogue (table)**
| Level | Proficiency Bonus | Sneak Attack | Features |
|-------|-------------------|--------------|----------------------------------------|
| ----- | ----------------- | ------------ | -------------------------------------- |
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves Cant |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Roguish Archetype |
@ -1717,7 +1717,7 @@ Starting at 5th level, when an attacker that you can see hits you with an attack
#### Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragons fiery breath or an *ice storm* spell. When you are subjected to an effect 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.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragons fiery breath or an _ice storm_ spell. When you are subjected to an effect 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.
#### Reliable Talent
@ -1800,15 +1800,15 @@ As a sorcerer, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
* (*a*) a component pouch or (*b*) an arcane focus
* (*a*) a dungeoneers pack or (*b*) an explorers pack
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a dungeoneers pack or (_b_) an explorers pack
* Two daggers
**The Sorcerer (table)**
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | ----------------- | -------------- | ------------------------------ | -------------- | ------------ | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
@ -1842,7 +1842,7 @@ At 1st level, you know four cantrips of your choice from the sorcerer spell list
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.
For example, if you know the 1st-level spell _burning hands_ and have a 1st-level and a 2nd-level spell slot available, you can cast _burning hands_ using either slot.
##### Spells Known of 1st Level and Higher
@ -1889,7 +1889,7 @@ Any spell slot you create with this feature vanishes when you finish a long rest
**Creating Spell Slots (table)**
| Spell Slot Level | Sorcery Point Cost |
|------------------|--------------------|
| ---------------- | ------------------ |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
@ -1940,7 +1940,7 @@ When you cast a spell, you can spend 1 sorcery point to cast it without any soma
When you cast a spell that targets only one creature and doesnt have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spells current level. For example, *magic missile* and *scorching ray* arent eligible, but *ray of frost* and *chromatic orb* are.
To be eligible, a spell must be incapable of targeting more than one creature at the spells current level. For example, _magic missile_ and _scorching ray_ arent eligible, but _ray of frost_ and _chromatic orb_ are.
#### Ability Score Improvement
@ -1965,7 +1965,7 @@ At 1st level, you choose one type of dragon as your ancestor. The damage type as
**Draconic Ancestry (table)**
| Dragon | Damage Type |
|--------|-------------|
| ------ | ----------- |
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
@ -2028,15 +2028,15 @@ As a warlock, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* a light crossbow and 20 bolts or (*b*) any simple weapon
* *(a)* a component pouch or (*b*) an arcane focus
* *(a)* a scholars pack or (*b*) a dungeoneers pack
* (_a_) a light crossbow and 20 bolts or (_b_) any simple weapon
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a scholars pack or (_b_) a dungeoneers pack
* Leather armor, any simple weapon, and two daggers
**The Warlock (table)**
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------|
| ----- | ----------------- | ------------------------------- | -------------- | ------------ | ----------- | ---------- | ----------------- |
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
@ -2074,7 +2074,7 @@ You know two cantrips of your choice from the warlock spell list. You learn addi
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _thunderwave_, you must spend one of those slots, and you cast it as a 3rd-level spell.
##### Spells Known of 1st Level and Higher
@ -2110,7 +2110,7 @@ At 3rd level, your otherworldly patron bestows a gift upon you for your loyal se
##### Pact of the Chain
You learn the *find familiar* spell and can cast it as a ritual. The spell doesnt count against your number of spells known.
You learn the _find familiar_ spell and can cast it as a ritual. The spell doesnt count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
@ -2152,23 +2152,23 @@ If an eldritch invocation has prerequisites, you must meet them to learn it. You
##### Agonizing Blast
*Prerequisite:* eldritch blast *cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.
When you cast _eldritch blast_, add your Charisma modifier to the damage it deals on a hit.
##### Armor of Shadows
You can cast *mage armor* on yourself at will, without expending a spell slot or material components.
You can cast _mage armor_ on yourself at will, without expending a spell slot or material components.
##### Ascendant Step
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *levitate* on yourself at will, without expending a spell slot or material components.
You can cast _levitate_ on yourself at will, without expending a spell slot or material components.
##### Beast Speech
You can cast *speak with animals* at will, without expending a spell slot.
You can cast _speak with animals_ at will, without expending a spell slot.
##### Beguiling Influence
@ -2176,13 +2176,13 @@ You gain proficiency in the Deception and Persuasion skills.
##### Bewitching Whispers
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *compulsion* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _compulsion_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Book of Ancient Secrets
*Prerequisite: Pact of the Tome feature*
_Prerequisite: Pact of the Tome feature_
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classs spell list (the two neednt be from the same list). The spells appear in the book and dont count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You cant cast the spells except as rituals, unless youve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
@ -2190,9 +2190,9 @@ On your adventures, you can add other ritual spells to your Book of Shadows. Whe
##### Chains of Carceri
*Prerequisite: 15th level, Pact of the Chain feature*
_Prerequisite: 15th level, Pact of the Chain feature_
You can cast *hold monster* at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
You can cast _hold monster_ at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
##### Devils Sight
@ -2200,19 +2200,19 @@ You can see normally in darkness, both magical and nonmagical, to a distance of
##### Dreadful Word
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *confusion* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _confusion_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Eldritch Sight
You can cast *detect magic* at will, without expending a spell slot.
You can cast _detect magic_ at will, without expending a spell slot.
##### Eldritch Spear
*Prerequisite:* eldritch blast *cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you cast *eldritch blast*, its range is 300 feet.
When you cast _eldritch blast_, its range is 300 feet.
##### Eyes of the Rune Keeper
@ -2220,7 +2220,7 @@ You can read all writing.
##### Fiendish Vigor
You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.
You can cast _false life_ on yourself at will as a 1st-level spell, without expending a spell slot or material components.
##### Gaze of Two Minds
@ -2228,97 +2228,97 @@ You can use your action to touch a willing humanoid and perceive through its sen
##### Lifedrinker
*Prerequisite: 12th level, Pact of the Blade feature*
_Prerequisite: 12th level, Pact of the Blade feature_
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
##### Mask of Many Faces
You can cast *disguise self* at will, without expending a spell slot.
You can cast _disguise self_ at will, without expending a spell slot.
##### Master of Myriad Forms
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can cast *alter self* at will, without expending a spell slot.
You can cast _alter self_ at will, without expending a spell slot.
##### Minions of Chaos
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *conjure elemental* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _conjure elemental_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Mire the Mind
*Prerequisite: 5th level*
_Prerequisite: 5th level_
You can cast *slow* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _slow_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Misty Visions
You can cast *silent image* at will, without expending a spell slot or material components.
You can cast _silent image_ at will, without expending a spell slot or material components.
##### One with Shadows
*Prerequisite: 5th level*
_Prerequisite: 5th level_
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
##### Otherworldly Leap
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *jump* on yourself at will, without expending a spell slot or material components.
You can cast _jump_ on yourself at will, without expending a spell slot or material components.
##### Repelling Blast
*Prerequisite:* eldritch blas*t cantrip*
_Prerequisite: Eldritch Blast cantrip_
When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line.
When you hit a creature with _eldritch blast_, you can push the creature up to 10 feet away from you in a straight line.
##### Sculptor of Flesh
*Prerequisite: 7th level*
_Prerequisite: 7th level_
You can cast *polymorph* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _polymorph_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Sign of Ill Omen
*Prerequisite: 5th level*
_Prerequisite: 5th level_
You can cast *bestow curse* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _bestow curse_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Thief of Five Fates
You can cast *bane* once using a warlock spell slot. You cant do so again until you finish a long rest.
You can cast _bane_ once using a warlock spell slot. You cant do so again until you finish a long rest.
##### Thirsting Blade
*Prerequisite: 5th level, Pact of the Blade feature*
_Prerequisite: 5th level, Pact of the Blade feature_
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
##### Visions of Distant Realms
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can cast *arcane eye* at will, without expending a spell slot.
You can cast _arcane eye_ at will, without expending a spell slot.
##### Voice of the Chain Master
*Prerequisite: Pact of the Chain feature*
_Prerequisite: Pact of the Chain feature_
You can communicate telepathically with your familiar and perceive through your familiars senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiars senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
##### Whispers of the Grave
*Prerequisite: 9th level*
_Prerequisite: 9th level_
You can cast *speak with dead* at will, without expending a spell slot.
You can cast _speak with dead_ at will, without expending a spell slot.
##### Witch Sight
*Prerequisite: 15th level*
_Prerequisite: 15th level_
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
@ -2339,7 +2339,7 @@ The Fiend lets you choose from an expanded list of spells when you learn a warlo
**Fiend Expanded Spells (table)**
| Spell Level | Spells |
|-------------|-----------------------------------|
| ----------- | --------------------------------- |
| 1st | burning hands, command |
| 2nd | blindness/deafness, scorching ray |
| 3rd | fireball, stinking cloud |
@ -2407,15 +2407,15 @@ As a wizard, you gain the following class features.
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* a quarterstaff or (*b*) a dagger
* *(a)* a component pouch or (*b*) an arcane focus
* *(a)* a scholars pack or (*b*) an explorers pack
* (_a_) a quarterstaff or (_b_) a dagger
* (_a_) a component pouch or (_b_) an arcane focus
* (_a_) a scholars pack or (_b_) an explorers pack
* A spellbook
**The Wizard (table)**
| Level | Proficiency Bonus | Features | Cantrips 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 | - | - | - | - | - | - | - |
@ -2455,7 +2455,7 @@ The Wizard table shows how many spell slots you have to cast your spells of 1st
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if youre a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile,* you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
For example, if youre a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell _magic missile_, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

View file

@ -17,7 +17,7 @@ The Character Advancement table summarizes the XP you need to advance in levels
**Character Advancement (table)**
| Experience Points | Level | Proficiency Bonus |
|-------------------|-------|-------------------|
| ----------------- | ----- | ----------------- |
| 0 | 1 | +2 |
| 300 | 2 | +2 |
| 900 | 3 | +2 |
@ -54,7 +54,7 @@ To qualify for a new class, you must meet the ability score prerequisites for bo
**Multiclassing Prerequisites (table)**
| Class | Ability Score Minimum |
|-----------|-----------------------------|
| --------- | --------------------------- |
| Barbarian | Strength 13 |
| Bard | Charisma 13 |
| Cleric | Wisdom 13 |
@ -89,7 +89,7 @@ When you gain your first level in a class other than your initial class, you gai
**Multiclassing Proficiencies (table)**
| Class | Proficiencies Gained |
|-----------|------------------------------------------------------------------------------------------------------------|
| --------- | ---------------------------------------------------------------------------------------------------------- |
| Barbarian | Shields, simple weapons, martial weapons |
| Bard | Light armor, one skill of your choice, one musical instrument of your choice |
| Cleric | Light armor, medium armor, shields |
@ -138,7 +138,7 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
**Multiclass Spellcaster: Spell Slots per Spell Level (table)**
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
@ -205,7 +205,7 @@ Some of these languages are actually families of languages with many dialects. F
**Standard Languages (table)**
| Language | Typical Speakers | Script |
|----------|------------------|----------|
| -------- | ---------------- | -------- |
| Common | Humans | Common |
| Dwarvish | Dwarves | Dwarvish |
| Elvish | Elves | Elvish |
@ -218,7 +218,7 @@ Some of these languages are actually families of languages with many dialects. F
**Exotic Languages (table)**
| Language | Typical Speakers | Script |
|-------------|---------------------|-----------|
| ----------- | ------------------- | --------- |
| Abyssal | Demons | Infernal |
| Celestial | Celestials | Celestial |
| Draconic | Dragons, dragonborn | Draconic |
@ -248,7 +248,7 @@ Additionally, if you have inspiration, you can reward another player for good ro
Every story has a beginning. Your characters background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
Choosing a background provides you with important story cues about your characters identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why dont you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
Choosing a background provides you with important story cues about your characters identity. The most important question to ask about your background is _what changed_? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why dont you have _more_ money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
@ -301,7 +301,7 @@ Acolytes are shaped by their experience in temples or other religious communitie
**Suggested Acolyte Characteristics (table)**
| d8 | Personality Trait |
|----|--------------------------------------------------------------------------------------------------------------------|
| --- | ------------------------------------------------------------------------------------------------------------------ |
| 1 | I idolize a particular hero of my faith, and constantly refer to that persons deeds and example. |
| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
@ -312,7 +312,7 @@ Acolytes are shaped by their experience in temples or other religious communitie
| 8 | Ive spent so long in the temple that I have little practical experience dealing with people in the outside world. |
| d6 | Ideal |
|----|------------------------------------------------------------------------------------------------------------------------|
| --- | ---------------------------------------------------------------------------------------------------------------------- |
| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |
| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
@ -321,7 +321,7 @@ Acolytes are shaped by their experience in temples or other religious communitie
| 6 | Aspiration. I seek to prove myself worthy of my gods favor by matching my actions against his or her teachings. (Any) |
| d6 | Bond |
|----|------------------------------------------------------------------------------------------|
| --- | ---------------------------------------------------------------------------------------- |
| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |
| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
| 3 | I owe my life to the priest who took me in when my parents died. |
@ -330,7 +330,7 @@ Acolytes are shaped by their experience in temples or other religious communitie
| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
| d6 | Flaw |
|----|-----------------------------------------------------------------------------------------------|
| --- | --------------------------------------------------------------------------------------------- |
| 1 | I judge others harshly, and myself even more severely. |
| 2 | I put too much trust in those who wield power within my temples hierarchy. |
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |

View file

@ -19,7 +19,7 @@ A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
**Standard Exchange Rates (table)**
| Coin | CP | SP | EP | GP | PP |
|---------------|-------|------|------|-------|---------|
| ------------- | ----- | ---- | ---- | ----- | ------- |
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |
@ -95,7 +95,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
**Armor (table)**
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------------------|----------|---------------------------|----------|--------------|--------|
| ------------------ | -------- | ------------------------- | -------- | ------------ | ------ |
| **_Light Armor_** | | | | | |
| Padded | 5 gp | 11 + Dex modifier | — | Disadvantage | 8 lb. |
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
@ -125,7 +125,7 @@ The time it takes to don or doff armor depends on the armors category.
**Donning and Doffing Armor (table)**
| Category | Don | Doff |
|--------------|------------|-----------|
| ------------ | ---------- | --------- |
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 10 minutes | 5 minutes |
@ -196,7 +196,7 @@ When you use an action, bonus action, or reaction to attack with a net, you can
**Weapons (table)**
| Name | Cost | Damage | Weight | Properties |
|------------------------------|-------|-----------------|---------|--------------------------------------------------------|
| ---------------------------- | ----- | --------------- | ------- | ------------------------------------------------------ |
| **_Simple Melee Weapons_** | | | | |
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
@ -296,7 +296,7 @@ Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim
**_Mess Kit_**. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
**_Oil_**. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
**_Poison, Basic_**. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
@ -324,7 +324,7 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo
**Adventuring Gear (table)**
| Item | Cost | Weight |
|------------------------------|----------|--------------|
| ---------------------------- | -------- | ------------ |
| Abacus | 2 gp | 2 lb. |
| Acid (vial) | 25 gp | 1 lb. |
| Alchemists fire (flask) | 50 gp | 1 lb. |
@ -376,7 +376,7 @@ Ram, Portable. You can use a portable ram to break down doors. When doing so, yo
| Hammer | 1 gp | 3 lb. |
| Hammer, sledge | 2 gp | 10 lb. |
| Healers kit | 5 gp | 3 lb. |
| **_Holy symbol _** | | |
| **_Holy symbol_** | | |
| - Amulet | 5 gp | 1 lb. |
| - Emblem | 5 gp | — |
| - Reliquary | 5 gp | 2 lb. |
@ -474,7 +474,7 @@ A tool helps you to do something you couldn't otherwise do, such as craft or rep
**Tools (table)**
| Item | Cost | Weight |
|---------------------------|-------|--------|
| ------------------------- | ----- | ------ |
| **_Artisans tools_** | | |
| - Alchemists supplies | 50 gp | 8 lb. |
| - Brewers supplies | 20 gp | 9 lb. |
@ -554,7 +554,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Mounts and Other Animals (table)**
| Item | Cost | Speed | Carrying Capacity |
|----------------|--------|--------|-------------------|
| -------------- | ------ | ------ | ----------------- |
| Camel | 50 gp | 50 ft. | 480 lb. |
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
@ -567,7 +567,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Tack, Harness, and Drawn Vehicles (table)**
| Item | Cost | Weight |
|--------------------|--------|---------|
| ------------------ | ------ | ------- |
| Barding | ×4 | ×2 |
| Bit and bridle | 2 gp | 1 lb. |
| Carriage | 100 gp | 600 lb. |
@ -587,7 +587,7 @@ Mounts other than those listed here are available in fantasy gaming worlds, but
**Waterborne Vehicles (table)**
| Item | Cost | Speed |
|--------------|-----------|--------|
| ------------ | --------- | ------ |
| Galley | 30,000 gp | 4 mph |
| Keelboat | 3,000 gp | 1 mph |
| Longship | 10,000 gp | 3 mph |
@ -604,7 +604,7 @@ Guilds, nobles, and royalty regulate trade. Chartered companies are granted righ
**Trade Goods (table)**
| Cost | Goods |
|--------|----------------------------------------------|
| ------ | -------------------------------------------- |
| 1 cp | 1 lb. of wheat |
| 2 cp | 1 lb. of flour or one chicken |
| 5 cp | 1 lb. of salt |
@ -634,7 +634,7 @@ Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle mig
**Lifestyle Expenses (table)**
| Lifestyle | Price/Day |
|--------------|---------------|
| ------------ | ------------- |
| Wretched | — |
| Squalid | 1 sp |
| Poor | 2 sp |
@ -670,7 +670,7 @@ The Food, Drink, and Lodging table gives prices for individual food items and a
**Food, Drink, and Lodging (table)**
| Item | Cost |
|--------------------------|-------|
| ------------------------ | ----- |
| **_Ale_** | |
| - Gallon | 2 sp |
| - Mug | 4 cp |
@ -700,7 +700,7 @@ The Food, Drink, and Lodging table gives prices for individual food items and a
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the _secret chest_ spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, 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.
@ -709,7 +709,7 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
**Services (table)**
| Service Pay | Pay |
|-------------------|---------------|
| ----------------- | ------------- |
| **_Coach cab_** | |
| - Between towns | 3 cp per mile |
| - Within a city | 1 cp |
@ -724,4 +724,4 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
People who are able to cast spells dont fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as _cure wounds_ or _identify_, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

View file

@ -10,7 +10,7 @@ You must meet any prerequisite specified in a feat to take that feat. If you eve
#### Grappler
*Prerequisite: Strength 13 or higher*
_Prerequisite: Strength 13 or higher_
Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

View file

@ -28,7 +28,7 @@ Each ability also has a modifier, derived from the score and ranging from 5 (
**Ability Scores and Modifiers (table)**
| Score | Modifier |
|-------|----------|
| ----- | -------- |
| 1 | 5 |
| 23 | 4 |
| 45 | 3 |
@ -87,7 +87,7 @@ The more difficult a task, the higher its DC. The Typical Difficulty Classes tab
**Typical Difficulty Classes (table)**
| Task Difficulty | DC |
|-------------------|----|
| ----------------- | --- |
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
@ -211,7 +211,7 @@ A Strength check can model any attempt to lift, push, pull, or break something,
##### Attack Rolls and Damage
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand* to-hand combat, and some of them can be thrown to make a ranged attack.
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
##### Lifting and Carrying
@ -374,7 +374,7 @@ Charisma measures your ability to interact effectively with others. It includes
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
**_Deception_**. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast* talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someones suspicions with false assurances, or maintain a straight face while telling a blatant lie.
**_Deception_**. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someones suspicions with false assurances, or maintain a straight face while telling a blatant lie.
**_Intimidation_**. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
@ -427,7 +427,7 @@ Sometimes its important, though, to know how long it takes to get from one sp
#### Speed
Every character and monster has a speed, which is 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.
Every character and monster has a speed, which is 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.
The following rules determine how far a character or monster can move in a minute, an hour, or a day.
@ -443,12 +443,12 @@ For each additional hour of travel beyond 8 hours, the characters cover the dist
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they dont suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly.
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly.
**Travel Pace (table)**
| Pace | Distance per: Minute | Hour | Day | Effect |
|--------|----------------------|---------|----------|--------------------------------------------------|
| ------ | -------------------- | ------- | -------- | ------------------------------------------------ |
| Fast | 400 feet | 4 miles | 30 miles | 5 penalty to passive Wisdom (Perception) scores |
| Normal | 300 feet | 3 miles | 18 miles | — |
| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth |
@ -599,7 +599,7 @@ Downtime activities other than the ones presented below are possible. If you wan
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisans tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smiths tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5* gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

View file

@ -87,11 +87,11 @@ If you take an action that includes more than one weapon attack, you can break u
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance youve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you cant use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the _fly_ spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
#### Difficult Terrain
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar* choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.
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.
@ -143,7 +143,7 @@ If you leave a hostile creatures reach during your move, you provoke an oppor
#### Flying Movement
Flying creatures enjoy many benefits of mobility, but 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 hover or it is being held aloft by magic, such as by the *fly* spell.
Flying creatures enjoy many benefits of mobility, but 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 hover or it is being held aloft by magic, such as by the _fly_ spell.
#### Creature Size
@ -152,7 +152,7 @@ Each creature takes up a different amount of space. The Size Categories table sh
**Size Categories (table)**
| Size | Space |
|------------|------------------------|
| ---------- | ---------------------- |
| Tiny | 2½ by 2½ ft. |
| Small | 5 by 5 ft. |
| Medium | 5 by 5 ft. |
@ -162,7 +162,7 @@ Each creature takes up a different amount of space. The Size Categories table sh
##### Space
A creatures space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnt 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5* foot-wide doorway, other creatures cant get through unless the hobgoblin lets them.
A creatures space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnt 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures cant get through unless the hobgoblin lets them.
A creatures space also reflects the area it needs to fight effectively. For that reason, theres a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
@ -236,9 +236,9 @@ You normally interact with an object while doing something else, such as when yo
Whether youre striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
1. **Choose a target.** Pick a target within your attacks range: a creature, an object, or a location.
2. **Determine modifiers.** The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
3. **Resolve the attack.** You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
1. **Choose a target**. Pick a target within your attacks range: a creature, an object, or a location.
2. **Determine modifiers**. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
3. **Resolve the attack**. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
If theres ever any question whether something youre doing counts as an attack, the rule is simple: if youre making an attack roll, youre making an attack.
@ -345,7 +345,7 @@ A target with **total cover** cant be targeted directly by an attack or a spe
### Damage and Healing
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a *fireball* spell all have the potential to damage, or even kill, the hardiest of creatures.
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a _fireball_ spell all have the potential to damage, or even kill, the hardiest of creatures.
#### Hit Points
@ -409,7 +409,7 @@ If a creature or an object has **resistance** to a damage type, damage of that t
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three* quarters.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
#### Healing

View file

@ -1379,7 +1379,7 @@ As a bonus action, you can mentally command any creature you made with this spel
**Animated Object Statistics (table)**
| Size | HP | AC | Attack | Str | Dex |
|--------|----|----|----------------------------|-----|-----|
| ------ | --- | --- | -------------------------- | --- | --- |
| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
@ -1406,7 +1406,7 @@ _5th-level abjuration_
**Duration:** Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10* foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
@ -1418,13 +1418,13 @@ _8th-level abjuration_
**Casting Time:** 1 action
**Range:** Self (10-foot-radius sphere)
**Range:** Self (10-foot radius sphere)
**Components:** V, S, M (a pinch of powdered iron or iron filings)
**Duration:** Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells cant be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells cant be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and cant protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesnt function, but the time it spends suppressed counts against its duration.
@ -1888,7 +1888,7 @@ _2nd-level enchantment_
**Duration:** Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
@ -1930,7 +1930,7 @@ You attempt to charm a humanoid you can see within range. It must make a Wisdom
##### Chill Touch
*Necromancy cantrip_
_Necromancy cantrip_
**Casting Time:** 1 action
@ -1958,7 +1958,7 @@ _6th-level necromancy_
**Duration:** Instantaneous
A sphere of negative energy ripples out in a 60-foot* radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
@ -1988,7 +1988,7 @@ _8th-level necromancy_
**Range:** Touch
**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud* filled cyst in the ground, or crystal container filled with salt water)
**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
**Duration:** Instantaneous
@ -2010,7 +2010,7 @@ _5th-level conjuration_
**Duration:** Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spells area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or dont need to breathe.
@ -2154,12 +2154,12 @@ _4th-level enchantment_
**Duration:** Concentration, up to 1 minute
This spell assaults and twists creatures minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
This spell assaults and twists creatures minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target cant take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesnt take an action this turn. |
| 26 | The creature doesnt move or take actions this turn. |
| 78 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
@ -2436,7 +2436,7 @@ When you change the weather conditions, find a current condition on the followin
**Precipitation (table)**
| Stage | Condition |
|-------|--------------------------------------------|
| ----- | ------------------------------------------ |
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
@ -2446,7 +2446,7 @@ When you change the weather conditions, find a current condition on the followin
**Temperature (table)**
| Stage | Condition |
|-------|-----------------|
| ----- | --------------- |
| 1 | Unbearable heat |
| 2 | Hot |
| 3 | Warm |
@ -2457,7 +2457,7 @@ When you change the weather conditions, find a current condition on the followin
**Wind (table)**
| Stage | Condition |
|-------|---------------|
| ----- | ------------- |
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
@ -2530,12 +2530,12 @@ _5th-level illusion_
**Duration:** Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5* foot cube, and the object must be of a form and material that you have seen before.
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the objects material. If the object is composed of multiple materials, use the shortest duration.
| Material | Duration |
|-----------------------|------------|
| --------------------- | ---------- |
| Vegetable matter | 1 day |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
@ -2566,7 +2566,7 @@ A creature you touch regains a number of hit points equal to 1d8 + your spellcas
##### Dancing Lights
*Evocation cantrip_
_Evocation cantrip_
**Casting Time:** 1 action
@ -2576,7 +2576,7 @@ A creature you touch regains a number of hit points equal to 1d8 + your spellcas
**Duration:** Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10* foot radius.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spells range.
@ -2592,7 +2592,7 @@ _2nd-level evocation_
**Duration:** Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision cant see through this darkness, and nonmagical light cant illuminate it.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision cant see through this darkness, and nonmagical light cant illuminate it.
If the point you choose is on an object you are holding or one that isnt being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
@ -2624,7 +2624,7 @@ _3rd-level evocation_
**Duration:** 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isnt being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
@ -2660,7 +2660,7 @@ _7th-level evocation_
**Duration:** Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spells base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
@ -2768,7 +2768,7 @@ _4th-level conjuration_
**Duration:** Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45* degree angle, 300 feet.”
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesnt exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
@ -2812,7 +2812,7 @@ Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damag
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _true resurrection_ or a _wish_ spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot* cube portion of it. A magic item is unaffected by this spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell.
**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
@ -3003,7 +3003,7 @@ _8th-level evocation_
**Duration:** Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain.
@ -3361,7 +3361,7 @@ _3rd-level evocation_
**Duration:** Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that arent being worn or carried.
@ -3433,7 +3433,7 @@ _5th-level evocation_
**Duration:** Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
@ -3449,7 +3449,7 @@ _2nd-level conjuration_
**Duration:** Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the spheres damage, and the sphere stops moving this turn.
@ -3491,7 +3491,7 @@ _1st-level conjuration (ritual)_
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it cant cross an elevation change of 10 feet or more. For example, the disk cant move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it cant cross an elevation change of 10 feet or more. For example, the disk cant move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it cant move around an obstacle to follow you), the spell ends.
@ -3523,7 +3523,7 @@ _1st-level conjuration_
**Duration:** Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
@ -3615,7 +3615,7 @@ _6th-level evocation_
**Duration:** Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
@ -3773,7 +3773,7 @@ You can further refine the trigger so the spell activates only under certain cir
When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_.
**_Explosive Runes_**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
**_Explosive Runes_**. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
**_Spell Glyph_**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
@ -3844,7 +3844,7 @@ You create a ward that protects up to 2,500 square feet of floor space (an area
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
*Guards and wards* creates the following effects within the warded area.
_Guards and wards_ creates the following effects within the warded area.
**_Corridors_**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
@ -3865,7 +3865,7 @@ You can create a permanently guarded and warded structure by casting this spell
##### Guidance
*Divination cantrip_
_Divination cantrip_
**Casting Time:** 1 action
@ -4173,7 +4173,7 @@ _4th-level evocation_
**Duration:** Instantaneous
A hail of rock-hard ice pounds to the ground in a 20* foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storms area of effect into difficult terrain until the end of your next turn.
@ -4267,7 +4267,7 @@ _8th-level conjuration_
**Duration:** Concentration, up to 1 minute
A swirling cloud of smoke shot through with white* hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spells area for the first time on a turn or ends its turn there.
@ -4301,7 +4301,7 @@ _5th-level conjuration_
**Duration:** Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The spheres area is difficult terrain.
Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The spheres area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spells area for the first time on a turn or ends its turn there.
@ -4325,7 +4325,7 @@ At any time thereafter, you can use your action to speak the items name and c
If another creature is holding or carrying the item, crushing the sapphire doesnt transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
*Dispel magic* or a similar effect successfully applied to the sapphire ends this spells effect.
_Dispel magic_ or a similar effect successfully applied to the sapphire ends this spells effect.
##### Invisibility
@ -4449,7 +4449,7 @@ When the spell ends, the target floats gently to the ground if it is still aloft
##### Light
*Evocation cantrip_
_Evocation cantrip_
**Casting Time:** 1 action
@ -4565,7 +4565,7 @@ You touch a willing creature who isnt wearing armor, and a protective magical
##### Mage Hand
*Conjuration cantrip_
_Conjuration cantrip_
**Casting Time:** 1 action
@ -4593,7 +4593,7 @@ _3rd-level abjuration_
**Duration:** 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
@ -4731,7 +4731,7 @@ _5th-level evocation_
**Duration:** Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
@ -4825,7 +4825,7 @@ Minor physical damage to the stone doesnt harm you, but its partial destructi
##### Mending
*Transmutation cantrip_
_Transmutation cantrip_
**Casting Time:** 1 minute
@ -4841,7 +4841,7 @@ This spell can physically repair a magic item or construct, but the spell can
##### Message
*Transmutation cantrip_
_Transmutation cantrip_
**Casting Time:** 1 action
@ -4867,7 +4867,7 @@ _9th-level evocation_
**Duration:** Instantaneous
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that arent being worn or carried.
@ -4887,7 +4887,7 @@ Until the spell ends, one willing creature you touch is immune to psychic damage
##### Minor Illusion
*Illusion cantrip_
_Illusion cantrip_
**Casting Time:** 1 action
@ -5015,7 +5015,7 @@ _2nd-level evocation_
**Duration:** Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot* radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spells area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
@ -5169,7 +5169,7 @@ With this spell, you attempt to bind a celestial, an elemental, a fey, or a fien
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
**_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th* level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
**_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
##### Plane Shift
@ -5279,7 +5279,7 @@ Up to six creatures of your choice that you can see within range each regain hit
##### Prestidigitation
*Transmutation cantrip_
_Transmutation cantrip_
**Casting Time:** 1 action
@ -5378,7 +5378,7 @@ When you cast the spell, you decide what sort of security the spell provides, ch
##### Produce Flame
*Conjuration cantrip_
_Conjuration cantrip_
**Casting Time:** 1 action
@ -5494,7 +5494,7 @@ _1st-level transmutation (ritual)_
**Duration:** Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
### Spells (Q)
@ -5538,7 +5538,7 @@ At the end of each of the targets turns, it can make a Constitution saving th
##### Ray of Frost
*Evocation cantrip_
_Evocation cantrip_
**Casting Time:** 1 action
@ -5587,7 +5587,7 @@ If the targets soul isnt free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creatures race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
| d100 | Race |
|-------|---------------------|
| ----- | ------------------- |
| 0104 | Dragonborn |
| 0513 | Dwarf, hill |
| 1421 | Dwarf, mountain |
@ -5641,7 +5641,7 @@ A _disintegrate_ spell targeting the globe destroys it without harming anything
##### Resistance
*Abjuration cantrip_
_Abjuration cantrip_
**Casting Time:** 1 action
@ -5687,7 +5687,7 @@ _7th-level transmutation_
**Duration:** Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100* foot high cylinder centered on a point within range. All creatures and objects that arent somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that arent somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
@ -5723,7 +5723,7 @@ You touch a length of rope that is up to 60 feet long. One end of the rope then
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells cant cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5* foot window centered on the rope.
Attacks and spells cant cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
@ -5731,7 +5731,7 @@ Anything inside the extradimensional space drops out when the spell ends.
##### Sacred Flame
*Evocation cantrip_
_Evocation cantrip_
**Casting Time:** 1 action
@ -5794,13 +5794,13 @@ _5th-level divination_
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows youre casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
| Knowledge | Save Modifier |
|-------------------------------------------|---------------|
| ----------------------------------------- | ------------- |
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you have met the target) | +0 |
| Familiar (you know the target well) | 5 |
| Connection | Save Modifier |
|---------------------------------------------------|---------------|
| ------------------------------------------------- | ------------- |
| Likeness or picture | 2 |
| Possession or garment | 4 |
| Body part, lock of hair, bit of nail, or the like | 10 |
@ -5933,7 +5933,7 @@ _2nd-level evocation_
**Duration:** Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isnt being worn or carried also takes the damage if its in the spells area.
@ -5969,7 +5969,7 @@ A shimmering field appears and surrounds a creature of your choice within range,
##### Shillelagh
*Transmutation cantrip_
_Transmutation cantrip_
**Casting Time:** 1 bonus action
@ -5983,7 +5983,7 @@ The wood of a club or quarterstaff you are holding is imbued with natures pow
##### Shocking Grasp
*Evocation cantrip_
_Evocation cantrip_
**Casting Time:** 1 action
@ -6009,7 +6009,7 @@ _2nd-level illusion (ritual)_
**Duration:** Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
##### Silent Image
@ -6081,7 +6081,7 @@ _3rd-level conjuration_
**Duration:** Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spells area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
@ -6239,7 +6239,7 @@ _3rd-level conjuration_
**Duration:** Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that dont need to breathe or are immune to poison automatically succeed on this saving throw.
@ -6329,7 +6329,7 @@ _6th-level evocation_
**Duration:** Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isnt blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isnt blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
@ -6373,7 +6373,7 @@ You decide what triggers the glyph when you cast the spell. For glyphs inscribed
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creatures physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that dont trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
**_Death_**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
@ -6450,7 +6450,7 @@ This spell instantly transports you and up to eight willing creatures of your ch
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|-------------------|--------|--------------|------------|-----------|
| ----------------- | ------ | ------------ | ---------- | --------- |
| Permanent circle | — | — | — | 01100 |
| Associated object | — | — | — | 01100 |
| Very familiar | 0105 | 0613 | 1424 | 25100 |
@ -6485,7 +6485,7 @@ _5th-level conjuration_
**Duration:** 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
@ -6493,7 +6493,7 @@ You can create a permanent teleportation circle by casting this spell in the sam
##### Thaumaturgy
*Transmutation cantrip_
_Transmutation cantrip_
**Casting Time:** 1 action
@ -6552,13 +6552,13 @@ _3rd-level evocation (ritual)_
**Casting Time:** 1 minute
**Range:** Self (10-foot-radius hemisphere)
**Range:** Self (10-foot radius hemisphere)
**Components:** V, S, M (a small crystal bead)
**Duration:** 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects cant extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
@ -6672,7 +6672,7 @@ This spell gives the willing creature you touch the ability to see things as the
##### True Strike
*Divination cantrip_
_Divination cantrip_
**Casting Time:** 1 action
@ -6772,7 +6772,7 @@ _6th-level evocation_
**Duration:** Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creatures space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
@ -6792,7 +6792,7 @@ _5th-level evocation_
**Duration:** Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot* by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creatures space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
@ -6882,7 +6882,7 @@ _2nd-level conjuration_
**Duration:** Concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20* foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs arent anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
@ -6906,7 +6906,7 @@ _9th-level illusion_
**Duration:** Concentration, up to one minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creatures deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creatures turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creatures deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creatures turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
##### Wind Walk
@ -6954,7 +6954,7 @@ _9th-level conjuration_
**Duration:** Instantaneous
*Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
_Wish_ is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You dont need to meet any requirements in that spell, including costly components. The spell simply takes effect.
@ -7004,6 +7004,6 @@ _2nd-level enchantment_
**Duration:** 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spells 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 cant speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
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 spells 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 cant 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.

View file

@ -28,7 +28,7 @@ The following definitions specify what happens to a creature while it is subject
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effects description.
| Level | Effect |
|-------|------------------------------------------------|
| ----- | ---------------------------------------------- |
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
@ -51,7 +51,7 @@ Finishing a long rest reduces a creatures exhaustion level by 1, provided tha
### Grappled
* A grappled creatures speed becomes 0, and it cant benefit from any bonus to its speed.
* The condition ends if the grappler is incapacitated (see the condition).
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell.
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the _thunder-wave_ spell.
### Incapacitated
* An incapacitated creature cant take actions or reactions.

View file

@ -45,7 +45,7 @@ A trap intended to be a **setback** is unlikely to kill or seriously harm charac
**Trap Save DCs and Attack Bonuses (table)**
| Trap Danger | Save DC | Attack Bonus |
|-------------|---------|--------------|
| ----------- | ------- | ------------ |
| Setback | 1011 | +3 to +5 |
| Dangerous | 1215 | +6 to +8 |
| Deadly | 1620 | +9 to +12 |
@ -53,7 +53,7 @@ A trap intended to be a **setback** is unlikely to kill or seriously harm charac
**Damage Severity by Level (table)**
| Character Level | Setback | Dangerous | Deadly |
|-----------------|---------|-----------|--------|
| --------------- | ------- | --------- | ------ |
| 1st4th | 1d10 | 2d10 | 4d10 |
| 5th10th | 2d10 | 4d10 | 10d10 |
| 11th16th | 4d10 | 10d10 | 18d10 |
@ -93,9 +93,9 @@ This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves tools breaks the trip wire harmlessly. A character without thieves tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section.
##### Fire-Breathing Statue
@ -160,7 +160,7 @@ A successful DC 20 Intelligence (Investigation) check allows a character to dedu
_Mechanical trap_
When 20 or more pounds of pressure are placed on this traps pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.
When 20 or more pounds of pressure are placed on this traps 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 plates 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.
@ -228,7 +228,7 @@ In a typical campaign, characters arent driven mad by the horrors they face a
#### Going Mad
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
@ -245,7 +245,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**Short-Term Madness (table)**
| d100 | Effect (lasts 1d10 minutes) |
|--------|------------------------------------------------------------------------------------------------------------------------------|
| ------ | ---------------------------------------------------------------------------------------------------------------------------- |
| 0120 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 2130 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 3140 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
@ -260,7 +260,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**Long-Term Madness (table)**
| d100 | Effect (lasts 1d10 × 10 hours) |
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0110 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 1120 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 2130 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
@ -277,7 +277,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
**Indefinite Madness (table)**
| d100 | Flaw (lasts until cured) |
|--------|------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 0115 | “Being drunk keeps me sane.” |
| 1625 | “I keep whatever I find.” |
| 2630 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
@ -310,7 +310,7 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
**Object Armor Class (table)**
| Substance | AC |
|---------------------|----|
| ------------------- | --- |
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
@ -324,11 +324,11 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
**Object Hit Points (table)**
| 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) |
| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) |
**_Huge and Gargantuan Objects_**. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an _earthquake_ spell can reduce a colossus to rubble. You can track a Huge or Gargantuan objects hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each sections hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
@ -353,7 +353,7 @@ Poisons come in the following four types.
**Poisons (table)**
| Item | Type | Price per Dose |
|--------------------|----------|----------------|
| ------------------ | -------- | -------------- |
| Assassins blood | Ingested | 150 gp |
| Burnt othur fumes | Inhaled | 500 gp |
| Crawler mucus | Contact | 200 gp |

View file

@ -69,7 +69,7 @@ A creature in the compartment can use an action to move as many as two of the ap
**Apparatus of the Crab Levers (table)**
| Lever | Up | Down |
|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|
| ----- | -------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatuss speed to 0 and making it unable to benefit from bonuses to speed. |
| 2 | Forward window shutter opens. | Forward window shutter closes. |
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |
@ -100,7 +100,7 @@ _Armor (light, medium, or heavy), rare (requires attunement)_
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
| d10 | Damage Type |
|-----|-------------|
| --- | ----------- |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
@ -149,7 +149,7 @@ If you dump the bags contents out on the ground, they explode in a 10-foot ra
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
| d100 | Effect |
|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
| 0210 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GMs choice) 30 feet into the air for 1d12 rounds. |
| 1120 | A treant sprouts. Theres a 50 percent chance that the treant is chaotic evil and attacks. |
@ -159,7 +159,7 @@ If you remove a bean from the bag, plant it in dirt or sand, and then water it,
| 5160 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GMs choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |
| 6170 | A hungry bulette burrows up and attacks. 7180 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GMs choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
| 8190 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
| 9199 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lords lair, and its sarcophagus contains treasure of the GMs choice. |
| 9199 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lords lair, and its sarcophagus contains treasure of the GMs choice. |
| 100 | A giant beanstalk sprouts, growing to a height of the GMs choice. The top leads where the GM chooses, such as to a great view, a cloud giants castle, or a different plane of existence. |
#### Bag of Devouring
@ -199,7 +199,7 @@ Once three fuzzy objects have been pulled from the bag, the bag cant be used
**Gray Bag of Tricks (table)**
| d8 | Creature |
|----|--------------|
| --- | ------------ |
| 1 | Weasel |
| 2 | Giant rat |
| 3 | Badger |
@ -212,7 +212,7 @@ Once three fuzzy objects have been pulled from the bag, the bag cant be used
**Rust Bag of Tricks (table)**
| d8 | Creature |
|----|------------|
| --- | ---------- |
| 1 | Rat |
| 2 | Owl |
| 3 | Mastiff |
@ -225,7 +225,7 @@ Once three fuzzy objects have been pulled from the bag, the bag cant be used
**Tan Bag of Tricks (table)**
| d8 | Creature |
|----|--------------|
| --- | ------------ |
| 1 | Jackal |
| 2 | Ape |
| 3 | Baboon |
@ -271,7 +271,7 @@ While wearing this belt, your Strength score changes to a score granted by the b
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.
| Type | Strength | Rarity |
|-------------------|----------|-----------|
| ----------------- | -------- | --------- |
| Hill giant | 21 | Rare |
| Stone/frost giant | 23 | Very rare |
| Fire giant | 25 | Very rare |
@ -375,7 +375,7 @@ _Wondrous item, very rare (requires attunement)_
This slender taper is dedicated to a deity and shares that deitys alignment. The candles alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.
| d20 | Alignment |
|-------|-----------------|
| ----- | --------------- |
| 12 | Chaotic evil |
| 34 | Chaotic neutral |
| 57 | Chaotic good |
@ -388,7 +388,7 @@ This slender taper is dedicated to a deity and shares that deitys alignment.
The candles magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candles total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candles can cast 1st* level spells he or she has prepared without expending spell slots, though the spells effect is as if cast with a 1st-level slot.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candles can cast 1st-level spells he or she has prepared without expending spell slots, though the spells effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.
@ -409,7 +409,7 @@ You can speak the carpets command word as an action to make the carpet hover
Four sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.
| d100 | Size | Capacity | Flying Speed |
|--------|---------------|----------|--------------|
| ------ | ------------- | -------- | ------------ |
| 0120 | 3 ft. × 5 ft. | 200 lb. | 80 feet |
| 2155 | 4 ft. × 6 ft. | 400 lb. | 60 feet |
| 5680 | 5 ft. × 7 ft. | 600 lb. | 40 feet |
@ -423,7 +423,7 @@ _Wondrous item, rare_
While incense is burning in this censer, you can use an action to speak the censers command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer cant be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
#### Chime of Opening
@ -510,7 +510,7 @@ If your movement causes the barrier to come into contact with a solid object tha
**Cube of Force Faces (table)**
| Face | Charges | Effect |
|------|---------|-------------------------------------------------------------------------------------------------------------------|
| ---- | ------- | ----------------------------------------------------------------------------------------------------------------- |
| 1 | 1 | Gases, wind, and fog cant pass through the barrier. |
| 2 | 2 | Nonliving matter cant pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 3 | 3 | Living matter cant pass through the barrier. |
@ -521,7 +521,7 @@ If your movement causes the barrier to come into contact with a solid object tha
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
| Spell or Item | Charges Lost |
|------------------|--------------|
| ---------------- | ------------ |
| Disintegrate | 1d12 |
| Horn of blasting | 1d10 |
| Passwall | 1d6 |
@ -583,7 +583,7 @@ An illusion of one or more creatures forms over the thrown card and remains unti
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cant be used again.
| Playing Card | Illusion |
|-------------------|----------------------------------|
| ----------------- | -------------------------------- |
| Ace of hearts | Red dragon |
| King of hearts | Knight and four guards |
| Queen of hearts | Succubus or incubus |
@ -629,7 +629,7 @@ Before you draw a card, you must declare how many cards you intend to draw and t
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
| Playing Card | Card |
|--------------------|-------------|
| ------------------ | ----------- |
| Ace of diamonds | Vizier\* |
| King of diamonds | Sun |
| Queen of diamonds | Moon |
@ -698,7 +698,7 @@ _Medium undead, neutral evil_
**Speed** 60 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
**Damage Immunities** necrotic, poison
@ -766,7 +766,7 @@ While wearing this armor, you gain a +1 bonus to AC, you have advantage on savin
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action cant be used again until the next dawn.
| Dragon | Resistance |
|--------|------------|
| ------ | ---------- |
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
@ -841,7 +841,7 @@ This painted brass bottle weighs 1 pound. When you use an action to remove the s
The first time the bottle is opened, the GM rolls to determine what happens.
| d100 | Effect |
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0110 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |
| 1190 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper cant be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |
| 91100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |
@ -853,7 +853,7 @@ _Wondrous item, uncommon_
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gems magic is lost. The type of gem determines the elemental summoned by the spell.
| Gem | Summoned Elemental |
|----------------|--------------------|
| -------------- | ------------------ |
| Blue sapphire | Air elemental |
| Yellow diamond | Earth elemental |
| Red corundum | Fire elemental |
@ -897,10 +897,10 @@ These crystal lenses fit over the eyes. While wearing them, you have advantage o
_Wondrous item, rare_
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.
| d100 | Feather Token |
|--------|---------------|
| ------ | ------------- |
| 0120 | Anchor |
| 2135 | Bird |
| 3650 | Fan |
@ -914,9 +914,9 @@ This tiny object looks like a feather. Different types of feather tokens exist,
**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
@ -947,7 +947,7 @@ _Large beast, unaligned_
**Speed** 30 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|--------|---------|--------|
| ------- | ------- | ------- | ------ | ------- | ------ |
| 14 (+2) | 13 (+1) | 13 (+1) | 2 (4) | 10 (+0) | 3 (4) |
**Senses** darkvision 60 ft., passive Perception 10
@ -960,7 +960,7 @@ _Large beast, unaligned_
* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and cant be used again until 7 days have passed, when it regains all its charges.
* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it cant be used again until 30 days have passed.
* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat cant attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return whenthegoatrevertstofigurineform.Inaddition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it cant be used again until 15 days have passed.
* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat cant attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return whenthegoatrevertstofigurineform.Inaddition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it cant be used again until 15 days have passed.
**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it cant be used again until 7 days have passed.
@ -1020,7 +1020,7 @@ This prism has 50 charges. While you are holding it, you can use an action to sp
* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesnt expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded 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.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gems charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
@ -1162,7 +1162,7 @@ You can use an action to blow this horn. In response, warrior spirits from the V
Four types of _horn of Valhalla_ are known to exist, each made of a different metal. The horns type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horns type or determines it randomly.
| d100 | Horn Type | Berserkers Summoned | Requirement |
|--------|-----------|---------------------|--------------------------------------|
| ----- | --------- | ------------------- | ------------------------------------ |
| 0140 | Silver | 2d4 + 2 | None |
| 4175 | Brass | 3d4 + 3 | Proficiency with all simple weapons |
| 7690 | Bronze | 4d4 + 4 | Proficiency with all medium armor |
@ -1273,7 +1273,7 @@ You can use an action to remove the flasks stopper and release the creature t
An _identify_ spell reveals that a creature is inside 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.
| d100 | Contents |
|-------|-------------------|
| ----- | ----------------- |
| 150 | Empty |
| 5154 | Demon (type 1) |
| 5558 | Demon (type 2) |
@ -1313,7 +1313,7 @@ The javelins property cant be used again until the next dawn. In the meant
_Wondrous item, uncommon_
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lanterns bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lanterns bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
#### Luck Blade
@ -1376,7 +1376,7 @@ _Wondrous item, very rare_
This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that cant use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.
| d20 | Golem | Time | Cost |
|-------|-------|----------|------------|
| ----- | ----- | -------- | ---------- |
| 15 | Clay | 30 days | 65,000 gp |
| 617 | Flesh | 60 days | 50,000 gp |
| 18 | Iron | 120 days | 100,000 gp |
@ -1416,7 +1416,7 @@ The medallion has 3 charges. While wearing it, you can use an action and expend
_Wondrous item, very rare_
When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
@ -1461,7 +1461,7 @@ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topa
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beads spell is cast, that bead cant be used again until the next dawn.
| d20 | Bead of... | Spell |
|-------|--------------|-----------------------------------------------|
| ----- | ------------ | --------------------------------------------- |
| 16 | Blessing | Bless |
| 712 | Curing | Cure wounds (2nd level) or lesser restoration |
| 1316 | Favor | Greater restoration |
@ -1622,7 +1622,7 @@ When you drink this potion, your Strength score changes for 1 hour. The type of
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.
| Type of Giant | Strength | Rarity |
|-------------------|----------|-----------|
| ----------------- | -------- | --------- |
| Hill giant | 21 | Uncommon |
| Frost/stone giant | 23 | Rare |
| Fire giant | 25 | Rare |
@ -1644,7 +1644,7 @@ You regain hit points when you drink this potion. The number of hit points depen
**Potions of Healing (table)**
| Potion of ... | Rarity | HP Regained |
|------------------|-----------|-------------|
| ---------------- | --------- | ----------- |
| Healing | Common | 2d4 + 2 |
| Greater healing | Uncommon | 4d4 + 4 |
| Superior healing | Rare | 8d4 + 8 |
@ -1683,7 +1683,7 @@ _Potion, uncommon_
When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.
| d10 | Damage Type |
|-----|-------------|
| --- | ----------- |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
@ -1838,7 +1838,7 @@ _Ring, rare (requires attunement)_
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
| d10 | Damage Type | Gem |
|-----|-------------|------------|
| --- | ----------- | ---------- |
| 1 | Acid | Pearl |
| 2 | Cold | Tourmaline |
| 3 | Fire | Garnet |
@ -1860,14 +1860,14 @@ The ring has 6 charges for the following other properties. The ring regains 1d6
**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.
**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
| Spheres | Lightning Damage |
|---------|------------------|
| ------- | ---------------- |
| 4 | 2d4 |
| 3 | 2d6 |
| 2 | 5d4 |
@ -1997,7 +1997,7 @@ The robe has two of each of the following patches:
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
| d100 | Patch |
|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0108 | Bag of 100 gp |
| 0915 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 1622 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
@ -2085,7 +2085,7 @@ _Wondrous item, uncommon_
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
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.
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.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
@ -2157,7 +2157,7 @@ The level of the spell on the scroll determines the spells saving throw DC an
**Spell Scroll (table)**
| Spell Level | Rarity | Save DC | Attack Bonus |
|-------------|-----------|---------|--------------|
| ----------- | --------- | ------- | ------------ |
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
@ -2182,7 +2182,7 @@ While holding this shield, you have advantage on saving throws against spells an
_Wondrous item, legendary_
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isnt wholly engulfed and obliterated by it takes 4d10 force damage.
@ -2193,7 +2193,7 @@ If you attempt to control a sphere that is under another creatures control, y
If the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.
| d100 | Result |
|--------|------------------------------------------------------------------------------------------------------------------------------------|
| ----- | ---------------------------------------------------------------------------------------------------------------------------------- |
| 0150 | The sphere is destroyed. |
| 5185 | The sphere moves through the portal or into the extradimensional space. |
| 8600 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |
@ -2248,12 +2248,12 @@ The staff has 20 charges for the following properties. The staff regains 2d8 + 4
**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|-----------------------|----------------------------------------|
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
@ -2290,12 +2290,12 @@ The staff has 50 charges for the following properties. It regains 4d6 + 2 expend
You can also use an action to cast one of the followingspellsfromthestaffwithoutusingany charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|-----------------------|----------------------------------------|
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
@ -2320,7 +2320,7 @@ The staff has 10 charges for the following properties. It regains 1d6 + 4 expend
**_Spells_**. You can use an action to expend 1 or more of the staffs charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).
You can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
You can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
@ -2384,7 +2384,7 @@ When you attack an object with this magic sword and hit, maximize your weapon da
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the targets limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the swords command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
In addition, you can speak the swords command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
#### Sword of Wounding
@ -2579,7 +2579,7 @@ If an effect covers an area, you must center the spell on and include the target
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
| d100 | Effect |
|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0105 | You cast slow. 0610 You cast faerie fire. |
| 1115 | You are stunned until the start of your next turn, believing something awesome just happened. 1620 You cast gust of wind. |
| 2125 | You cast detect thoughts on the target you chose. If you didnt target a creature, you instead take 1d6 psychic damage. |
@ -2662,7 +2662,7 @@ A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can cho
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
| d100 | Communication |
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 0160 | The item communicates by transmitting emotion to the creature carrying or wielding it. |
| 6190 | The item can speak, read, and understand one or more languages. |
| 91100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
@ -2672,7 +2672,7 @@ A sentient item has some ability to communicate, either by sharing its emotions,
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
| d4 | Senses |
|----|--------------------------------------------|
| --- | ------------------------------------------ |
| 1 | Hearing and normal vision out to 30 feet. |
| 2 | Hearing and normal vision out to 60 feet |
| 3 | Hearing and normal vision out to 120 feet. |
@ -2683,7 +2683,7 @@ With sentience comes awareness. A sentient item can perceive its surroundings ou
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
| d100 | Alignment |
|--------|-----------------|
| ------ | --------------- |
| 0115 | Lawful good |
| 1635 | Neutral good |
| 3650 | Chaotic good |
@ -2699,7 +2699,7 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielders use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
| d10 | Purpose |
|-----|------------------------------------------------------------------------------------------------------------------------------------------|
| --- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | _Aligned:_ The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |
| 2 | _Bane:_ The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |
| 3 | _Protector:_ The item seeks to defend a particular race or kind of creature, such as elves or druids. |
@ -2757,4 +2757,3 @@ You can also use an action to cast the _detect magic_ spell from the orb without
**_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 cant 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.

View file

@ -301,11 +301,11 @@ When a monster takes its action, it can choose from the options in the Actions s
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the _Players Handbook_.
***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.
!!!Creature vs. Target!!!. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.
***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “_Hit_” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
!!!Hit!!!. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “_Hit_” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the “_Miss:_” notation.
!!!Miss!!!. If an attack has an effect that occurs on a miss, that information is presented after the “_Miss:_” notation.
#### Multiattack
@ -1479,7 +1479,7 @@ _Large fiend (demon), chaotic evil_
**_Talons_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10 + 3) slashing damage.
**_Spores (Recharge 6)_**. A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
**_Spores (Recharge 6)_**. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
**_Stunning Screech (1/Day)_**. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isnt a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrocks next turn.
@ -1529,7 +1529,7 @@ _Medium fiend (devil), lawful evil_
**_Tail_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage.
**_Hurl Flame_**. Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 10 (3d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
**_Hurl Flame_**. _Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 10 (3d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
##### Bearded Devil
@ -1745,7 +1745,7 @@ _Large fiend (devil), lawful evil_
**_Tail_**. _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
**_Hurl Flame_**. Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 14 (4d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
**_Hurl Flame_**. _Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 14 (4d6) fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
##### Ice Devil
@ -4213,9 +4213,7 @@ _Large elemental, neutral_
**_Slam_**. Melee _Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage.
**_Whelm (Recharge 46)_**. Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
**_Whelm (Recharge 46)_**. Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
@ -4469,7 +4467,7 @@ At will: _detect evil and good_, _detect magic_, _thunderwave_
**_Scimitar_**. _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinnis choice).
**_Create Whirlwind_**. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving 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.
**_Create Whirlwind_**. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving 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.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
@ -4511,7 +4509,7 @@ At will: _detect magic_
**_Scimitar_**. _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
**_Hurl Flame_**. Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 17 (5d6) fire damage.
**_Hurl Flame_**. _Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 17 (5d6) fire damage.
#### Ghost
@ -5828,7 +5826,7 @@ At will: _disguise self_ (any humanoid form), _major image_
**_Dagger_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage.
**_Intoxicating Touch_**. Melee Spell Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
**_Intoxicating Touch_**. _Melee Spell Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
#### Lich
@ -5881,7 +5879,7 @@ Cantrips (at will): _mage hand_, _prestidigitation_, _ray of frost_
**Actions**
**_Paralyzing Touch_**. Melee Spell Attack:_ +12 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**_Paralyzing Touch_**. _Melee Spell Attack:_ +12 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Legendary Actions**
@ -7162,7 +7160,7 @@ _Gargantuan monstrosity, unaligned_
**Challenge** 15 (13,000 XP)
**_Tunneler**_. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
**_Tunneler**_. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
**Actions**
@ -7712,7 +7710,7 @@ _Medium undead, chaotic evil_
**Actions**
**_Life Drain_**. Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
**_Life Drain_**. _Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
#### Sphinxes
@ -8343,7 +8341,7 @@ _Tiny undead, chaotic evil_
**Actions**
**_Shock_**. Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d8) lightning damage.
**_Shock_**. _Melee Spell Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d8) lightning damage.
**_Invisibility_**. The will-o-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

View file

@ -1224,7 +1224,7 @@ _Large beast, unaligned_
**_Tentacles_**. _Melee Weapon Attack:_ +5 to hit, reach 15 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus cant use its tentacles on another target.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
#### Giant Owl
@ -1961,7 +1961,7 @@ _Small beast, unaligned_
**_Tentacles_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus cant use its tentacles on another target.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
#### Owl