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https://github.com/oldmanumby/DND.SRD.Wiki.git
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48222 lines
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48222 lines
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\author{}
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\date{}
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\begin{document}
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||
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||
\hypertarget{dd-5e-srd-full-compile-v0.4.4}{%
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||
\section{D\&D 5E SRD Full
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||
Compile-v0.4.4}\label{dd-5e-srd-full-compile-v0.4.4}}
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||
|
||
\hypertarget{races}{%
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||
\section{RACES}\label{races}}
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||
|
||
\hypertarget{racial-traits}{%
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||
\subsection{Racial Traits}\label{racial-traits}}
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||
|
||
The description of each race includes racial traits that are common to
|
||
members of that race. The following entries appear among the traits of
|
||
most races.
|
||
|
||
\hypertarget{ability-score-increase}{%
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||
\subsubsection{Ability Score Increase}\label{ability-score-increase}}
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||
|
||
Every race increases one or more of a character's ability scores.
|
||
|
||
\hypertarget{age}{%
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||
\subsubsection{Age}\label{age}}
|
||
|
||
The age entry notes the age when a member of the race is considered an
|
||
adult, as well as the race's expected lifespan. This information can
|
||
help you decide how old your character is at the start of the game. You
|
||
can choose any age for your character, which could provide an
|
||
explanation for some of your ability scores. For example, if you play a
|
||
young or very old character, your age could explain a particularly low
|
||
Strength or Constitution score, while advanced age could account for a
|
||
high Intelligence or Wisdom.
|
||
|
||
\hypertarget{alignment}{%
|
||
\subsubsection{Alignment}\label{alignment}}
|
||
|
||
Most races have tendencies toward certain alignments, described in this
|
||
entry. These are not binding for player characters, but considering why
|
||
your dwarf is chaotic, for example, in defiance of lawful dwarf society
|
||
can help you better define your character.
|
||
|
||
\hypertarget{size}{%
|
||
\subsubsection{Size}\label{size}}
|
||
|
||
Characters of most races are Medium, a size category including creatures
|
||
that are roughly 4 to 8 feet tall. Members of a few races are Small
|
||
(between 2 and 4 feet tall), which means that certain rules of the game
|
||
affect them differently. The most important of these rules is that Small
|
||
characters have trouble wielding heavy weapons.
|
||
|
||
\hypertarget{speed}{%
|
||
\subsubsection{Speed}\label{speed}}
|
||
|
||
Your speed determines how far you can move when traveling and fighting.
|
||
|
||
\hypertarget{languages}{%
|
||
\subsubsection{Languages}\label{languages}}
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||
|
||
By virtue of your race, your character can speak, read, and write
|
||
certain languages.
|
||
|
||
\hypertarget{subraces}{%
|
||
\subsubsection{Subraces}\label{subraces}}
|
||
|
||
Some races have subraces. Members of a subrace have the traits of the
|
||
parent race in addition to the traits specified for their subrace.
|
||
Relationships among subraces vary significantly from race to race and
|
||
world to world.
|
||
|
||
\hypertarget{dwarf}{%
|
||
\section{Dwarf}\label{dwarf}}
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||
|
||
\hypertarget{dwarf-traits}{%
|
||
\subsubsection{Dwarf Traits}\label{dwarf-traits}}
|
||
|
||
Your dwarf character has an assortment of inborn abilities, part and
|
||
parcel of dwarven nature.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Constitution score
|
||
increases by 2.
|
||
|
||
\textbf{\emph{Age}}. Dwarves mature at the same rate as humans, but
|
||
they're considered young until they reach the age of 50. On average,
|
||
they live about 350 years.
|
||
|
||
\textbf{\emph{Alignment}}. Most dwarves are lawful, believing firmly in
|
||
the benefits of a well-ordered society. They tend toward good as well,
|
||
with a strong sense of fair play and a belief that everyone deserves to
|
||
share in the benefits of a just order.
|
||
|
||
\textbf{\emph{Size}}. Dwarves stand between 4 and 5 feet tall and
|
||
average about 150 pounds. Your size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 25 feet. Your speed is
|
||
not reduced by wearing heavy armor.
|
||
|
||
\textbf{\emph{Darkvision}}. Accustomed to life underground, you have
|
||
superior vision in dark and dim conditions. You can see in dim light
|
||
within 60 feet of you as if it were bright light, and in darkness as if
|
||
it were dim light. You can't discern color in darkness, only shades of
|
||
gray.
|
||
|
||
\textbf{\emph{Dwarven Resilience}}. You have advantage on saving throws
|
||
against poison, and you have resistance against poison damage.
|
||
|
||
\textbf{\emph{Dwarven Combat Training}}. You have proficiency with the
|
||
battleaxe, handaxe, light hammer, and warhammer.
|
||
|
||
\textbf{\emph{Tool Proficiency}}. You gain proficiency with the
|
||
artisan's tools of your choice: smith's tools, brewer's supplies, or
|
||
mason's tools.
|
||
|
||
\textbf{\emph{Stonecunning}}. Whenever you make an Intelligence
|
||
(History) check related to the origin of stonework, you are considered
|
||
proficient in the History skill and add double your proficiency bonus to
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||
the check, instead of your normal proficiency bonus.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and
|
||
those characteristics spill over into whatever other language a dwarf
|
||
might speak.
|
||
|
||
\hypertarget{hill-dwarf}{%
|
||
\subsection{Hill Dwarf}\label{hill-dwarf}}
|
||
|
||
As a hill dwarf, you have keen senses, deep intuition, and remarkable
|
||
resilience.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Wisdom score increases by
|
||
1.
|
||
|
||
\textbf{\emph{Dwarven Toughness}}. Your hit point maximum increases by
|
||
1, and it increases by 1 every time you gain a level.
|
||
|
||
\hypertarget{elf}{%
|
||
\section{Elf}\label{elf}}
|
||
|
||
\hypertarget{elf-traits}{%
|
||
\subsubsection{Elf Traits}\label{elf-traits}}
|
||
|
||
Your elf character has a variety of natural abilities, the result of
|
||
thousands of years of elven refinement.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Dexterity score increases
|
||
by 2.
|
||
|
||
\textbf{\emph{Age}}. Although elves reach physical maturity at about the
|
||
same age as humans, the elven understanding of adulthood goes beyond
|
||
physical growth to encompass worldly experience. An elf typically claims
|
||
adulthood and an adult name around the age of 100 and can live to be 750
|
||
years old.
|
||
|
||
\textbf{\emph{Alignment}}. Elves love freedom, variety, and self-
|
||
expression, so they lean strongly toward the gentler aspects of chaos.
|
||
They value and protect others' freedom as well as their own, and they
|
||
are more often good than not. The drow are an exception; their exile has
|
||
made them vicious and dangerous. Drow are more often evil than not.
|
||
|
||
\textbf{\emph{Size}}. Elves range from under 5 to over 6 feet tall and
|
||
have slender builds. Your size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{\emph{Darkvision}}. Accustomed to twilit forests and the night
|
||
sky, you have superior vision in dark and dim conditions. You can see in
|
||
dim light within 60 feet of you as if it were bright light, and in
|
||
darkness as if it were dim light. You can't discern color in darkness,
|
||
only shades of gray.
|
||
|
||
\textbf{\emph{Keen Senses}}. You have proficiency in the Perception
|
||
skill.
|
||
|
||
\textbf{\emph{Fey Ancestry}}. You have advantage on saving throws
|
||
against being charmed, and magic can't put you to sleep.
|
||
|
||
\textbf{\emph{Trance}}. Elves don't need to sleep. Instead, they
|
||
meditate deeply, remaining semiconscious, for 4 hours a day. (The Common
|
||
word for such meditation is ``trance.'') While meditating, you can dream
|
||
after a fashion; such dreams are actually mental exercises that have
|
||
become reflexive through years of practice.
|
||
|
||
After resting in this way, you gain the same benefit that a human does
|
||
from 8 hours of sleep.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Elvish. Elvish is fluid, with subtle intonations and intricate grammar.
|
||
Elven literature is rich and varied, and their songs and poems are
|
||
famous among other races. Many bards learn their language so they can
|
||
add Elvish ballads to their repertoires.
|
||
|
||
\hypertarget{high-elf}{%
|
||
\subsection{High Elf}\label{high-elf}}
|
||
|
||
As a high elf, you have a keen mind and a mastery of at least the basics
|
||
of magic. In many fantasy gaming worlds, there are two kinds of high
|
||
elves. One type is haughty and reclusive, believing themselves to be
|
||
superior to non-elves and even other elves. The other type is more
|
||
common and more friendly, and often encountered among humans and other
|
||
races.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Intelligence score
|
||
increases by 1.
|
||
|
||
\textbf{\emph{Elf Weapon Training}}. You have proficiency with the
|
||
longsword, shortsword, shortbow, and longbow.
|
||
|
||
\textbf{\emph{Cantrip}}. You know one cantrip of your choice from the
|
||
wizard spell list. Intelligence is your spellcasting ability for it.
|
||
|
||
\textbf{\emph{Extra Language}}. You can speak, read, and write one extra
|
||
language of your choice.
|
||
|
||
\hypertarget{halfling}{%
|
||
\section{Halfling}\label{halfling}}
|
||
|
||
\hypertarget{halfling-traits}{%
|
||
\subsubsection{Halfling Traits}\label{halfling-traits}}
|
||
|
||
Your halfling character has a number of traits in common with all other
|
||
halflings.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Dexterity score increases
|
||
by 2.
|
||
|
||
\textbf{\emph{Age}}. A halfling reaches adulthood at the age of 20 and
|
||
generally lives into the middle of his or her second century.
|
||
|
||
\textbf{\emph{Alignment}}. Most halflings are lawful good. As a rule,
|
||
they are good-hearted and kind, hate to see others in pain, and have no
|
||
tolerance for oppression. They are also very orderly and traditional,
|
||
leaning heavily on the support of their community and the comfort of
|
||
their old ways.
|
||
|
||
\textbf{\emph{Size}}. Halflings average about 3 feet tall and weigh
|
||
about 40 pounds. Your size is Small.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 25 feet.
|
||
|
||
\textbf{\emph{Lucky}}. When you roll a 1 on the d20 for an attack roll,
|
||
ability check, or saving throw, you can reroll the die and must use the
|
||
new roll.
|
||
|
||
\textbf{\emph{Brave}}. You have advantage on saving throws against being
|
||
frightened.
|
||
|
||
\textbf{\emph{Halfling Nimbleness}}. You can move through the space of
|
||
any creature that is of a size larger than yours.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Halfling. The Halfling language isn't secret, but halflings are loath to
|
||
share it with others. They write very little, so they don't have a rich
|
||
body of literature. Their oral tradition, however, is very strong.
|
||
Almost all halflings speak Common to converse with the people in whose
|
||
lands they dwell or through which they are traveling.
|
||
|
||
\hypertarget{lightfoot}{%
|
||
\subsection{Lightfoot}\label{lightfoot}}
|
||
|
||
As a lightfoot halfling, you can easily hide from notice, even using
|
||
other people as cover. You're inclined to be affable and get along well
|
||
with others.
|
||
|
||
Lightfoots are more prone to wanderlust than other halflings, and often
|
||
dwell alongside other races or take up a nomadic life.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Charisma score increases by
|
||
1.
|
||
|
||
\textbf{\emph{Naturally Stealthy}}. You can attempt to hide even when
|
||
you are obscured only by a creature that is at least one size larger
|
||
than you.
|
||
|
||
\hypertarget{human}{%
|
||
\section{Human}\label{human}}
|
||
|
||
\hypertarget{human-traits}{%
|
||
\subsubsection{Human Traits}\label{human-traits}}
|
||
|
||
It's hard to make generalizations about humans, but your human character
|
||
has these traits.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your ability scores each
|
||
increase by 1.
|
||
|
||
\textbf{\emph{Age}}. Humans reach adulthood in their late teens and live
|
||
less than a century.
|
||
|
||
\textbf{\emph{Alignment}}. Humans tend toward no particular alignment.
|
||
The best and the worst are found among them.
|
||
|
||
\textbf{\emph{Size}}. Humans vary widely in height and build, from
|
||
barely 5 feet to well over 6 feet tall. Regardless of your position in
|
||
that range, your size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and one
|
||
extra language of your choice. Humans typically learn the languages of
|
||
other peoples they deal with, including obscure dialects. They are fond
|
||
of sprinkling their speech with words borrowed from other tongues: Orc
|
||
curses, Elvish musical expressions, Dwarvish military phrases, and so
|
||
on.
|
||
|
||
\hypertarget{dragonborn}{%
|
||
\section{Dragonborn}\label{dragonborn}}
|
||
|
||
\hypertarget{dragonborn-traits}{%
|
||
\subsubsection{Dragonborn Traits}\label{dragonborn-traits}}
|
||
|
||
Your draconic heritage manifests in a variety of traits you share with
|
||
other dragonborn.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Strength score increases by
|
||
2, and your Charisma score increases by 1.
|
||
|
||
\textbf{\emph{Age}}. Young dragonborn grow quickly. They walk hours
|
||
after hatching, attain the size and development of a 10-year-old human
|
||
child by the age of 3, and reach adulthood by 15. They live to be around
|
||
80.
|
||
|
||
\textbf{\emph{Alignment}}. Dragonborn tend to extremes, making a
|
||
conscious choice for one side or the other in the cosmic war between
|
||
good and evil. Most dragonborn are good, but those who side with evil
|
||
can be terrible villains.
|
||
|
||
\textbf{\emph{Size}}. Dragonborn are taller and heavier than humans,
|
||
standing well over 6 feet tall and averaging almost 250 pounds. Your
|
||
size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{Table- Draconic Ancestry}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Dragon & Damage Type & Breath Weapon \\
|
||
\midrule
|
||
\endhead
|
||
Black & Acid & 5 by 30 ft. line (Dex. save) \\
|
||
Blue & Lightning & 5 by 30 ft. line (Dex. save) \\
|
||
Brass & Fire & 5 by 30 ft. line (Dex. save) \\
|
||
Bronze & Lightning & 5 by 30 ft. line (Dex. save) \\
|
||
Copper & Acid & 5 by 30 ft. line (Dex. save) \\
|
||
Gold & Fire & 15 ft. cone (Dex. save) \\
|
||
Green & Poison & 15 ft. cone (Con. save) \\
|
||
Red & Fire & 15 ft. cone (Dex. save) \\
|
||
Silver & Cold & 15 ft. cone (Con. save) \\
|
||
White & Cold & 15 ft. cone (Con. save) \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Draconic Ancestry}}. You have draconic ancestry. Choose
|
||
one type of dragon from the Draconic Ancestry table. Your breath weapon
|
||
and damage resistance are determined by the dragon type, as shown in the
|
||
table.
|
||
|
||
\textbf{\emph{Breath Weapon}}. You can use your action to exhale
|
||
destructive energy. Your draconic ancestry determines the size, shape,
|
||
and damage type of the exhalation.
|
||
|
||
When you use your breath weapon, each creature in the area of the
|
||
exhalation must make a saving throw, the type of which is determined by
|
||
your draconic ancestry. The DC for this saving throw equals 8 + your
|
||
Constitution modifier + your proficiency bonus. A creature takes 2d6
|
||
damage on a failed save, and half as much damage on a successful one.
|
||
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at
|
||
16th level.
|
||
|
||
After you use your breath weapon, you can't use it again until you
|
||
complete a short or long rest.
|
||
|
||
\textbf{\emph{Damage Resistance}}. You have resistance to the damage
|
||
type associated with your draconic ancestry.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Draconic. Draconic is thought to be one of the oldest languages and is
|
||
often used in the study of magic. The language sounds harsh to most
|
||
other creatures and includes numerous hard consonants and sibilants.
|
||
|
||
\hypertarget{gnome}{%
|
||
\section{Gnome}\label{gnome}}
|
||
|
||
\hypertarget{gnome-traits}{%
|
||
\subsubsection{Gnome Traits}\label{gnome-traits}}
|
||
|
||
Your gnome character has certain characteristics in common with all
|
||
other gnomes.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Intelligence score
|
||
increases by 2.
|
||
|
||
\textbf{\emph{Age}}. Gnomes mature at the same rate humans do, and most
|
||
are expected to settle down into an adult life by around age 40. They
|
||
can live 350 to almost 500 years.
|
||
|
||
\textbf{\emph{Alignment}}. Gnomes are most often good. Those who tend
|
||
toward law are sages, engineers, researchers, scholars, investigators,
|
||
or inventors. Those who tend toward chaos are minstrels, tricksters,
|
||
wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the
|
||
tricksters among them are more playful than vicious.
|
||
|
||
\textbf{\emph{Size}}. Gnomes are between 3 and 4 feet tall and average
|
||
about 40 pounds. Your size is Small.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 25 feet.
|
||
|
||
\textbf{\emph{Darkvision}}. Accustomed to life underground, you have
|
||
superior vision in dark and dim conditions. You can see in dim light
|
||
within 60 feet of you as if it were bright light, and in darkness as if
|
||
it were dim light. You can't discern color in darkness, only shades of
|
||
gray.
|
||
|
||
\textbf{\emph{Gnome Cunning}}. You have advantage on all Intelligence,
|
||
Wisdom, and Charisma saving throws against magic.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Gnomish. The Gnomish language, which uses the Dwarvish script, is
|
||
renowned for its technical treatises and its catalogs of knowledge about
|
||
the natural world.
|
||
|
||
\hypertarget{rock-gnome}{%
|
||
\subsection{Rock Gnome}\label{rock-gnome}}
|
||
|
||
As a rock gnome, you have a natural inventiveness and hardiness beyond
|
||
that of other gnomes.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Constitution score
|
||
increases by 1.
|
||
|
||
\textbf{\emph{Artificer's Lore}}. Whenever you make an Intelligence
|
||
(History) check related to magic items, alchemical objects, or
|
||
technological devices, you can add twice your proficiency bonus, instead
|
||
of any proficiency bonus you normally apply.
|
||
|
||
\textbf{\emph{Tinker}}. You have proficiency with artisan's tools
|
||
(tinker's tools). Using those tools, you can spend 1 hour and 10 gp
|
||
worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
|
||
The device ceases to function after 24 hours (unless you spend 1 hour
|
||
repairing it to keep the device functioning), or when you use your
|
||
action to dismantle it; at that time, you can reclaim the materials used
|
||
to create it. You can have up to three such devices active at a time.
|
||
|
||
When you create a device, choose one of the following options:
|
||
|
||
\textbf{\emph{Clockwork Toy}}. This toy is a clockwork animal, monster,
|
||
or person, such as a frog, mouse, bird, dragon, or soldier. When placed
|
||
on the ground, the toy moves 5 feet across the ground on each of your
|
||
turns in a random direction. It makes noises as appropriate to the
|
||
creature it represents.
|
||
|
||
\textbf{\emph{Fire Starter}}. The device produces a miniature flame,
|
||
which you can use to light a candle, torch, or campfire. Using the
|
||
device requires your action.
|
||
|
||
\textbf{\emph{Music Box}}. When opened, this music box plays a single
|
||
song at a moderate volume. The box stops playing when it reaches the
|
||
song's end or when it is closed.
|
||
|
||
\hypertarget{half-elf}{%
|
||
\section{Half-Elf}\label{half-elf}}
|
||
|
||
\hypertarget{half-elf-traits}{%
|
||
\subsubsection{Half-Elf Traits}\label{half-elf-traits}}
|
||
|
||
Your half-elf character has some qualities in common with elves and some
|
||
that are unique to half-elves.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Charisma score increases by
|
||
2, and two other ability scores of your choice increase by 1.
|
||
|
||
\textbf{\emph{Age}}. Half-elves mature at the same rate humans do and
|
||
reach adulthood around the age of 20. They live much longer than humans,
|
||
however, often exceeding 180 years.
|
||
|
||
\textbf{\emph{Alignment}}. Half-elves share the chaotic bent of their
|
||
elven heritage. They value both personal freedom and creative
|
||
expression, demonstrating neither love of leaders nor desire for
|
||
followers. They chafe at rules, resent others' demands, and sometimes
|
||
prove unreliable, or at least unpredictable.
|
||
|
||
\textbf{\emph{Size}}. Half-elves are about the same size as humans,
|
||
ranging from 5 to 6 feet tall. Your size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{\emph{Darkvision}}. Thanks to your elf blood, you have superior
|
||
vision in dark and dim conditions. You can see in dim light within 60
|
||
feet of you as if it were bright light, and in darkness as if it were
|
||
dim light. You can't discern color in darkness, only shades of gray.
|
||
|
||
\textbf{\emph{Fey Ancestry}}. You have advantage on saving throws
|
||
against being charmed, and magic can't put you to sleep.
|
||
|
||
\textbf{\emph{Skill Versatility}}. You gain proficiency in two skills of
|
||
your choice.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common,
|
||
Elvish, and one extra language of your choice.
|
||
|
||
\hypertarget{half-orc}{%
|
||
\section{Half-Orc}\label{half-orc}}
|
||
|
||
\hypertarget{half-orc-traits}{%
|
||
\subsubsection{Half-Orc Traits}\label{half-orc-traits}}
|
||
|
||
Your half-orc character has certain traits deriving from your orc
|
||
ancestry.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Strength score increases by
|
||
2, and your Constitution score increases by 1.
|
||
|
||
\textbf{\emph{Age}}. Half-orcs mature a little faster than humans,
|
||
reaching adulthood around age 14. They age noticeably faster and rarely
|
||
live longer than 75 years.
|
||
|
||
\textbf{\emph{Alignment}}. Half-orcs inherit a tendency toward chaos
|
||
from their orc parents and are not strongly inclined toward good.
|
||
Half-orcs raised among orcs and willing to live out their lives among
|
||
them are usually evil.
|
||
|
||
\textbf{\emph{Size}}. Half-orcs are somewhat larger and bulkier than
|
||
humans, and they range from 5 to well over 6 feet tall. Your size is
|
||
Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{\emph{Darkvision}}. Thanks to your orc blood, you have superior
|
||
vision in dark and dim conditions. You can see in dim light within 60
|
||
feet of you as if it were bright light, and in darkness as if it were
|
||
dim light. You can't discern color in darkness, only shades of gray.
|
||
|
||
\textbf{\emph{Menacing}}. You gain proficiency in the Intimidation
|
||
skill.
|
||
|
||
\textbf{\emph{Relentless Endurance}}. When you are reduced to 0 hit
|
||
points but not killed outright, you can drop to 1 hit point instead. You
|
||
can't use this feature again until you finish a long rest.
|
||
|
||
\textbf{\emph{Savage Attacks}}. When you score a critical hit with a
|
||
melee weapon attack, you can roll one of the weapon's damage dice one
|
||
additional time and add it to the extra damage of the critical hit.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Orc. Orc is a harsh, grating language with hard consonants. It has no
|
||
script of its own but is written in the Dwarvish script.
|
||
|
||
\hypertarget{tiefling}{%
|
||
\section{Tiefling}\label{tiefling}}
|
||
|
||
\hypertarget{tiefling-traits}{%
|
||
\subsubsection{Tiefling Traits}\label{tiefling-traits}}
|
||
|
||
Tieflings share certain racial traits as a result of their infernal
|
||
descent.
|
||
|
||
\textbf{\emph{Ability Score Increase}}. Your Intelligence score
|
||
increases by 1, and your Charisma score increases by 2.
|
||
|
||
\textbf{\emph{Age}}. Tieflings mature at the same rate as humans but
|
||
live a few years longer.
|
||
|
||
\textbf{\emph{Alignment}}. Tieflings might not have an innate tendency
|
||
toward evil, but many of them end up there. Evil or not, an independent
|
||
nature inclines many tieflings toward a chaotic alignment.
|
||
|
||
\textbf{\emph{Size}}. Tieflings are about the same size and build as
|
||
humans. Your size is Medium.
|
||
|
||
\textbf{\emph{Speed}}. Your base walking speed is 30 feet.
|
||
|
||
\textbf{\emph{Darkvision}}. Thanks to your infernal heritage, you have
|
||
superior vision in dark and dim conditions. You can see in dim light
|
||
within 60 feet of you as if it were bright light, and in darkness as if
|
||
it were dim light. You can't discern color in darkness, only shades of
|
||
gray.
|
||
|
||
\textbf{\emph{Hellish Resistance}}. You have resistance to fire damage.
|
||
|
||
\textbf{\emph{Infernal Legacy}}. You know the \emph{thaumaturgy}
|
||
cantrip. When you reach 3rd level, you can cast the \emph{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 \emph{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.
|
||
|
||
\textbf{\emph{Languages}}. You can speak, read, and write Common and
|
||
Infernal.
|
||
|
||
\hypertarget{classes}{%
|
||
\section{CLASSES}\label{classes}}
|
||
|
||
\hypertarget{barbarian}{%
|
||
\section{Barbarian}\label{barbarian}}
|
||
|
||
\hypertarget{class-features}{%
|
||
\subsubsection{Class Features}\label{class-features}}
|
||
|
||
As a barbarian, you gain the following class features.
|
||
|
||
\hypertarget{hit-points}{%
|
||
\paragraph{Hit Points}\label{hit-points}}
|
||
|
||
\textbf{Hit Dice:} 1d12 per barbarian level
|
||
|
||
\textbf{Hit Points at 1st Level:} 12 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d12 (or 7) + your Constitution
|
||
modifier per barbarian level after 1st
|
||
|
||
\hypertarget{proficiencies}{%
|
||
\paragraph{Proficiencies}\label{proficiencies}}
|
||
|
||
\textbf{Armor:} Light armor, medium armor, shields
|
||
|
||
\textbf{Weapons:} Simple weapons, martial weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Strength, Constitution
|
||
|
||
\textbf{Skills:} Choose two from Animal Handling, Athletics,
|
||
Intimidation, Nature, Perception, and Survival
|
||
|
||
\hypertarget{equipment}{%
|
||
\paragraph{Equipment}\label{equipment}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a greataxe or (\emph{b}) any martial melee weapon
|
||
\item
|
||
(\emph{a}) two handaxes or (\emph{b}) any simple weapon
|
||
\item
|
||
An explorer's pack and four javelins
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Barbarian}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0864}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2346}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.3827}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1358}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1605}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Rages
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Rage Damage
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Rage, Unarmored Defense & 2 & +2 \\
|
||
2nd & +2 & Reckless Attack, Danger Sense & 2 & +2 \\
|
||
3rd & +2 & Primal Path & 3 & +2 \\
|
||
4th & +2 & Ability Score Improvement & 3 & +2 \\
|
||
5th & +3 & Extra Attack, Fast Movement & 3 & +2 \\
|
||
6th & +3 & Path feature & 4 & +2 \\
|
||
7th & +3 & Feral Instinct & 4 & +2 \\
|
||
8th & +3 & Ability Score Improvement & 4 & +2 \\
|
||
9th & +4 & Brutal Critical (1 die) & 4 & +3 \\
|
||
10th & +4 & Path feature & 4 & +3 \\
|
||
11th & +4 & Relentless & 4 & +3 \\
|
||
12th & +4 & Ability Score Improvement & 5 & +3 \\
|
||
13th & +5 & Brutal Critical (2 dice) & 5 & +3 \\
|
||
14th & +5 & Path feature & 5 & +3 \\
|
||
15th & +5 & Persistent Rage & 5 & +3 \\
|
||
16th & +5 & Ability Score Improvement & 5 & +4 \\
|
||
17th & +6 & Brutal Critical (3 dice) & 6 & +4 \\
|
||
18th & +6 & Indomitable Might & 6 & +4 \\
|
||
19th & +6 & Ability Score Improvement & 6 & +4 \\
|
||
20th & +6 & Primal Champion & Unlimited & +4 \\
|
||
& & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{rage}{%
|
||
\subsubsection{Rage}\label{rage}}
|
||
|
||
In battle, you fight with primal ferocity. On your turn, you can enter a
|
||
rage as a bonus action.
|
||
|
||
While raging, you gain the following benefits if you aren't wearing
|
||
heavy armor:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have advantage on Strength checks and Strength saving throws.
|
||
\item
|
||
When you make a melee weapon attack using Strength, you gain a bonus
|
||
to the damage roll that increases as you gain levels as a barbarian,
|
||
as shown in the Rage Damage column of the Barbarian table.
|
||
\item
|
||
You have resistance to bludgeoning, piercing, and slashing damage.
|
||
\end{itemize}
|
||
|
||
If you are able to cast spells, you can't cast them or concentrate on
|
||
them while raging.
|
||
|
||
Your rage lasts for 1 minute. It ends early if you are knocked
|
||
unconscious or if your turn ends and you haven't attacked a hostile
|
||
creature since your last turn or taken damage since then. You can also
|
||
end your rage on your turn as a bonus action.
|
||
|
||
Once you have raged the number of times shown for your barbarian level
|
||
in the Rages column of the Barbarian table, you must finish a long rest
|
||
before you can rage again.
|
||
|
||
\hypertarget{unarmored-defense}{%
|
||
\subsubsection{Unarmored Defense}\label{unarmored-defense}}
|
||
|
||
While you are not wearing any armor, your Armor Class equals 10 + your
|
||
Dexterity modifier + your Constitution modifier. You can use a shield
|
||
and still gain this benefit.
|
||
|
||
\hypertarget{reckless-attack}{%
|
||
\subsubsection{Reckless Attack}\label{reckless-attack}}
|
||
|
||
Starting at 2nd level, you can throw aside all concern for defense to
|
||
attack with fierce desperation. When you make your first attack on your
|
||
turn, you can decide to attack recklessly. Doing so gives you advantage
|
||
on melee weapon attack rolls using Strength during this turn, but attack
|
||
rolls against you have advantage until your next turn.
|
||
|
||
\hypertarget{danger-sense}{%
|
||
\subsubsection{Danger Sense}\label{danger-sense}}
|
||
|
||
At 2nd level, you gain an uncanny sense of when things nearby aren't as
|
||
they should be, giving you an edge when you dodge away from danger.
|
||
|
||
You have advantage on Dexterity saving throws against effects that you
|
||
can see, such as traps and spells. To gain this benefit, you can't be
|
||
blinded, deafened, or incapacitated.
|
||
|
||
\hypertarget{primal-path}{%
|
||
\subsubsection{Primal Path}\label{primal-path}}
|
||
|
||
At 3rd level, you choose a path that shapes the nature of your rage.
|
||
Choose the Path of the Berserker or the Path of the Totem Warrior, both
|
||
detailed at the end of the class description. Your choice grants you
|
||
features at 3rd level and again at 6th, 10th, and 14th levels.
|
||
|
||
\hypertarget{ability-score-improvement}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{extra-attack}{%
|
||
\subsubsection{Extra Attack}\label{extra-attack}}
|
||
|
||
Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.
|
||
|
||
\hypertarget{fast-movement}{%
|
||
\subsubsection{Fast Movement}\label{fast-movement}}
|
||
|
||
Starting at 5th level, your speed increases by 10 feet while you aren't
|
||
wearing heavy armor.
|
||
|
||
\hypertarget{feral-instinct}{%
|
||
\subsubsection{Feral Instinct}\label{feral-instinct}}
|
||
|
||
By 7th level, your instincts are so honed that you have advantage on
|
||
initiative rolls.
|
||
|
||
Additionally, if you are surprised at the beginning of combat and aren't
|
||
incapacitated, you can act normally on your first turn, but only if you
|
||
enter your rage before doing anything else on that turn.
|
||
|
||
\hypertarget{brutal-critical}{%
|
||
\subsubsection{Brutal Critical}\label{brutal-critical}}
|
||
|
||
Beginning at 9th level, you can roll one additional weapon damage die
|
||
when determining the extra damage for a critical hit with a melee
|
||
attack.
|
||
|
||
This increases to two additional dice at 13th level and three additional
|
||
dice at 17th level.
|
||
|
||
\hypertarget{relentless-rage}{%
|
||
\subsubsection{Relentless Rage}\label{relentless-rage}}
|
||
|
||
Starting at 11th level, your rage can keep you fighting despite grievous
|
||
wounds. If you drop to 0 hit points while you're raging and don't die
|
||
outright, you can make a DC 10 Constitution saving throw. If you
|
||
succeed, you drop to 1 hit point instead.
|
||
|
||
Each time you use this feature after the first, the DC increases by 5.
|
||
When you finish a short or long rest, the DC resets to 10.
|
||
|
||
\hypertarget{persistent-rage}{%
|
||
\subsubsection{Persistent Rage}\label{persistent-rage}}
|
||
|
||
Beginning at 15th level, your rage is so fierce that it ends early only
|
||
if you fall unconscious or if you choose to end it.
|
||
|
||
\hypertarget{indomitable-might}{%
|
||
\subsubsection{Indomitable Might}\label{indomitable-might}}
|
||
|
||
Beginning at 18th level, if your total for a Strength check is less than
|
||
your Strength score, you can use that score in place of the total.
|
||
|
||
\hypertarget{primal-champion}{%
|
||
\subsubsection{Primal Champion}\label{primal-champion}}
|
||
|
||
At 20th level, you embody the power of the wilds. Your Strength and
|
||
Constitution scores increase by 4. Your maximum for those scores is now
|
||
24.
|
||
|
||
\hypertarget{barbarian-paths}{%
|
||
\subsection{Barbarian Paths}\label{barbarian-paths}}
|
||
|
||
\hypertarget{path-of-the-berserker}{%
|
||
\subsubsection{Path of the Berserker}\label{path-of-the-berserker}}
|
||
|
||
For some barbarians, rage is a means to an end- that end being violence.
|
||
The Path of the Berserker is a path of untrammeled fury, slick with
|
||
blood. As you enter the berserker's rage, you thrill in the chaos of
|
||
battle, heedless of your own health or well-being.
|
||
|
||
\hypertarget{frenzy}{%
|
||
\paragraph{Frenzy}\label{frenzy}}
|
||
|
||
Starting when you choose this path at 3rd level, you can go into a
|
||
frenzy when you rage. If you do so, for the duration of your rage you
|
||
can make a single melee weapon attack as a bonus action on each of your
|
||
turns after this one. When your rage ends, you suffer one level of
|
||
exhaustion (as described in appendix A).
|
||
|
||
\hypertarget{mindless-rage}{%
|
||
\paragraph{Mindless Rage}\label{mindless-rage}}
|
||
|
||
Beginning at 6th level, you can't be charmed or frightened while raging.
|
||
If you are charmed or frightened when you enter your rage, the effect is
|
||
suspended for the duration of the rage.
|
||
|
||
\hypertarget{intimidating-presence}{%
|
||
\paragraph{Intimidating Presence}\label{intimidating-presence}}
|
||
|
||
Beginning at 10th level, you can use your action to frighten someone
|
||
with your menacing presence. When you do so, choose one creature that
|
||
you can see within 30 feet of you. If the creature can see or hear you,
|
||
it must succeed on a Wisdom saving throw (DC equal to 8 + your
|
||
proficiency bonus + your Charisma modifier) or be frightened of you
|
||
until the end of your next turn. On subsequent turns, you can use your
|
||
action to extend the duration of this effect on the frightened creature
|
||
until the end of your next turn. This effect ends if the creature ends
|
||
its turn out of line of sight or more than 60 feet away from you.
|
||
|
||
If the creature succeeds on its saving throw, you can't use this feature
|
||
on that creature again for 24 hours.
|
||
|
||
\hypertarget{retaliation}{%
|
||
\paragraph{Retaliation}\label{retaliation}}
|
||
|
||
Starting at 14th level, when you take damage from a creature that is
|
||
within 5 feet of you, you can use your reaction to make a melee weapon
|
||
attack against that creature.
|
||
|
||
\hypertarget{bard}{%
|
||
\section{Bard}\label{bard}}
|
||
|
||
\hypertarget{class-features-1}{%
|
||
\subsubsection{Class Features}\label{class-features-1}}
|
||
|
||
As a bard, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-1}{%
|
||
\paragraph{Hit Points}\label{hit-points-1}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per bard level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per bard level after 1st
|
||
|
||
\hypertarget{proficiencies-1}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-1}}
|
||
|
||
\textbf{Armor:} Light armor
|
||
|
||
\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
|
||
shortswords
|
||
|
||
\textbf{Tools:} Three musical instruments of your choice
|
||
|
||
\textbf{Saving Throws:} Dexterity, Charisma
|
||
|
||
\textbf{Skills:} Choose any three
|
||
|
||
\hypertarget{equipment-1}{%
|
||
\paragraph{Equipment}\label{equipment-1}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a rapier, (\emph{b}) a longsword, or (\emph{c}) any simple
|
||
weapon
|
||
\item
|
||
(\emph{a}) a diplomat's pack or (\emph{b}) an entertainer's pack
|
||
\item
|
||
(\emph{a}) a lute or (\emph{b}) any other musical instrument
|
||
\item
|
||
Leather armor and a dagger
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Bard}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0452}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.1226}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.3484}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0903}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.1032}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Spells Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
6th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
7th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
8th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
9th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 & - & - & - & - & - &
|
||
- & - \\
|
||
4th & +2 & Ability Score Improvement & 3 & 7 & 4 & 3 & - & - & - & - & -
|
||
& - & - \\
|
||
5th & +3 & Bardic Inspiration (d8), Font of Inspiration & 3 & 8 & 4 & 3
|
||
& 2 & - & - & - & - & - & - \\
|
||
6th & +3 & Countercharm, Bard College Feature & 3 & 9 & 4 & 3 & 3 & - &
|
||
- & - & - & - & - \\
|
||
7th & +3 & - & 3 & 10 & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & +3 & Ability Score Improvement & 3 & 11 & 4 & 3 & 3 & 2 & - & - &
|
||
- & - & - \\
|
||
9th & +4 & Song of Rest (d8) & 3 & 12 & 4 & 3 & 3 & 3 & 1 & - & - & - &
|
||
- \\
|
||
10th & +4 & Bardic Inspiration (d10), Expertise, Magical Secrets & 4 &
|
||
14 & 4 & 3 & 3 & 3 & 2 & - & - & - & - \\
|
||
11th & +4 & - & 4 & 15 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
12th & +4 & Ability Score Improvement & 4 & 15 & 4 & 3 & 3 & 3 & 2 & 1 &
|
||
- & - & - \\
|
||
13th & +5 & Song of Rest (d10) & 4 & 16 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & -
|
||
& - \\
|
||
14th & +5 & Magical Secrets, Bard College Feature & 4 & 18 & 4 & 3 & 3 &
|
||
3 & 2 & 1 & 1 & - & - \\
|
||
15th & +5 & Bardic Inspiration (d12) & 4 & 19 & 4 & 3 & 3 & 3 & 2 & 1 &
|
||
1 & 1 & - \\
|
||
16th & +5 & Ability Score Improvement & 4 & 19 & 4 & 3 & 3 & 3 & 2 & 1 &
|
||
1 & 1 & - \\
|
||
17th & +6 & Song of Rest (d12) & 4 & 20 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1
|
||
& 1 \\
|
||
18th & +6 & Magical Secrets & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 &
|
||
1 \\
|
||
19th & +6 & Ability Score Improvement & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 2 &
|
||
1 & 1 & 1 \\
|
||
20th & +6 & Superior Inspiration & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 2 & 2 &
|
||
1 & 1 \\
|
||
& & & & & & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{spellcasting}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting}}
|
||
|
||
You have learned to untangle and reshape the fabric of reality in
|
||
harmony with your wishes and music.
|
||
|
||
Your spells are part of your vast repertoire, magic that you can tune to
|
||
different situations.
|
||
|
||
\hypertarget{cantrips}{%
|
||
\paragraph{Cantrips}\label{cantrips}}
|
||
|
||
You know two cantrips of your choice from the bard spell list. You learn
|
||
additional bard cantrips of your choice at higher levels, as shown in
|
||
the Cantrips Known column of the Bard table.
|
||
|
||
\hypertarget{spell-slots}{%
|
||
\paragraph{Spell Slots}\label{spell-slots}}
|
||
|
||
The Bard table shows how many spell slots you have to cast your bard
|
||
spells of 1st level and higher. To cast one of these spells, you must
|
||
expend a slot of the spell's level or higher. You regain all expended
|
||
spell slots when you finish a long rest.
|
||
|
||
For example, if you know the 1st-level spell \emph{cure wounds} and have
|
||
a 1st-level and a 2nd-level spell slot available, you can cast
|
||
\emph{cure wounds} using either slot.
|
||
|
||
\hypertarget{spells-known-of-1st-level-and-higher}{%
|
||
\paragraph{Spells Known of 1st Level and
|
||
Higher}\label{spells-known-of-1st-level-and-higher}}
|
||
|
||
You know four 1st-level spells of your choice from the bard spell list.
|
||
|
||
The Spells Known column of the Bard table shows when you learn more bard
|
||
spells of your choice. Each of these spells must be of a level for which
|
||
you have spell slots, as shown on the table. For instance, when you
|
||
reach 3rd level in this class, you can learn one new spell of 1st or 2nd
|
||
level.
|
||
|
||
Additionally, when you gain a level in this class, you can choose one of
|
||
the bard spells you know and replace it with another spell from the bard
|
||
spell list, which also must be of a level for which you have spell
|
||
slots.
|
||
|
||
\hypertarget{spellcasting-ability}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability}}
|
||
|
||
Charisma is your spellcasting ability for your bard spells. Your magic
|
||
comes from the heart and soul you pour into the performance of your
|
||
music or oration. You use your Charisma whenever a spell refers to your
|
||
spellcasting ability. In addition, you use your Charisma modifier when
|
||
setting the saving throw DC for a bard spell you cast and when making an
|
||
attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\hypertarget{ritual-casting}{%
|
||
\paragraph{Ritual Casting}\label{ritual-casting}}
|
||
|
||
You can cast any bard spell you know as a ritual if that spell has the
|
||
ritual tag.
|
||
|
||
\hypertarget{spellcasting-focus}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus}}
|
||
|
||
You can use a musical instrument as a spellcasting focus for your bard
|
||
spells.
|
||
|
||
\hypertarget{bardic-inspiration}{%
|
||
\subsubsection{Bardic Inspiration}\label{bardic-inspiration}}
|
||
|
||
You can inspire others through stirring words or music. To do so, you
|
||
use a bonus action on your turn to choose one creature other than
|
||
yourself within 60 feet of you who can hear you. That creature gains one
|
||
Bardic Inspiration die, a d6.
|
||
|
||
Once within the next 10 minutes, the creature can roll the die and add
|
||
the number rolled to one ability check, attack roll, or saving throw it
|
||
makes. The creature can wait until after it rolls the d20 before
|
||
deciding to use the Bardic Inspiration die, but must decide before the
|
||
GM says whether the roll succeeds or fails. Once the Bardic Inspiration
|
||
die is rolled, it is lost. A creature can have only one Bardic
|
||
Inspiration die at a time.
|
||
|
||
You can use this feature a number of times equal to your Charisma
|
||
modifier (a minimum of once). You regain any expended uses when you
|
||
finish a long rest.
|
||
|
||
Your Bardic Inspiration die changes when you reach certain levels in
|
||
this class. The die becomes a d8 at 5th level, a d10 at 10th level, and
|
||
a d12 at 15th level.
|
||
|
||
\hypertarget{jack-of-all-trades}{%
|
||
\subsubsection{Jack of All Trades}\label{jack-of-all-trades}}
|
||
|
||
Starting at 2nd level, you can add half your proficiency bonus, rounded
|
||
down, to any ability check you make that doesn't already include your
|
||
proficiency bonus.
|
||
|
||
\hypertarget{song-of-rest}{%
|
||
\subsubsection{Song of Rest}\label{song-of-rest}}
|
||
|
||
Beginning at 2nd level, you can use soothing music or oration to help
|
||
revitalize your wounded allies during a short rest. If you or any
|
||
friendly creatures who can hear your performance regain hit points at
|
||
the end of the short rest by spending one or more Hit Dice, each of
|
||
those creatures regains an extra 1d6 hit points.
|
||
|
||
The extra hit points increase when you reach certain levels in this
|
||
class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th
|
||
level.
|
||
|
||
\hypertarget{bard-college}{%
|
||
\subsubsection{Bard College}\label{bard-college}}
|
||
|
||
At 3rd level, you delve into the advanced techniques of a bard college
|
||
of your choice: the College of Lore or the College of Valor, both
|
||
detailed at the end of the class description. Your choice grants you
|
||
features at 3rd level and again at 6th and 14th level.
|
||
|
||
\hypertarget{expertise}{%
|
||
\subsubsection{Expertise}\label{expertise}}
|
||
|
||
At 3rd level, choose two of your skill proficiencies. Your proficiency
|
||
bonus is doubled for any ability check you make that uses either of the
|
||
chosen proficiencies.
|
||
|
||
At 10th level, you can choose another two skill proficiencies to gain
|
||
this benefit.
|
||
|
||
\hypertarget{ability-score-improvement-1}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-1}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{font-of-inspiration}{%
|
||
\subsubsection{Font of Inspiration}\label{font-of-inspiration}}
|
||
|
||
Beginning when you reach 5th level, you regain all of your expended uses
|
||
of Bardic Inspiration when you finish a short or long rest.
|
||
|
||
\hypertarget{countercharm}{%
|
||
\subsubsection{Countercharm}\label{countercharm}}
|
||
|
||
At 6th level, you gain the ability to use musical notes or words of
|
||
power to disrupt mind-influencing effects. As an action, you can start a
|
||
performance that lasts until the end of your next turn. During that
|
||
time, you and any friendly creatures within 30 feet of you have
|
||
advantage on saving throws against being frightened or charmed. A
|
||
creature must be able to hear you to gain this benefit. The performance
|
||
ends early if you are incapacitated or silenced or if you voluntarily
|
||
end it (no action required).
|
||
|
||
\hypertarget{magical-secrets}{%
|
||
\subsubsection{Magical Secrets}\label{magical-secrets}}
|
||
|
||
By 10th level, you have plundered magical knowledge from a wide spectrum
|
||
of disciplines. Choose two spells from any classes, including this one.
|
||
A spell you choose must be of a level you can cast, as shown on the Bard
|
||
table, or a cantrip.
|
||
|
||
The chosen spells count as bard spells for you and are included in the
|
||
number in the Spells Known column of the Bard table.
|
||
|
||
You learn two additional spells from any classes at 14th level and again
|
||
at 18th level.
|
||
|
||
\hypertarget{superior-inspiration}{%
|
||
\subsubsection{Superior Inspiration}\label{superior-inspiration}}
|
||
|
||
At 20th level, when you roll initiative and have no uses of Bardic
|
||
Inspiration left, you regain one use.
|
||
|
||
\hypertarget{bard-colleges}{%
|
||
\subsection{Bard Colleges}\label{bard-colleges}}
|
||
|
||
\hypertarget{college-of-lore}{%
|
||
\subsubsection{College of Lore}\label{college-of-lore}}
|
||
|
||
Bards of the College of Lore know something about most things,
|
||
collecting bits of knowledge from sources as diverse as scholarly tomes
|
||
and peasant tales. Whether singing folk ballads in taverns or elaborate
|
||
compositions in royal courts, these bards use their gifts to hold
|
||
audiences spellbound. When the applause dies down, the audience members
|
||
might find themselves questioning everything they held to be true, from
|
||
their faith in the priesthood of the local temple to their loyalty to
|
||
the king.
|
||
|
||
The loyalty of these bards lies in the pursuit of beauty and truth, not
|
||
in fealty to a monarch or following the tenets of a deity. A noble who
|
||
keeps such a bard as a herald or advisor knows that the bard would
|
||
rather be honest than politic.
|
||
|
||
The college's members gather in libraries and sometimes in actual
|
||
colleges, complete with classrooms and dormitories, to share their lore
|
||
with one another. They also meet at festivals or affairs of state, where
|
||
they can expose corruption, unravel lies, and poke fun at self-important
|
||
figures of authority.
|
||
|
||
\hypertarget{bonus-proficiencies}{%
|
||
\paragraph{Bonus Proficiencies}\label{bonus-proficiencies}}
|
||
|
||
When you join the College of Lore at 3rd level, you gain proficiency
|
||
with three skills of your choice.
|
||
|
||
\hypertarget{cutting-words}{%
|
||
\paragraph{Cutting Words}\label{cutting-words}}
|
||
|
||
Also at 3rd level, you learn how to use your wit to distract, confuse,
|
||
and otherwise sap the confidence and competence of others. When a
|
||
creature that you can see within 60 feet of you makes an attack roll, an
|
||
ability check, or a damage roll, you can use your reaction to expend one
|
||
of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and
|
||
subtracting the number rolled from the creature's roll. You can choose
|
||
to use this feature after the creature makes its roll, but before the GM
|
||
determines whether the attack roll or ability check succeeds or fails,
|
||
or before the creature deals its damage. The creature is immune if it
|
||
can't hear you or if it's immune to being charmed.
|
||
|
||
\hypertarget{additional-magical-secrets}{%
|
||
\paragraph{Additional Magical
|
||
Secrets}\label{additional-magical-secrets}}
|
||
|
||
At 6th level, you learn two spells of your choice from any class. A
|
||
spell you choose must be of a level you can cast, as shown on the Bard
|
||
table, or a cantrip. The chosen spells count as bard spells for you but
|
||
don't count against the number of bard spells you know.
|
||
|
||
\hypertarget{peerless-skill}{%
|
||
\paragraph{Peerless Skill}\label{peerless-skill}}
|
||
|
||
Starting at 14th level, when you make an ability check, you can expend
|
||
one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the
|
||
number rolled to your ability check. You can choose to do so after you
|
||
roll the die for the ability check, but before the GM tells you whether
|
||
you succeed or fail.
|
||
|
||
\hypertarget{cleric}{%
|
||
\section{Cleric}\label{cleric}}
|
||
|
||
\hypertarget{class-features-2}{%
|
||
\subsubsection{Class Features}\label{class-features-2}}
|
||
|
||
As a cleric, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-2}{%
|
||
\paragraph{Hit Points}\label{hit-points-2}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per cleric level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per cleric level after 1st
|
||
|
||
\hypertarget{proficiencies-2}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-2}}
|
||
|
||
\textbf{Armor:} Light armor, medium armor, shields
|
||
|
||
\textbf{Weapons:} Simple weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Wisdom, Charisma
|
||
|
||
\textbf{Skills:} Choose two from History, Insight, Medicine, Persuasion,
|
||
and Religion
|
||
|
||
\hypertarget{equipment-2}{%
|
||
\paragraph{Equipment}\label{equipment-2}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a mace or (\emph{b}) a warhammer (if proficient)
|
||
\item
|
||
(\emph{a}) scale mail, (\emph{b}) leather armor, or (\emph{c}) chain
|
||
mail (if proficient)
|
||
\item
|
||
(\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple
|
||
weapon
|
||
\item
|
||
(\emph{a}) a priest's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
A shield and a holy symbol
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Cleric}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0438}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1188}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.4562}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1000}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
6th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
7th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
8th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
9th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Spellcasting, Divine Domain & 3 & 2 & - & - & - & - & - & - &
|
||
- & - \\
|
||
2nd & +2 & Channel Divinity (1/rest), Divine Domain Feature & 3 & 3 & -
|
||
& - & - & - & - & - & - & - \\
|
||
3rd & +2 & - & 3 & 4 & 2 & - & - & - & - & - & - & - \\
|
||
4th & +2 & Ability Score Improvement & 4 & 4 & 3 & - & - & - & - & - & -
|
||
& - \\
|
||
5th & +3 & Destroy Undead (CR 1/2) & 4 & 4 & 3 & 2 & - & - & - & - & - &
|
||
- \\
|
||
6th & +3 & Channel Divinity (2/rest), Divine Domain Feature & 4 & 4 & 3
|
||
& 3 & - & - & - & - & - & - \\
|
||
7th & +3 & - & 4 & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & +3 & Ability Score Improvement, Destroy Undead (CR 1), Divine
|
||
Domain Feature & 4 & 4 & 3 & 3 & 2 & - & - & - & - & - \\
|
||
9th & +4 & - & 4 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\
|
||
10th & +4 & Divine Intervention & 5 & 4 & 3 & 3 & 3 & 2 & - & - & - &
|
||
- \\
|
||
11th & +4 & Destroy Undead (CR 2) & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & - &
|
||
- \\
|
||
12th & +4 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - &
|
||
- & - \\
|
||
13th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
14th & +5 & Destroy Undead (CR 3) & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - &
|
||
- \\
|
||
15th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
16th & +5 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 &
|
||
1 & - \\
|
||
17th & +6 & Destroy Undead (CR 4), Divine Domain Feature & 5 & 4 & 3 & 3
|
||
& 3 & 2 & 1 & 1 & 1 & 1 \\
|
||
18th & +6 & Channel Divinity (3/rest) & 5 & 4 & 3 & 3 & 3 & 3 & 1 & 1 &
|
||
1 & 1 \\
|
||
19th & +6 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 1 &
|
||
1 & 1 \\
|
||
20th & +6 & Divine Intervention improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2
|
||
& 2 & 1 & 1 \\
|
||
& & & & & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{spellcasting-1}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-1}}
|
||
|
||
As a conduit for divine power, you can cast cleric spells.
|
||
|
||
\hypertarget{cantrips-1}{%
|
||
\paragraph{Cantrips}\label{cantrips-1}}
|
||
|
||
At 1st level, you know three cantrips of your choice from the cleric
|
||
spell list. You learn additional cleric cantrips of your choice at
|
||
higher levels, as shown in the Cantrips Known column of the Cleric
|
||
table.
|
||
|
||
\hypertarget{preparing-and-casting-spells}{%
|
||
\paragraph{Preparing and Casting
|
||
Spells}\label{preparing-and-casting-spells}}
|
||
|
||
The Cleric table shows how many spell slots you have to cast your cleric
|
||
spells of 1st level and higher. To cast one of these spells, you must
|
||
expend a slot of the spell's level or higher. You regain all expended
|
||
spell slots when you finish a long rest.
|
||
|
||
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 \emph{cure wounds}, you can cast it
|
||
using a 1st-level or 2nd-level slot. Casting the spell doesn't 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.
|
||
|
||
\hypertarget{spellcasting-ability-1}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-1}}
|
||
|
||
Wisdom is your spellcasting ability for your cleric spells. The power of
|
||
your spells comes from your devotion to your deity. You use your Wisdom
|
||
whenever a cleric spell refers to your spellcasting ability. In
|
||
addition, you use your Wisdom modifier when setting the saving throw DC
|
||
for a cleric spell you cast and when making an attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\hypertarget{ritual-casting-1}{%
|
||
\paragraph{Ritual Casting}\label{ritual-casting-1}}
|
||
|
||
You can cast a cleric spell as a ritual if that spell has the ritual tag
|
||
and you have the spell prepared.
|
||
|
||
\hypertarget{spellcasting-focus-1}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-1}}
|
||
|
||
You can use a holy symbol as a spellcasting focus for your cleric
|
||
spells.
|
||
|
||
\hypertarget{divine-domain}{%
|
||
\subsubsection{Divine Domain}\label{divine-domain}}
|
||
|
||
Choose one domain related to your deity: Knowledge, Life, Light, Nature,
|
||
Tempest, Trickery, or War. Each domain is detailed at the end of the
|
||
class description, and each one provides examples of gods associated
|
||
with it. Your choice grants you domain spells and other features when
|
||
you choose it at 1st level. It also grants you additional ways to use
|
||
Channel Divinity when you gain that feature at 2nd level, and additional
|
||
benefits at 6th, 8th, and 17th levels.
|
||
|
||
\hypertarget{domain-spells}{%
|
||
\paragraph{Domain Spells}\label{domain-spells}}
|
||
|
||
Each domain has a list of spells - its domain spells - that you gain at
|
||
the cleric levels noted in the domain description. Once you gain a
|
||
domain spell, you always have it prepared, and it doesn't count against
|
||
the number of spells you can prepare each day.
|
||
|
||
If you have a domain spell that doesn't appear on the cleric spell list,
|
||
the spell is nonetheless a cleric spell for you.
|
||
|
||
\hypertarget{channel-divinity}{%
|
||
\subsubsection{Channel Divinity}\label{channel-divinity}}
|
||
|
||
At 2nd level, you gain the ability to channel divine energy directly
|
||
from your deity, using that energy to fuel magical effects. You start
|
||
with two such effects: Turn Undead and an effect determined by your
|
||
domain. Some domains grant you additional effects as you advance in
|
||
levels, as noted in the domain description.
|
||
|
||
When you use your Channel Divinity, you choose which effect to create.
|
||
You must then finish a short or long rest to use your Channel Divinity
|
||
again.
|
||
|
||
Some Channel Divinity effects require saving throws. When you use such
|
||
an effect from this class, the DC equals your cleric spell save DC.
|
||
|
||
Beginning at 6th level, you can use your Channel Divinity twice between
|
||
rests, and beginning at 18th level, you can use it three times between
|
||
rests. When you finish a short or long rest, you regain your expended
|
||
uses.
|
||
|
||
\hypertarget{channel-divinity-turn-undead}{%
|
||
\paragraph{Channel Divinity: Turn
|
||
Undead}\label{channel-divinity-turn-undead}}
|
||
|
||
As an action, you present your holy symbol and speak a prayer censuring
|
||
the undead. Each undead that can see or hear you within 30 feet of you
|
||
must make a Wisdom saving throw. If the creature fails its saving throw,
|
||
it is turned for 1 minute or until it takes any damage.
|
||
|
||
A turned creature must spend its turns trying to move as far away from
|
||
you as it can, and it can't willingly move to a space within 30 feet of
|
||
you. It also can't take reactions. For its action, it can use only the
|
||
Dash action or try to escape from an effect that prevents it from
|
||
moving. If there's nowhere to move, the creature can use the Dodge
|
||
action.
|
||
|
||
\hypertarget{ability-score-improvement-2}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-2}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{destroy-undead}{%
|
||
\subsubsection{Destroy Undead}\label{destroy-undead}}
|
||
|
||
Starting at 5th level, when an undead fails its saving throw against
|
||
your Turn Undead feature, the creature is instantly destroyed if its
|
||
challenge rating is at or below a certain threshold, as shown in the
|
||
Destroy Undead table.
|
||
|
||
\textbf{Table- Destroy Undead}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Cleric Level & Destroys Undead of CR \ldots{} \\
|
||
\midrule
|
||
\endhead
|
||
5th & 1/2 or lower \\
|
||
8th & 1 or lower \\
|
||
11th & 2 or lower \\
|
||
14th & 3 or lower \\
|
||
17th & 4 or lower \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{divine-intervention}{%
|
||
\subsubsection{Divine Intervention}\label{divine-intervention}}
|
||
|
||
Beginning at 10th level, you can call on your deity to intervene on your
|
||
behalf when your need is great.
|
||
|
||
Imploring your deity's aid requires you to use your action. Describe the
|
||
assistance you seek, and roll percentile dice. If you roll a number
|
||
equal to or lower than your cleric level, your deity intervenes. The GM
|
||
chooses the nature of the intervention; the effect of any cleric spell
|
||
or cleric domain spell would be appropriate.
|
||
|
||
If your deity intervenes, you can't use this feature again for 7 days.
|
||
Otherwise, you can use it again after you finish a long rest.
|
||
|
||
At 20th level, your call for intervention succeeds automatically, no
|
||
roll required.
|
||
|
||
\hypertarget{cleric-domains}{%
|
||
\subsection{Cleric Domains}\label{cleric-domains}}
|
||
|
||
\hypertarget{life-domain}{%
|
||
\subsubsection{Life Domain}\label{life-domain}}
|
||
|
||
The Life domain focuses on the vibrant positive energy-one of the
|
||
fundamental forces of the universe-that sustains all life. The gods of
|
||
life promote vitality and health through healing the sick and wounded,
|
||
caring for those in need, and driving away the forces of death and
|
||
undeath. Almost any non-evil deity can claim influence over this domain,
|
||
particularly agricultural deities (such as Chauntea, Arawai, and
|
||
Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of
|
||
healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht),
|
||
and gods of home and community (such as Hestia, Hathor, and Boldrei).
|
||
|
||
\textbf{Table- Life Domain Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Cleric Level & Spells \\
|
||
\midrule
|
||
\endhead
|
||
1st & bless, cure wounds \\
|
||
3rd & lesser restoration, spiritual weapon \\
|
||
5th & beacon of hope, revivify \\
|
||
7th & death ward, guardian of faith \\
|
||
9th & mass cure wounds, raise dead \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{bonus-proficiency}{%
|
||
\paragraph{Bonus Proficiency}\label{bonus-proficiency}}
|
||
|
||
When you choose this domain at 1st level, you gain proficiency with
|
||
heavy armor.
|
||
|
||
\hypertarget{disciple-of-life}{%
|
||
\paragraph{Disciple of Life}\label{disciple-of-life}}
|
||
|
||
Also starting at 1st level, your healing spells are more effective.
|
||
Whenever you use a spell of 1st level or higher to restore hit points to
|
||
a creature, the creature regains additional hit points equal to 2 + the
|
||
spell's level.
|
||
|
||
\hypertarget{channel-divinity-preserve-life}{%
|
||
\paragraph{Channel Divinity: Preserve
|
||
Life}\label{channel-divinity-preserve-life}}
|
||
|
||
Starting at 2nd level, you can use your Channel Divinity to heal the
|
||
badly injured.
|
||
|
||
As an action, you present your holy symbol and evoke healing energy that
|
||
can restore a number of hit points equal to five times your cleric
|
||
level. Choose any creatures within 30 feet of you, and divide those hit
|
||
points among them. This feature can restore a creature to no more than
|
||
half of its hit point maximum. You can't use this feature on an undead
|
||
or a construct.
|
||
|
||
\hypertarget{blessed-healer}{%
|
||
\paragraph{Blessed Healer}\label{blessed-healer}}
|
||
|
||
Beginning at 6th level, the healing spells you cast on others heal you
|
||
as well. When you cast a spell of 1st level or higher that restores hit
|
||
points to a creature other than you, you regain hit points equal to 2 +
|
||
the spell's level.
|
||
|
||
\hypertarget{divine-strike}{%
|
||
\paragraph{Divine Strike}\label{divine-strike}}
|
||
|
||
At 8th level, you gain the ability to infuse your weapon strikes with
|
||
divine energy. Once on each of your turns when you hit a creature with a
|
||
weapon attack, you can cause the attack to deal an extra 1d8 radiant
|
||
damage to the target. When you reach 14th level, the extra damage
|
||
increases to 2d8.
|
||
|
||
\hypertarget{supreme-healing}{%
|
||
\paragraph{Supreme Healing}\label{supreme-healing}}
|
||
|
||
Starting at 17th level, when you would normally roll one or more dice to
|
||
restore hit points with a spell, you instead use the highest number
|
||
possible for each die. For example, instead of restoring 2d6 hit points
|
||
to a creature, you restore 12.
|
||
|
||
\hypertarget{druid}{%
|
||
\section{Druid}\label{druid}}
|
||
|
||
\hypertarget{class-features-3}{%
|
||
\subsubsection{Class Features}\label{class-features-3}}
|
||
|
||
As a druid, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-3}{%
|
||
\paragraph{Hit Points}\label{hit-points-3}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per druid level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per druid level after 1st
|
||
|
||
\hypertarget{proficiencies-3}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-3}}
|
||
|
||
\textbf{Armor:} Light armor, medium armor, shields (druids will not wear
|
||
armor or use shields made of metal)
|
||
|
||
\textbf{Weapons:} Clubs, daggers, darts, javelins, maces, quarterstaffs,
|
||
scimitars, sickles, slings, spears
|
||
|
||
\textbf{Tools:} Herbalism kit
|
||
|
||
\textbf{Saving Throws:} Intelligence, Wisdom
|
||
|
||
\textbf{Skills:} Choose two from Arcana, Animal Handling, Insight,
|
||
Medicine, Nature, Perception, Religion, and Survival
|
||
|
||
\hypertarget{equipment-3}{%
|
||
\paragraph{Equipment}\label{equipment-3}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a wooden shield or (\emph{b}) any simple weapon
|
||
\item
|
||
(\emph{a}) a scimitar or (\emph{b}) any simple melee weapon
|
||
\item
|
||
Leather armor, an explorer's pack, and a druidic focus
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Druid}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0507}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1377}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.3696}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1159}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
6th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
7th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
8th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
9th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Druidic, Spellcasting & 2 & 2 & - & - & - & - & - & - & - &
|
||
- \\
|
||
2nd & +2 & Wild Shape, Druid Circle & 2 & 3 & - & - & - & - & - & - & -
|
||
& - \\
|
||
3rd & +2 & - & 2 & 4 & 2 & - & - & - & - & - & - & - \\
|
||
4th & +2 & Wild Shape Improvement, Ability Score Improvement & 3 & 4 & 3
|
||
& - & - & - & - & - & - & - \\
|
||
5th & +3 & - & 3 & 4 & 3 & 2 & - & - & - & - & - & - \\
|
||
6th & +3 & Druid Circle feature & 3 & 4 & 3 & 3 & - & - & - & - & - &
|
||
- \\
|
||
7th & +3 & - & 3 & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & +3 & Wild Shape Improvement, Ability Score Improvement & 3 & 4 & 3
|
||
& 3 & 2 & - & - & - & - & - \\
|
||
9th & +4 & - & 3 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\
|
||
10th & +4 & Druid Circle feature & 4 & 4 & 3 & 3 & 3 & 2 & - & - & - &
|
||
- \\
|
||
11th & +4 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
12th & +4 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 2 & 1 & - &
|
||
- & - \\
|
||
13th & +5 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
14th & +5 & Druid Circle feature & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - &
|
||
- \\
|
||
15th & +5 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
16th & +5 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 &
|
||
1 & - \\
|
||
17th & +6 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\
|
||
18th & +6 & Timeless Body, Beast Spells & 4 & 4 & 3 & 3 & 3 & 3 & 1 & 1
|
||
& 1 & 1 \\
|
||
19th & +6 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 3 & 2 & 1 &
|
||
1 & 1 \\
|
||
20th & +6 & Archdruid & 4 & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\
|
||
& & & & & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{druidic}{%
|
||
\subsubsection{Druidic}\label{druidic}}
|
||
|
||
You know Druidic, the secret language of druids. You can speak the
|
||
language and use it to leave hidden messages. You and others who know
|
||
this language automatically spot such a message. Others spot the
|
||
message's presence with a successful DC 15 Wisdom (Perception) check but
|
||
can't decipher it without magic.
|
||
|
||
\hypertarget{spellcasting-2}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-2}}
|
||
|
||
Drawing on the divine essence of nature itself, you can cast spells to
|
||
shape that essence to your will.
|
||
|
||
\hypertarget{cantrips-2}{%
|
||
\paragraph{Cantrips}\label{cantrips-2}}
|
||
|
||
At 1st level, you know two cantrips of your choice from the druid spell
|
||
list. You learn additional druid cantrips of your choice at higher
|
||
levels, as shown in the Cantrips Known column of the Druid table.
|
||
|
||
\hypertarget{preparing-and-casting-spells-1}{%
|
||
\paragraph{Preparing and Casting
|
||
Spells}\label{preparing-and-casting-spells-1}}
|
||
|
||
The Druid table shows how many spell slots you have to cast your druid
|
||
spells of 1st level and higher. To cast one of these druid spells, you
|
||
must expend a slot of the spell's level or higher. You regain all
|
||
expended spell slots when you finish a long rest.
|
||
|
||
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 \emph{cure wounds}, you can cast it
|
||
using a 1st-level or 2nd-level slot. Casting the spell doesn't 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.
|
||
|
||
\hypertarget{spellcasting-ability-2}{%
|
||
\subsubsection{Spellcasting Ability}\label{spellcasting-ability-2}}
|
||
|
||
Wisdom is your spellcasting ability for your druid spells, since your
|
||
magic draws upon your devotion and attunement to nature. You use your
|
||
Wisdom whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Wisdom modifier when setting the saving throw DC
|
||
for a druid spell you cast and when making an attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\hypertarget{ritual-casting-2}{%
|
||
\subsubsection{Ritual Casting}\label{ritual-casting-2}}
|
||
|
||
You can cast a druid spell as a ritual if that spell has the ritual tag
|
||
and you have the spell prepared.
|
||
|
||
\hypertarget{spellcasting-focus-2}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-2}}
|
||
|
||
You can use a druidic focus as a spellcasting focus for your druid
|
||
spells.
|
||
|
||
\hypertarget{wild-shape}{%
|
||
\subsubsection{Wild Shape}\label{wild-shape}}
|
||
|
||
Starting at 2nd level, you can use your action to magically assume the
|
||
shape of a beast that you have seen before. You can use this feature
|
||
twice. You regain expended uses when you finish a short or long rest.
|
||
|
||
Your druid level determines the beasts you can transform into, as shown
|
||
in the Beast Shapes table. At 2nd level, for example, you can transform
|
||
into any beast that has a challenge rating of 1/4 or lower that doesn't
|
||
have a flying or swimming speed.
|
||
|
||
\textbf{Table- Beast Shapes}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
Level & Max. CR & Limitations & Example \\
|
||
\midrule
|
||
\endhead
|
||
2nd & 1/4 & No flying or swimming speed & Wolf \\
|
||
4th & 1/2 & No flying speed & Crocodile \\
|
||
8th & 1 & - & Giant eagle \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
You can stay in a beast shape for a number of hours equal to half your
|
||
druid level (rounded down). You then revert to your normal form unless
|
||
you expend another use of this feature. You can revert to your normal
|
||
form earlier by using a bonus action on your turn. You automatically
|
||
revert if you fall unconscious, drop to 0 hit points, or die.
|
||
|
||
While you are transformed, the following rules apply:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
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 creature's bonus instead of yours.
|
||
If the creature has any legendary or lair actions, you can't use them.
|
||
\item
|
||
When you transform, you assume the beast's 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 doesn't reduce your normal form to 0 hit points,
|
||
you aren't knocked unconscious.
|
||
\item
|
||
You can't cast spells, and your ability to speak or take any action
|
||
that requires hands is limited to the capabilities of your beast form.
|
||
Transforming doesn't break your concentration on a spell you've
|
||
already cast, however, or prevent you from taking actions that are
|
||
part of a spell, such as call lightning, that you've already cast.
|
||
\item
|
||
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 can't use any of your special senses, such as
|
||
darkvision, unless your new form also has that sense.
|
||
\item
|
||
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 creature's shape and size.
|
||
Your equipment doesn't change size or shape to match the new form, and
|
||
any equipment that the new form can't 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.
|
||
\end{itemize}
|
||
|
||
\hypertarget{druid-circle}{%
|
||
\subsubsection{Druid Circle}\label{druid-circle}}
|
||
|
||
At 2nd level, you choose to identify with a circle of druids: the Circle
|
||
of the Land or the Circle of the Moon, both detailed at the end of the
|
||
class description. Your choice grants you features at 2nd level and
|
||
again at 6th, 10th, and 14th level.
|
||
|
||
\hypertarget{ability-score-improvement-3}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-3}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{timeless-body}{%
|
||
\subsubsection{Timeless Body}\label{timeless-body}}
|
||
|
||
Starting at 18th level, the primal magic that you wield causes you to
|
||
age more slowly. For every 10 years that pass, your body ages only 1
|
||
year.
|
||
|
||
\hypertarget{beast-spells}{%
|
||
\subsubsection{Beast Spells}\label{beast-spells}}
|
||
|
||
Beginning at 18th level, you can cast many of your druid spells in any
|
||
shape you assume using Wild Shape. You can perform the somatic and
|
||
verbal components of a druid spell while in a beast shape, but you
|
||
aren't able to provide material components.
|
||
|
||
\hypertarget{archdruid}{%
|
||
\subsubsection{Archdruid}\label{archdruid}}
|
||
|
||
At 20th level, you can use your Wild Shape an unlimited number of times.
|
||
|
||
Additionally, you can ignore the verbal and somatic components of your
|
||
druid spells, as well as any material components that lack a cost and
|
||
aren't consumed by a spell. You gain this benefit in both your normal
|
||
shape and your beast shape from Wild Shape.
|
||
|
||
\hypertarget{druid-circles}{%
|
||
\subsection{Druid Circles}\label{druid-circles}}
|
||
|
||
\hypertarget{circle-of-the-land}{%
|
||
\subsubsection{Circle of the Land}\label{circle-of-the-land}}
|
||
|
||
The Circle of the Land is made up of mystics and sages who safeguard
|
||
ancient knowledge and rites through a vast oral tradition. These druids
|
||
meet within sacred circles of trees or standing stones to whisper primal
|
||
secrets in Druidic. The circle's wisest members preside as the chief
|
||
priests of communities that hold to the Old Faith and serve as advisors
|
||
to the rulers of those folk. As a member of this circle, your magic is
|
||
influenced by the land where you were initiated into the circle's
|
||
mysterious rites.
|
||
|
||
\hypertarget{bonus-cantrip}{%
|
||
\paragraph{Bonus Cantrip}\label{bonus-cantrip}}
|
||
|
||
When you choose this circle at 2nd level, you learn one additional druid
|
||
cantrip of your choice.
|
||
|
||
\hypertarget{natural-recovery}{%
|
||
\paragraph{Natural Recovery}\label{natural-recovery}}
|
||
|
||
Starting at 2nd level, you can regain some of your magical energy by
|
||
sitting in meditation and communing with nature. During a short rest,
|
||
you choose expended spell slots to recover. The spell slots can have a
|
||
combined level that is equal to or less than half your druid level
|
||
(rounded up), and none of the slots can be 6th level or higher. You
|
||
can't use this feature again until you finish a long rest.
|
||
|
||
For example, when you are a 4th-level druid, you can recover up to two
|
||
levels worth of spell slots. You can recover either a 2nd-level slot or
|
||
two 1st-level slots.
|
||
|
||
\hypertarget{circle-spells}{%
|
||
\paragraph{Circle Spells}\label{circle-spells}}
|
||
|
||
Your mystical connection to the land infuses you with the ability to
|
||
cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to
|
||
circle spells connected to the land where you became a druid. Choose
|
||
that land-arctic, coast, desert, forest, grassland, mountain, or
|
||
swamp-and consult the associated list of spells.
|
||
|
||
Once you gain access to a circle spell, you always have it prepared, and
|
||
it doesn't count against the number of spells you can prepare each day.
|
||
If you gain access to a spell that doesn't appear on the druid spell
|
||
list, the spell is nonetheless a druid spell for you.
|
||
|
||
\textbf{Table- Arctic Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & hold person, spike growth \\
|
||
5th & sleet storm, slow \\
|
||
7th & freedom of movement, ice storm \\
|
||
9th & commune with nature, cone of cold \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Coast Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & mirror image, misty step \\
|
||
5th & water breathing, water walk \\
|
||
7th & control water, freedom of movement \\
|
||
9th & conjure elemental, scrying \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Desert Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & blur, silence \\
|
||
5th & create food and water, protection from energy \\
|
||
7th & blight, hallucinatory terrain \\
|
||
9th & insect plague, wall of stone \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Forest Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & barkskin, spider climb \\
|
||
5th & call lightning, plant growth \\
|
||
7th & divination, freedom of movement \\
|
||
9th & commune with nature, tree stride \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Grassland Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & invisibility, pass without trace \\
|
||
5th & daylight, haste \\
|
||
7th & divination, freedom of movement \\
|
||
9th & dream, insect plague \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Mountain Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & spider climb, spike growth \\
|
||
5th & lightning bolt, meld into stone \\
|
||
7th & stone shape, stoneskin \\
|
||
9th & passwall, wall of stone \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Swamp Circle Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Druid Level & Circle Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & acid arrow, darkness \\
|
||
5th & water walk, stinking cloud \\
|
||
7th & freedom of movement, locate creature \\
|
||
9th & insect plague, scrying \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{lands-stride}{%
|
||
\paragraph{Land's Stride}\label{lands-stride}}
|
||
|
||
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 \emph{entangle} spell.
|
||
|
||
\hypertarget{natures-ward}{%
|
||
\paragraph{Nature's Ward}\label{natures-ward}}
|
||
|
||
When you reach 10th level, you can't be charmed or frightened by
|
||
elementals or fey, and you are immune to poison and disease.
|
||
|
||
\hypertarget{natures-sanctuary}{%
|
||
\paragraph{Nature's Sanctuary}\label{natures-sanctuary}}
|
||
|
||
When you reach 14th level, creatures of the natural world sense your
|
||
connection to nature and become hesitant to attack you. When a beast or
|
||
plant creature attacks you, that creature must make a Wisdom saving
|
||
throw against your druid spell save DC. On a failed save, the creature
|
||
must choose a different target, or the attack automatically misses. On a
|
||
successful save, the creature is immune to this effect for 24 hours.
|
||
|
||
The creature is aware of this effect before it makes its attack against
|
||
you.
|
||
|
||
\begin{quote}
|
||
\textbf{Sacred Plants and Wood}
|
||
|
||
A druid holds certain plants to be sacred, particularly alder, ash,
|
||
birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and
|
||
yew. Druids often use such plants as part of a spellcasting focus,
|
||
incorporating lengths of oak or yew or sprigs of mistletoe.
|
||
|
||
Similarly, a druid uses such woods to make other objects, such as
|
||
weapons and shields. Yew is associated with death and rebirth, so weapon
|
||
handles for scimitars or sickles might be fashioned from it. Ash is
|
||
associated with life and oak with strength. These woods make excellent
|
||
hafts or whole weapons, such as clubs or quarterstaffs, as well as
|
||
shields. Alder is associated with air, and it might be used for thrown
|
||
weapons, such as darts or javelins.
|
||
|
||
Druids from regions that lack the plants described here have chosen
|
||
other plants to take on similar uses. For instance, a druid of a desert
|
||
region might value the yucca tree and cactus plants.
|
||
|
||
\textbf{Druids and the Gods}
|
||
|
||
Some druids venerate the forces of nature themselves, but most druids
|
||
are devoted to one of the many nature deities worshiped in the
|
||
multiverse (the lists of gods in appendix B include many such deities).
|
||
The worship of these deities is often considered a more ancient
|
||
tradition than the faiths of clerics and urbanized peoples.
|
||
\end{quote}
|
||
|
||
\hypertarget{fighter}{%
|
||
\section{Fighter}\label{fighter}}
|
||
|
||
\hypertarget{class-features-4}{%
|
||
\subsubsection{Class Features}\label{class-features-4}}
|
||
|
||
As a fighter, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-4}{%
|
||
\paragraph{Hit Points}\label{hit-points-4}}
|
||
|
||
\textbf{Hit Dice:} 1d10 per fighter level
|
||
|
||
\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution
|
||
modifier per fighter level after 1st
|
||
|
||
\hypertarget{proficiencies-4}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-4}}
|
||
|
||
\textbf{Armor:} All armor, shields
|
||
|
||
\textbf{Weapons:} Simple weapons, martial weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Strength, Constitution
|
||
|
||
\textbf{Skills:} Choose two skills from Acrobatics, Animal, Handling,
|
||
Athletics, History, Insight, Intimidation, Perception, and Survival
|
||
|
||
\hypertarget{equipment-4}{%
|
||
\paragraph{Equipment}\label{equipment-4}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) chain mail or (\emph{b}) leather armor, longbow, and 20
|
||
arrows
|
||
\item
|
||
(\emph{a}) a martial weapon and a shield or (\emph{b}) two martial
|
||
weapons
|
||
\item
|
||
(\emph{a}) a light crossbow and 20 bolts or (\emph{b}) two handaxes
|
||
\item
|
||
(\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Fighter}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0909}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.2468}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.6623}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Fighting Style, Second Wind \\
|
||
2nd & +2 & Action Surge (one use) \\
|
||
3rd & +2 & Martial Archetype \\
|
||
4th & +2 & Ability Score Improvement \\
|
||
5th & +3 & Extra Attack \\
|
||
6th & +3 & Ability Score Improvement \\
|
||
7th & +3 & Martial Archetype Feature \\
|
||
8th & +3 & Ability Score Improvement \\
|
||
9th & +4 & Indomitable (one use) \\
|
||
10th & +4 & Martial Archetype Feature \\
|
||
11th & +4 & Extra Attack (2) \\
|
||
12th & +4 & Ability Score Improvement \\
|
||
13th & +5 & Indomitable (two uses) \\
|
||
14th & +5 & Ability Score Improvement \\
|
||
15th & +5 & Martial Archetype Feature \\
|
||
16th & +5 & Ability Score Improvement \\
|
||
17th & +6 & Action Surge (two uses), Indomitable (three uses) \\
|
||
18th & +6 & Martial Archetype Feature \\
|
||
19th & +6 & Ability Score Improvement \\
|
||
20th & +6 & Extra Attack (3) \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{fighting-style}{%
|
||
\subsubsection{Fighting Style}\label{fighting-style}}
|
||
|
||
You adopt a particular style of fighting as your specialty. Choose one
|
||
of the following options. You can't take a Fighting Style option more
|
||
than once, even if you later get to choose again.
|
||
|
||
\hypertarget{archery}{%
|
||
\paragraph{Archery}\label{archery}}
|
||
|
||
You gain a +2 bonus to attack rolls you make with ranged weapons.
|
||
|
||
\hypertarget{defense}{%
|
||
\paragraph{Defense}\label{defense}}
|
||
|
||
While you are wearing armor, you gain a +1 bonus to AC.
|
||
|
||
\hypertarget{dueling}{%
|
||
\paragraph{Dueling}\label{dueling}}
|
||
|
||
When you are wielding a melee weapon in one hand and no other weapons,
|
||
you gain a +2 bonus to damage rolls with that weapon.
|
||
|
||
\hypertarget{great-weapon-fighting}{%
|
||
\paragraph{Great Weapon Fighting}\label{great-weapon-fighting}}
|
||
|
||
When you roll a 1 or 2 on a damage die for an attack you make with a
|
||
melee weapon that you are wielding with two hands, you can reroll the
|
||
die and must use the new roll, even if the new roll is a 1 or a 2. The
|
||
weapon must have the two-handed or versatile property for you to gain
|
||
this benefit.
|
||
|
||
\hypertarget{protection}{%
|
||
\paragraph{Protection}\label{protection}}
|
||
|
||
When a creature you can see attacks a target other than you that is
|
||
within 5 feet of you, you can use your reaction to impose disadvantage
|
||
on the attack roll. You must be wielding a shield.
|
||
|
||
\hypertarget{two-weapon-fighting}{%
|
||
\paragraph{Two-Weapon Fighting}\label{two-weapon-fighting}}
|
||
|
||
When you engage in two-weapon fighting, you can add your ability
|
||
modifier to the damage of the second attack.
|
||
|
||
\hypertarget{second-wind}{%
|
||
\subsubsection{Second Wind}\label{second-wind}}
|
||
|
||
You have a limited well of stamina that you can draw on to protect
|
||
yourself from harm. On your turn, you can use a bonus action to regain
|
||
hit points equal to 1d10 + your fighter level. Once you use this
|
||
feature, you must finish a short or long rest before you can use it
|
||
again.
|
||
|
||
\hypertarget{action-surge}{%
|
||
\subsubsection{Action Surge}\label{action-surge}}
|
||
|
||
Starting at 2nd level, you can push yourself beyond your normal limits
|
||
for a moment. On your turn, you can take one additional action on top of
|
||
your regular action and a possible bonus action.
|
||
|
||
Once you use this feature, you must finish a short or long rest before
|
||
you can use it again. Starting at 17th level, you can use it twice
|
||
before a rest, but only once on the same turn.
|
||
|
||
\hypertarget{martial-archetype}{%
|
||
\subsubsection{Martial Archetype}\label{martial-archetype}}
|
||
|
||
At 3rd level, you choose an archetype that you strive to emulate in your
|
||
combat styles and techniques. Choose Champion, Battle Master, or
|
||
Eldritch Knight, all detailed at the end of the class description. The
|
||
archetype you choose grants you features at 3rd level and again at 7th,
|
||
10th, 15th, and 18th level.
|
||
|
||
\hypertarget{ability-score-improvement-4}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-4}}
|
||
|
||
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and
|
||
19th level, you can increase one ability score of your choice by 2, or
|
||
you can increase two ability scores of your choice by 1. As normal, you
|
||
can't increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{extra-attack-1}{%
|
||
\subsubsection{Extra Attack}\label{extra-attack-1}}
|
||
|
||
Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.
|
||
|
||
The number of attacks increases to three when you reach 11th level in
|
||
this class and to four when you reach 20th level in this class.
|
||
|
||
\hypertarget{indomitable}{%
|
||
\subsubsection{Indomitable}\label{indomitable}}
|
||
|
||
Beginning at 9th level, you can reroll a saving throw that you fail. If
|
||
you do so, you must use the new roll, and you can't use this feature
|
||
again until you finish a long rest.
|
||
|
||
You can use this feature twice between long rests starting at 13th level
|
||
and three times between long rests starting at 17th level.
|
||
|
||
\hypertarget{martial-archetypes}{%
|
||
\subsection{Martial Archetypes}\label{martial-archetypes}}
|
||
|
||
Different fighters choose different approaches to perfecting their
|
||
fighting prowess. The martial archetype you choose to emulate reflects
|
||
your approach.
|
||
|
||
\hypertarget{champion}{%
|
||
\subsubsection{Champion}\label{champion}}
|
||
|
||
The archetypal Champion focuses on the development of raw physical power
|
||
honed to deadly perfection. Those who model themselves on this archetype
|
||
combine rigorous training with physical excellence to deal devastating
|
||
blows.
|
||
|
||
\hypertarget{improved-critical}{%
|
||
\paragraph{Improved Critical}\label{improved-critical}}
|
||
|
||
Beginning when you choose this archetype at 3rd level, your weapon
|
||
attacks score a critical hit on a roll of 19 or 20.
|
||
|
||
\hypertarget{remarkable-athlete}{%
|
||
\paragraph{Remarkable Athlete}\label{remarkable-athlete}}
|
||
|
||
Starting at 7th level, you can add half your proficiency bonus (round
|
||
up) to any Strength, Dexterity, or Constitution check you make that
|
||
doesn't already use your proficiency bonus.
|
||
|
||
In addition, when you make a running long jump, the distance you can
|
||
cover increases by a number of feet equal to your Strength modifier.
|
||
|
||
\hypertarget{additional-fighting-style}{%
|
||
\paragraph{Additional Fighting Style}\label{additional-fighting-style}}
|
||
|
||
At 10th level, you can choose a second option from the Fighting Style
|
||
class feature.
|
||
|
||
\hypertarget{superior-critical}{%
|
||
\paragraph{Superior Critical}\label{superior-critical}}
|
||
|
||
Starting at 15th level, your weapon attacks score a critical hit on a
|
||
roll of 18-20.
|
||
|
||
\hypertarget{survivor}{%
|
||
\paragraph{Survivor}\label{survivor}}
|
||
|
||
At 18th level, you attain the pinnacle of resilience in battle. At the
|
||
start of each of your turns, you regain hit points equal to 5 + your
|
||
Constitution modifier if you have no more than half of your hit points
|
||
left. You don't gain this benefit if you have 0 hit points.
|
||
|
||
\hypertarget{monk}{%
|
||
\section{Monk}\label{monk}}
|
||
|
||
\hypertarget{class-features-5}{%
|
||
\subsubsection{Class Features}\label{class-features-5}}
|
||
|
||
As a monk, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-5}{%
|
||
\paragraph{Hit Points}\label{hit-points-5}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per monk level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per monk level after 1st
|
||
|
||
\hypertarget{proficiencies-5}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-5}}
|
||
|
||
\textbf{Armor:} None
|
||
|
||
\textbf{Weapons:} Simple weapons, shortswords
|
||
|
||
\textbf{Tools:} Choose one type of artisan's tools or one musical
|
||
instrument
|
||
|
||
\textbf{Saving Throws:} Strength, Dexterity
|
||
|
||
\textbf{Skills:} Choose two from Acrobatics, Athletics, History,
|
||
Insight, Religion, and Stealth
|
||
|
||
\hypertarget{equipment-5}{%
|
||
\paragraph{Equipment}\label{equipment-5}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a shortsword or (\emph{b}) any simple weapon
|
||
\item
|
||
(\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
10 darts
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Monk}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0579}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1570}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1157}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0909}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1653}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.4132}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Martial Arts
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Ki Points
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Unarmored Movement
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & 1d4 & - & - & Unarmored Defense, Martial Arts \\
|
||
2nd & +2 & 1d4 & 2 & +10 ft. & Ki, Unarmored Movement \\
|
||
3rd & +2 & 1d4 & 3 & +10 ft. & Monastic Tradition, Deflect Missiles \\
|
||
4th & +2 & 1d4 & 4 & +10 ft. & Ability Score Improvement, Slow Fall \\
|
||
5th & +3 & 1d6 & 5 & +10 ft. & Extra Attack, Stunning Strike \\
|
||
6th & +3 & 1d6 & 6 & +15 ft. & Ki-Empowered Strikes, Monastic Tradition
|
||
Feature \\
|
||
7th & +3 & 1d6 & 7 & +15 ft. & Evasion, Stillness of Mind \\
|
||
8th & +3 & 1d6 & 8 & +15 ft. & Ability Score Improvement \\
|
||
9th & +4 & 1d6 & 9 & +15 ft. & Unarmored Movement improvement \\
|
||
10th & +4 & 1d6 & 10 & +20 ft. & Purity of Body \\
|
||
11th & +4 & 1d8 & 11 & +20 ft. & Monastic Tradition Feature \\
|
||
12th & +4 & 1d8 & 12 & +20 ft. & Ability Score Improvement \\
|
||
13th & +5 & 1d8 & 13 & +20 ft. & Tongue of the Sun and Moon \\
|
||
14th & +5 & 1d8 & 14 & +25 ft. & Diamond Soul \\
|
||
15th & +5 & 1d8 & 15 & +25 ft. & Timeless Body \\
|
||
16th & +5 & 1d8 & 16 & +25 ft. & Ability Score Improvement \\
|
||
17th & +6 & 1d10 & 17 & +25 ft. & Monastic Tradition Feature \\
|
||
18th & +6 & 1d10 & 18 & +30 ft. & Empty Body \\
|
||
19th & +6 & 1d10 & 19 & +30 ft. & Ability Score Improvement \\
|
||
20th & +6 & 1d10 & 20 & +30 ft. & Perfect Self \\
|
||
& & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{unarmored-defense-1}{%
|
||
\subsubsection{Unarmored Defense}\label{unarmored-defense-1}}
|
||
|
||
Beginning at 1st level, while you are wearing no armor and not wielding
|
||
a shield, your AC equals 10 + your Dexterity modifier + your Wisdom
|
||
modifier.
|
||
|
||
\hypertarget{martial-arts}{%
|
||
\subsubsection{Martial Arts}\label{martial-arts}}
|
||
|
||
At 1st level, your practice of martial arts gives you mastery of combat
|
||
styles that use unarmed strikes and monk weapons, which are shortswords
|
||
and any simple melee weapons that don't have the two- handed or heavy
|
||
property.
|
||
|
||
You gain the following benefits while you are unarmed or wielding only
|
||
monk weapons and you aren't wearing armor or wielding a shield:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You can use Dexterity instead of Strength for the attack and damage
|
||
rolls of your unarmed strikes and monk weapons.
|
||
\item
|
||
You can roll a d4 in place of the normal damage of your unarmed strike
|
||
or monk weapon. This die changes as you gain monk levels, as shown in
|
||
the Martial Arts column of the Monk table.
|
||
\item
|
||
When you use the Attack action with an unarmed strike or a monk weapon
|
||
on your turn, you can make one unarmed strike as a bonus action. For
|
||
example, if you take the Attack action and attack with a quarterstaff,
|
||
you can also make an unarmed strike as a bonus action, assuming you
|
||
haven't already taken a bonus action this turn.
|
||
\end{itemize}
|
||
|
||
Certain monasteries use specialized forms of the monk weapons. For
|
||
example, you might use a club that is two lengths of wood connected by a
|
||
short chain (called a nunchaku) or a sickle with a shorter, straighter
|
||
blade (called a kama). Whatever name you use for a monk weapon, you can
|
||
use the game statistics provided for the weapon.
|
||
|
||
\hypertarget{ki}{%
|
||
\subsubsection{Ki}\label{ki}}
|
||
|
||
Starting at 2nd level, your training allows you to harness the mystic
|
||
energy of ki. Your access to this energy is represented by a number of
|
||
ki points. Your monk level determines the number of points you have, as
|
||
shown in the Ki Points column of the Monk table.
|
||
|
||
You can spend these points to fuel various ki features. You start
|
||
knowing three such features: Flurry of Blows, Patient Defense, and Step
|
||
of the Wind. You learn more ki features as you gain levels in this
|
||
class.
|
||
|
||
When you spend a ki point, it is unavailable until you finish a short or
|
||
long rest, at the end of which you draw all of your expended ki back
|
||
into yourself. You must spend at least 30 minutes of the rest meditating
|
||
to regain your ki points.
|
||
|
||
Some of your ki features require your target to make a saving throw to
|
||
resist the feature's effects. The saving throw DC is calculated as
|
||
follows:
|
||
|
||
\textbf{Ki save DC} = 8 + your proficiency bonus + your Wisdom modifier
|
||
|
||
\hypertarget{flurry-of-blows}{%
|
||
\paragraph{Flurry of Blows}\label{flurry-of-blows}}
|
||
|
||
Immediately after you take the Attack action on your turn, you can spend
|
||
1 ki point to make two unarmed strikes as a bonus action.
|
||
|
||
\hypertarget{patient-defense}{%
|
||
\paragraph{Patient Defense}\label{patient-defense}}
|
||
|
||
You can spend 1 ki point to take the Dodge action as a bonus action on
|
||
your turn.
|
||
|
||
\hypertarget{step-of-the-wind}{%
|
||
\paragraph{Step of the Wind}\label{step-of-the-wind}}
|
||
|
||
You can spend 1 ki point to take the Disengage or Dash action as a bonus
|
||
action on your turn, and your jump distance is doubled for the turn.
|
||
|
||
\hypertarget{unarmored-movement}{%
|
||
\subsubsection{Unarmored Movement}\label{unarmored-movement}}
|
||
|
||
Starting at 2nd level, your speed increases by 10 feet while you are not
|
||
wearing armor or wielding a shield. This bonus increases when you reach
|
||
certain monk levels, as shown in the Monk table.
|
||
|
||
At 9th level, you gain the ability to move along vertical surfaces and
|
||
across liquids on your turn without falling during the move.
|
||
|
||
\hypertarget{monastic-tradition}{%
|
||
\subsubsection{Monastic Tradition}\label{monastic-tradition}}
|
||
|
||
When you reach 3rd level, you commit yourself to a monastic tradition:
|
||
the Way of the Open Hand, the Way of Shadow, or the Way of the Four
|
||
Elements, all detailed at the end of the class description. Your
|
||
tradition grants you features at 3rd level and again at 6th, 11th, and
|
||
17th level.
|
||
|
||
\hypertarget{deflect-missiles}{%
|
||
\subsubsection{Deflect Missiles}\label{deflect-missiles}}
|
||
|
||
Starting at 3rd level, you can use your reaction to deflect or catch the
|
||
missile when you are hit by a ranged weapon attack. When you do so, the
|
||
damage you take from the attack is reduced by 1d10 + your Dexterity
|
||
modifier + your monk level.
|
||
|
||
If you reduce the damage to 0, you can catch the missile if it is small
|
||
enough for you to hold in one hand and you have at least one hand free.
|
||
If you catch a missile in this way, you can spend 1 ki point to make a
|
||
ranged attack with the weapon or piece of ammunition you just caught, as
|
||
part of the same reaction. You make this attack with proficiency,
|
||
regardless of your weapon proficiencies, and the missile counts as a
|
||
monk weapon for the attack, which has a normal range of 20 feet and a
|
||
long range of 60 feet.
|
||
|
||
\hypertarget{ability-score-improvement-5}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-5}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{slow-fall}{%
|
||
\subsubsection{Slow Fall}\label{slow-fall}}
|
||
|
||
Beginning at 4th level, you can use your reaction when you fall to
|
||
reduce any falling damage you take by an amount equal to five times your
|
||
monk level.
|
||
|
||
\hypertarget{extra-attack-2}{%
|
||
\subsubsection{Extra Attack}\label{extra-attack-2}}
|
||
|
||
Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.
|
||
|
||
\hypertarget{stunning-strike}{%
|
||
\subsubsection{Stunning Strike}\label{stunning-strike}}
|
||
|
||
Starting at 5th level, you can interfere with the flow of ki in an
|
||
opponent's body. When you hit another creature with a melee weapon
|
||
attack, you can spend 1 ki point to attempt a stunning strike. The
|
||
target must succeed on a Constitution saving throw or be stunned until
|
||
the end of your next turn.
|
||
|
||
\hypertarget{ki-empowered-strikes}{%
|
||
\subsubsection{Ki-Empowered Strikes}\label{ki-empowered-strikes}}
|
||
|
||
Starting at 6th level, your unarmed strikes count as magical for the
|
||
purpose of overcoming resistance and immunity to nonmagical attacks and
|
||
damage.
|
||
|
||
\hypertarget{evasion}{%
|
||
\subsubsection{Evasion}\label{evasion}}
|
||
|
||
At 7th level, your instinctive agility lets you dodge out of the way of
|
||
certain area effects, such as a blue dragon's lightning breath or a
|
||
\emph{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.
|
||
|
||
\hypertarget{stillness-of-mind}{%
|
||
\subsubsection{Stillness of Mind}\label{stillness-of-mind}}
|
||
|
||
Starting at 7th level, you can use your action to end one effect on
|
||
yourself that is causing you to be charmed or frightened.
|
||
|
||
\hypertarget{purity-of-body}{%
|
||
\subsubsection{Purity of Body}\label{purity-of-body}}
|
||
|
||
At 10th level, your mastery of the ki flowing through you makes you
|
||
immune to disease and poison.
|
||
|
||
\hypertarget{tongue-of-the-sun-and-moon}{%
|
||
\subsubsection{Tongue of the Sun and
|
||
Moon}\label{tongue-of-the-sun-and-moon}}
|
||
|
||
Starting at 13th level, you learn to touch the ki of other minds so that
|
||
you understand all spoken languages. Moreover, any creature that can
|
||
understand a language can understand what you say.
|
||
|
||
\hypertarget{diamond-soul}{%
|
||
\subsubsection{Diamond Soul}\label{diamond-soul}}
|
||
|
||
Beginning at 14th level, your mastery of ki grants you proficiency in
|
||
all saving throws.
|
||
|
||
Additionally, whenever you make a saving throw and fail, you can spend 1
|
||
ki point to reroll it and take the second result.
|
||
|
||
\hypertarget{timeless-body-1}{%
|
||
\subsubsection{Timeless Body}\label{timeless-body-1}}
|
||
|
||
At 15th level, your ki sustains you so that you suffer none of the
|
||
frailty of old age, and you can't be aged magically. You can still die
|
||
of old age, however. In addition, you no longer need food or water.
|
||
|
||
\hypertarget{empty-body}{%
|
||
\subsubsection{Empty Body}\label{empty-body}}
|
||
|
||
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 \emph{astral
|
||
projection} spell, without needing material components. When you do so,
|
||
you can't take any other creatures with you.
|
||
|
||
\hypertarget{perfect-self}{%
|
||
\subsubsection{Perfect Self}\label{perfect-self}}
|
||
|
||
At 20th level, when you roll for initiative and have no ki points
|
||
remaining, you regain 4 ki points.
|
||
|
||
\hypertarget{monastic-traditions}{%
|
||
\subsection{Monastic Traditions}\label{monastic-traditions}}
|
||
|
||
Three traditions of monastic pursuit are common in the monasteries
|
||
scattered across the multiverse. Most monasteries practice one tradition
|
||
exclusively, but a few honor the three traditions and instruct each monk
|
||
according to his or her aptitude and interest. All three traditions rely
|
||
on the same basic techniques, diverging as the student grows more adept.
|
||
Thus, a monk need choose a tradition only upon reaching 3rd level.
|
||
|
||
\hypertarget{way-of-the-open-hand}{%
|
||
\subsubsection{Way of the Open Hand}\label{way-of-the-open-hand}}
|
||
|
||
Monks of the Way of the Open Hand are the ultimate masters of martial
|
||
arts combat, whether armed or unarmed. They learn techniques to push and
|
||
trip their opponents, manipulate ki to heal damage to their bodies, and
|
||
practice advanced meditation that can protect them from harm.
|
||
|
||
\hypertarget{open-hand-technique}{%
|
||
\paragraph{Open Hand Technique}\label{open-hand-technique}}
|
||
|
||
Starting when you choose this tradition at 3rd level, you can manipulate
|
||
your enemy's ki when you harness your own. Whenever you hit a creature
|
||
with one of the attacks granted by your Flurry of Blows, you can impose
|
||
one of the following effects on that target:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
It must succeed on a Dexterity saving throw or be knocked prone.
|
||
\item
|
||
It must make a Strength saving throw. If it fails, you can push it up
|
||
to 15 feet away from you.
|
||
\item
|
||
It can't take reactions until the end of your next turn.
|
||
\end{itemize}
|
||
|
||
\hypertarget{wholeness-of-body}{%
|
||
\paragraph{Wholeness of Body}\label{wholeness-of-body}}
|
||
|
||
At 6th level, you gain the ability to heal yourself. As an action, you
|
||
can regain hit points equal to three times your monk level. You must
|
||
finish a long rest before you can use this feature again.
|
||
|
||
\hypertarget{tranquility}{%
|
||
\paragraph{Tranquility}\label{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 \emph{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.
|
||
|
||
\hypertarget{quivering-palm}{%
|
||
\paragraph{Quivering Palm}\label{quivering-palm}}
|
||
|
||
At 17th level, you gain the ability to set up lethal vibrations in
|
||
someone's body. When you hit a creature with an unarmed strike, you can
|
||
spend 3 ki points to start these imperceptible vibrations, which last
|
||
for a number of days equal to your monk level. The vibrations are
|
||
harmless unless you use your action to end them. To do so, you and the
|
||
target must be on the same plane of existence. When you use this action,
|
||
the creature must make a Constitution saving throw. If it fails, it is
|
||
reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
|
||
|
||
You can have only one creature under the effect of this feature at a
|
||
time. You can choose to end the vibrations harmlessly without using an
|
||
action.
|
||
|
||
\hypertarget{paladin}{%
|
||
\section{Paladin}\label{paladin}}
|
||
|
||
\hypertarget{class-features-6}{%
|
||
\subsubsection{Class Features}\label{class-features-6}}
|
||
|
||
As a paladin, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-6}{%
|
||
\paragraph{Hit Points}\label{hit-points-6}}
|
||
|
||
\textbf{Hit Dice:} 1d10 per paladin level
|
||
|
||
\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution
|
||
modifier per paladin level after 1st
|
||
|
||
\hypertarget{proficiencies-6}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-6}}
|
||
|
||
\textbf{Armor:} All armor, shields
|
||
|
||
\textbf{Weapons:} Simple weapons, martial weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Wisdom, Charisma
|
||
|
||
\textbf{Skills:} Choose two from Athletics, Insight, Intimidation,
|
||
Medicine, Persuasion, and Religion
|
||
|
||
\hypertarget{equipment-6}{%
|
||
\paragraph{Equipment}\label{equipment-6}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a martial weapon and a shield or (\emph{b}) two martial
|
||
weapons
|
||
\item
|
||
(\emph{a}) five javelins or (\emph{b}) any simple melee weapon
|
||
\item
|
||
(\emph{a}) a priest's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
Chain mail and a holy symbol
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Paladin}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0737}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.2000}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.4632}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Divine Sense, Lay on Hands & - & - & - & - & - \\
|
||
2nd & +2 & Fighting Style, Spellcasting, Divine Smite & 2 & - & - & - &
|
||
- \\
|
||
3rd & +2 & Divine Health, Sacred Oath & 3 & - & - & - & - \\
|
||
4th & +2 & Ability Score Improvement & 3 & - & - & - & - \\
|
||
5th & +3 & Extra Attack & 4 & 2 & - & - & - \\
|
||
6th & +3 & Aura of Protection & 4 & 2 & - & - & - \\
|
||
7th & +3 & Sacred Oath feature & 4 & 3 & - & - & - \\
|
||
8th & +3 & Ability Score Improvement & 4 & 3 & - & - & - \\
|
||
9th & +4 & - & 4 & 3 & 2 & - & - \\
|
||
10th & +4 & Aura of Courage & 4 & 3 & 2 & - & - \\
|
||
11th & +4 & Improved Divine Smite & 4 & 3 & 3 & - & - \\
|
||
12th & +4 & Ability Score Improvement & 4 & 3 & 3 & - & - \\
|
||
13th & +5 & - & 4 & 3 & 3 & 1 & - \\
|
||
14th & +5 & Cleansing Touch & 4 & 3 & 3 & 1 & - \\
|
||
15th & +5 & Sacred Oath feature & 4 & 3 & 3 & 2 & - \\
|
||
16th & +5 & Ability Score Improvement & 4 & 3 & 3 & 2 & - \\
|
||
17th & +6 & - & 4 & 3 & 3 & 3 & 1 \\
|
||
18th & +6 & Aura improvements & 4 & 3 & 3 & 3 & 1 \\
|
||
19th & +6 & Ability Score Improvement & 4 & 3 & 3 & 3 & 2 \\
|
||
20th & +6 & Sacred Oath feature & 4 & 3 & 3 & 3 & 2 \\
|
||
& & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{divine-sense}{%
|
||
\subsubsection{Divine Sense}\label{divine-sense}}
|
||
|
||
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
|
||
\emph{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.
|
||
|
||
\hypertarget{lay-on-hands}{%
|
||
\subsubsection{Lay on Hands}\label{lay-on-hands}}
|
||
|
||
Your blessed touch can heal wounds. You have a pool of healing power
|
||
that replenishes when you take a long rest. With that pool, you can
|
||
restore a total number of hit points equal to your paladin level × 5.
|
||
|
||
As an action, you can touch a creature and draw power from the pool to
|
||
restore a number of hit points to that creature, up to the maximum
|
||
amount remaining in your pool.
|
||
|
||
Alternatively, you can expend 5 hit points from your pool of healing to
|
||
cure the target of one disease or neutralize one poison affecting it.
|
||
You can cure multiple diseases and neutralize multiple poisons with a
|
||
single use of Lay on Hands, expending hit points separately for each
|
||
one.
|
||
|
||
This feature has no effect on undead and constructs.
|
||
|
||
\hypertarget{fighting-style-1}{%
|
||
\subsubsection{Fighting Style}\label{fighting-style-1}}
|
||
|
||
At 2nd level, you adopt a style of fighting as your specialty. Choose
|
||
one of the following options. You can't take a Fighting Style option
|
||
more than once, even if you later get to choose again.
|
||
|
||
\hypertarget{defense-1}{%
|
||
\paragraph{Defense}\label{defense-1}}
|
||
|
||
While you are wearing armor, you gain a +1 bonus to AC.
|
||
|
||
\hypertarget{dueling-1}{%
|
||
\paragraph{Dueling}\label{dueling-1}}
|
||
|
||
When you are wielding a melee weapon in one hand and no other weapons,
|
||
you gain a +2 bonus to damage rolls with that weapon.
|
||
|
||
\hypertarget{great-weapon-fighting-1}{%
|
||
\paragraph{Great Weapon Fighting}\label{great-weapon-fighting-1}}
|
||
|
||
When you roll a 1 or 2 on a damage die for an attack you make with a
|
||
melee weapon that you are wielding with two hands, you can reroll the
|
||
die and must use the new roll. The weapon must have the two-handed or
|
||
versatile property for you to gain this benefit.
|
||
|
||
\hypertarget{protection-1}{%
|
||
\paragraph{Protection}\label{protection-1}}
|
||
|
||
When a creature you can see attacks a target other than you that is
|
||
within 5 feet of you, you can use your reaction to impose disadvantage
|
||
on the attack roll. You must be wielding a shield.
|
||
|
||
\hypertarget{spellcasting-3}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-3}}
|
||
|
||
By 2nd level, you have learned to draw on divine magic through
|
||
meditation and prayer to cast spells as a cleric does.
|
||
|
||
\hypertarget{preparing-and-casting-spells-2}{%
|
||
\paragraph{Preparing and Casting
|
||
Spells}\label{preparing-and-casting-spells-2}}
|
||
|
||
The Paladin table shows how many spell slots you have to cast your
|
||
paladin spells. To cast one of your paladin spells of 1st level or
|
||
higher, you must expend a slot of the spell's level or higher. You
|
||
regain all expended spell slots when you finish a long rest.
|
||
|
||
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 \emph{cure wounds}, you can cast it
|
||
using a 1st-level or a 2nd- level slot. Casting the spell doesn't 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.
|
||
|
||
\hypertarget{spellcasting-ability-3}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-3}}
|
||
|
||
Charisma is your spellcasting ability for your paladin spells, since
|
||
their power derives from the strength of your convictions. You use your
|
||
Charisma whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Charisma modifier when setting the saving throw
|
||
DC for a paladin spell you cast and when making an attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\hypertarget{spellcasting-focus-3}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-3}}
|
||
|
||
You can use a holy symbol as a spellcasting focus for your paladin
|
||
spells.
|
||
|
||
\hypertarget{divine-smite}{%
|
||
\subsubsection{Divine Smite}\label{divine-smite}}
|
||
|
||
Starting at 2nd level, when you hit a creature with a melee weapon
|
||
attack, you can expend one spell slot to deal radiant damage to the
|
||
target, in addition to the weapon's damage. The extra damage is 2d8 for
|
||
a 1st-level spell slot, plus 1d8 for each spell level higher than 1st,
|
||
to a maximum of 5d8. The damage increases by 1d8 if the target is an
|
||
undead or a fiend, to a maximum of 6d8.
|
||
|
||
\hypertarget{divine-health}{%
|
||
\subsubsection{Divine Health}\label{divine-health}}
|
||
|
||
By 3rd level, the divine magic flowing through you makes you immune to
|
||
disease.
|
||
|
||
\hypertarget{sacred-oath}{%
|
||
\subsubsection{Sacred Oath}\label{sacred-oath}}
|
||
|
||
When you reach 3rd level, you swear the oath that binds you as a paladin
|
||
forever. Up to this time you have been in a preparatory stage, committed
|
||
to the path but not yet sworn to it. Now you choose the Oath of
|
||
Devotion, the Oath of the Ancients, or the Oath of Vengeance, all
|
||
detailed at the end of the class description.
|
||
|
||
Your choice grants you features at 3rd level and again at 7th, 15th, and
|
||
20th level. Those features include oath spells and the Channel Divinity
|
||
feature.
|
||
|
||
\hypertarget{oath-spells}{%
|
||
\paragraph{Oath Spells}\label{oath-spells}}
|
||
|
||
Each oath has a list of associated spells. You gain access to these
|
||
spells at the levels specified in the oath description. Once you gain
|
||
access to an oath spell, you always have it prepared. Oath spells don't
|
||
count against the number of spells you can prepare each day.
|
||
|
||
If you gain an oath spell that doesn't appear on the paladin spell list,
|
||
the spell is nonetheless a paladin spell for you.
|
||
|
||
\hypertarget{channel-divinity-1}{%
|
||
\paragraph{Channel Divinity}\label{channel-divinity-1}}
|
||
|
||
Your oath allows you to channel divine energy to fuel magical effects.
|
||
Each Channel Divinity option provided by your oath explains how to use
|
||
it.
|
||
|
||
When you use your Channel Divinity, you choose which option to use. You
|
||
must then finish a short or long rest to use your Channel Divinity
|
||
again.
|
||
|
||
Some Channel Divinity effects require saving throws. When you use such
|
||
an effect from this class, the DC equals your paladin spell save DC.
|
||
|
||
\hypertarget{ability-score-improvement-6}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-6}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{extra-attack-3}{%
|
||
\subsubsection{Extra Attack}\label{extra-attack-3}}
|
||
|
||
Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.
|
||
|
||
\hypertarget{aura-of-protection}{%
|
||
\subsubsection{Aura of Protection}\label{aura-of-protection}}
|
||
|
||
Starting at 6th level, whenever you or a friendly creature within 10
|
||
feet of you must make a saving throw, the creature gains a bonus to the
|
||
saving throw equal to your Charisma modifier (with a minimum bonus of
|
||
+1). You must be conscious to grant this bonus.
|
||
|
||
At 18th level, the range of this aura increases to 30 feet.
|
||
|
||
\hypertarget{aura-of-courage}{%
|
||
\subsubsection{Aura of Courage}\label{aura-of-courage}}
|
||
|
||
Starting at 10th level, you and friendly creatures within 10 feet of you
|
||
can't be frightened while you are conscious.
|
||
|
||
At 18th level, the range of this aura increases to 30 feet.
|
||
|
||
\hypertarget{improved-divine-smite}{%
|
||
\subsubsection{Improved Divine Smite}\label{improved-divine-smite}}
|
||
|
||
By 11th level, you are so suffused with righteous might that all your
|
||
melee weapon strikes carry divine power with them. Whenever you hit a
|
||
creature with a melee weapon, the creature takes an extra 1d8 radiant
|
||
damage. If you also use your Divine Smite with an attack, you add this
|
||
damage to the extra damage of your Divine Smite.
|
||
|
||
\hypertarget{cleansing-touch}{%
|
||
\subsubsection{Cleansing Touch}\label{cleansing-touch}}
|
||
|
||
Beginning at 14th level, you can use your action to end one spell on
|
||
yourself or on one willing creature that you touch.
|
||
|
||
You can use this feature a number of times equal to your Charisma
|
||
modifier (a minimum of once). You regain expended uses when you finish a
|
||
long rest.
|
||
|
||
\hypertarget{sacred-oaths}{%
|
||
\subsection{Sacred Oaths}\label{sacred-oaths}}
|
||
|
||
Becoming a paladin involves taking vows that commit the paladin to the
|
||
cause of righteousness, an active path of fighting wickedness. The final
|
||
oath, taken when he or she reaches 3rd level, is the culmination of all
|
||
the paladin's training. Some characters with this class don't consider
|
||
themselves true paladins until they have reached 3rd level and made this
|
||
oath. For others, the actual swearing of the oath is a formality, an
|
||
official stamp on what has always been true in the paladin's heart.
|
||
|
||
\hypertarget{oath-of-devotion}{%
|
||
\subsubsection{Oath of Devotion}\label{oath-of-devotion}}
|
||
|
||
The Oath of Devotion binds a paladin to the loftiest ideals of justice,
|
||
virtue, and order. Sometimes called cavaliers, white knights, or holy
|
||
warriors, these paladins meet the ideal of the knight in shining armor,
|
||
acting with honor in pursuit of justice and the greater good. They hold
|
||
themselves to the highest standards of conduct, and some, for better or
|
||
worse, hold the rest of the world to the same standards. Many who swear
|
||
this oath are devoted to gods of law and good and use their gods' tenets
|
||
as the measure of their devotion. They hold angels-the perfect servants
|
||
of good-as their ideals, and incorporate images of angelic wings into
|
||
their helmets or coats of arms.
|
||
|
||
\hypertarget{tenets-of-devotion}{%
|
||
\paragraph{Tenets of Devotion}\label{tenets-of-devotion}}
|
||
|
||
Though the exact words and strictures of the Oath of Devotion vary,
|
||
paladins of this oath share these tenets.
|
||
|
||
\textbf{\emph{Honesty}}. Don't lie or cheat. Let your word be your
|
||
promise.
|
||
|
||
\textbf{\emph{Courage}}. Never fear to act, though caution is wise.
|
||
|
||
\textbf{\emph{Compassion}}. Aid others, protect the weak, and punish
|
||
those who threaten them. Show mercy to your foes, but temper it with
|
||
wisdom.
|
||
|
||
\textbf{\emph{Honor}}. Treat others with fairness, and let your
|
||
honorable deeds be an example to them. Do as much good as possible while
|
||
causing the least amount of harm.
|
||
|
||
\textbf{\emph{Duty}}. Be responsible for your actions and their
|
||
consequences, protect those entrusted to your care, and obey those who
|
||
have just authority over you.
|
||
|
||
\hypertarget{oath-spells-1}{%
|
||
\paragraph{Oath Spells}\label{oath-spells-1}}
|
||
|
||
You gain oath spells at the paladin levels listed.
|
||
|
||
\textbf{Table- Oath of Devotion Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Level & Paladin Spells \\
|
||
\midrule
|
||
\endhead
|
||
3rd & protection from evil and good, sanctuary \\
|
||
5th & lesser restoration, zone of truth \\
|
||
9th & beacon of hope, dispel magic \\
|
||
13th & freedom of movement, guardian of faith \\
|
||
17th & commune, flame strike \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{channel-divinity-2}{%
|
||
\paragraph{Channel Divinity}\label{channel-divinity-2}}
|
||
|
||
When you take this oath at 3rd level, you gain the following two Channel
|
||
Divinity options.
|
||
|
||
\textbf{\emph{Sacred Weapon}}. As an action, you can imbue one weapon
|
||
that you are holding with positive energy, using your Channel Divinity.
|
||
For 1 minute, you add your Charisma modifier to attack rolls made with
|
||
that weapon (with a minimum bonus of +1). The weapon also emits bright
|
||
light in a 20-foot radius and dim light 20 feet beyond that. If the
|
||
weapon is not already magical, it becomes magical for the duration.
|
||
|
||
You can end this effect on your turn as part of any other action. If you
|
||
are no longer holding or carrying this weapon, or if you fall
|
||
unconscious, this effect ends.
|
||
|
||
\textbf{\emph{Turn the Unholy}}. As an action, you present your holy
|
||
symbol and speak a prayer censuring fiends and undead, using your
|
||
Channel Divinity. Each fiend or undead that can see or hear you within
|
||
30 feet of you must make a Wisdom saving throw. If the creature fails
|
||
its saving throw, it is turned for 1 minute or until it takes damage.
|
||
|
||
A turned creature must spend its turns trying to move as far away from
|
||
you as it can, and it can't willingly move to a space within 30 feet of
|
||
you. It also can't take reactions. For its action, it can use only the
|
||
Dash action or try to escape from an effect that prevents it from
|
||
moving. If there's nowhere to move, the creature can use the Dodge
|
||
action.
|
||
|
||
\hypertarget{aura-of-devotion}{%
|
||
\paragraph{Aura of Devotion}\label{aura-of-devotion}}
|
||
|
||
Starting at 7th level, you and friendly creatures within 10 feet of you
|
||
can't be charmed while you are conscious.
|
||
|
||
At 18th level, the range of this aura increases to 30 feet.
|
||
|
||
\hypertarget{purity-of-spirit}{%
|
||
\subparagraph{Purity of Spirit}\label{purity-of-spirit}}
|
||
|
||
Beginning at 15th level, you are always under the effects of a
|
||
\emph{protection from evil and good} spell.
|
||
|
||
\hypertarget{holy-nimbus}{%
|
||
\paragraph{Holy Nimbus}\label{holy-nimbus}}
|
||
|
||
At 20th level, as an action, you can emanate an aura of sunlight. For 1
|
||
minute, bright light shines from you in a 30-foot radius, and dim light
|
||
shines 30 feet beyond that.
|
||
|
||
Whenever an enemy creature starts its turn in the bright light, the
|
||
creature takes 10 radiant damage.
|
||
|
||
In addition, for the duration, you have advantage on saving throws
|
||
against spells cast by fiends or undead.
|
||
|
||
Once you use this feature, you can't use it again until you finish a
|
||
long rest.
|
||
|
||
\begin{quote}
|
||
\textbf{Breaking Your Oath}
|
||
|
||
A paladin tries to hold to the highest standards of conduct, but even
|
||
the most virtuous paladin is fallible. Sometimes the right path proves
|
||
too demanding, sometimes a situation calls for the lesser of two evils,
|
||
and sometimes the heat of emotion causes a paladin to transgress his or
|
||
her oath.
|
||
|
||
A paladin who has broken a vow typically seeks absolution from a cleric
|
||
who shares his or her faith or from another paladin of the same order.
|
||
The paladin might spend an all- night vigil in prayer as a sign of
|
||
penitence, or undertake a fast or similar act of self-denial. After a
|
||
rite of confession and forgiveness, the paladin starts fresh.
|
||
|
||
If a paladin willfully violates his or her oath and shows no sign of
|
||
repentance, the consequences can be more serious. At the GM's
|
||
discretion, an impenitent paladin might be forced to abandon this class
|
||
and adopt another.
|
||
\end{quote}
|
||
|
||
\hypertarget{ranger}{%
|
||
\section{Ranger}\label{ranger}}
|
||
|
||
\hypertarget{class-features-7}{%
|
||
\subsubsection{Class Features}\label{class-features-7}}
|
||
|
||
As a ranger, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-7}{%
|
||
\paragraph{Hit Points}\label{hit-points-7}}
|
||
|
||
\textbf{Hit Dice:} 1d10 per ranger level
|
||
|
||
\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution
|
||
modifier per ranger level after 1st
|
||
|
||
\hypertarget{proficiencies-7}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-7}}
|
||
|
||
\textbf{Armor:} Light armor, medium armor, shields
|
||
|
||
\textbf{Weapons:} Simple weapons, martial weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Strength, Dexterity
|
||
|
||
\textbf{Skills:} Choose three from Animal Handling, Athletics, Insight,
|
||
Investigation, Nature, Perception, Stealth, and Survival
|
||
|
||
\hypertarget{equipment-7}{%
|
||
\paragraph{Equipment}\label{equipment-7}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) scale mail or (\emph{b}) leather armor
|
||
\item
|
||
(\emph{a}) two shortswords or (\emph{b}) two simple melee weapons
|
||
\item
|
||
(\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
A longbow and a quiver of 20 arrows
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Ranger}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0603}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.1638}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.4397}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.1207}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Spells Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Favored Enemy, Natural Explorer & - & - & - & - & - & - \\
|
||
2nd & +2 & Fighting Style, Spellcasting & 2 & 2 & - & - & - & - \\
|
||
3rd & +2 & Ranger Archetype, Primeval Awareness & 3 & 3 & - & - & - &
|
||
- \\
|
||
4th & +2 & Ability Score Improvement & 3 & 3 & - & - & - & - \\
|
||
5th & +3 & Extra Attack & 4 & 4 & 2 & - & - & - \\
|
||
6th & +3 & Favored Enemy and Natural Explorer improvements & 4 & 4 & 2 &
|
||
- & - & - \\
|
||
7th & +3 & Ranger Archetype feature & 5 & 4 & 3 & - & - & - \\
|
||
8th & +3 & Ability Score Improvement, Land's Stride & 5 & 4 & 3 & - & -
|
||
& - \\
|
||
9th & +4 & - & 6 & 4 & 3 & 2 & - & - \\
|
||
10th & +4 & Natural Explorer improvement, Hide in Plain Sight & 6 & 4 &
|
||
3 & 2 & - & - \\
|
||
11th & +4 & Ranger Archetype feature & 7 & 4 & 3 & 3 & - & - \\
|
||
12th & +4 & Ability Score Improvement & 7 & 4 & 3 & 3 & - & - \\
|
||
13th & +5 & - & 8 & 4 & 3 & 3 & 1 & - \\
|
||
14th & +5 & Favored Enemy improvement, Vanish & 8 & 4 & 3 & 3 & 1 & - \\
|
||
15th & +5 & Ranger Archetype feature & 9 & 4 & 3 & 3 & 2 & - \\
|
||
16th & +5 & Ability Score Improvement & 9 & 4 & 3 & 3 & 2 & - \\
|
||
17th & +6 & - & 10 & 4 & 3 & 3 & 3 & 1 \\
|
||
18th & +6 & Feral Senses & 10 & 4 & 3 & 3 & 3 & 1 \\
|
||
19th & +6 & Ability Score Improvement & 11 & 4 & 3 & 3 & 3 & 2 \\
|
||
20th & +6 & Foe Slayer & 11 & 4 & 3 & 3 & 3 & 2 \\
|
||
& & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{favored-enemy}{%
|
||
\subsubsection{Favored Enemy}\label{favored-enemy}}
|
||
|
||
Beginning at 1st level, you have significant experience studying,
|
||
tracking, hunting, and even talking to a certain type of enemy.
|
||
|
||
Choose a type of favored enemy: aberrations, beasts, celestials,
|
||
constructs, dragons, elementals, fey, fiends, giants, monstrosities,
|
||
oozes, plants, or undead. Alternatively, you can select two races of
|
||
humanoid (such as gnolls and orcs) as favored enemies.
|
||
|
||
You have advantage on Wisdom (Survival) checks to track your favored
|
||
enemies, as well as on Intelligence checks to recall information about
|
||
them.
|
||
|
||
When you gain this feature, you also learn one language of your choice
|
||
that is spoken by your favored enemies, if they speak one at all.
|
||
|
||
You choose one additional favored enemy, as well as an associated
|
||
language, at 6th and 14th level. As you gain levels, your choices should
|
||
reflect the types of monsters you have encountered on your adventures.
|
||
|
||
\hypertarget{natural-explorer}{%
|
||
\subsubsection{Natural Explorer}\label{natural-explorer}}
|
||
|
||
You are particularly familiar with one type of natural environment and
|
||
are adept at traveling and surviving in such regions. Choose one type of
|
||
favored terrain: arctic, coast, desert, forest, grassland, mountain, or
|
||
swamp. When you make an Intelligence or Wisdom check related to your
|
||
favored terrain, your proficiency bonus is doubled if you are using a
|
||
skill that you're proficient in.
|
||
|
||
While traveling for an hour or more in your favored terrain, you gain
|
||
the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Difficult terrain doesn't slow your group's travel.
|
||
\item
|
||
Your group can't become lost except by magical means.
|
||
\item
|
||
Even when you are engaged in another activity while traveling (such as
|
||
foraging, navigating, or tracking), you remain alert to danger.
|
||
\item
|
||
If you are traveling alone, you can move stealthily at a normal pace.
|
||
\item
|
||
When you forage, you find twice as much food as you normally would.
|
||
\item
|
||
While tracking other creatures, you also learn their exact number,
|
||
their sizes, and how long ago they passed through the area.
|
||
\end{itemize}
|
||
|
||
You choose additional favored terrain types at 6th and 10th level.
|
||
|
||
\hypertarget{fighting-style-2}{%
|
||
\subsubsection{Fighting Style}\label{fighting-style-2}}
|
||
|
||
At 2nd level, you adopt a particular style of fighting as your
|
||
specialty. Choose one of the following options. You can't take a
|
||
Fighting Style option more than once, even if you later get to choose
|
||
again.
|
||
|
||
\hypertarget{archery-1}{%
|
||
\paragraph{Archery}\label{archery-1}}
|
||
|
||
You gain a +2 bonus to attack rolls you make with ranged weapons.
|
||
|
||
\hypertarget{defense-2}{%
|
||
\paragraph{Defense}\label{defense-2}}
|
||
|
||
While you are wearing armor, you gain a +1 bonus to AC.
|
||
|
||
\hypertarget{dueling-2}{%
|
||
\paragraph{Dueling}\label{dueling-2}}
|
||
|
||
When you are wielding a melee weapon in one hand and no other weapons,
|
||
you gain a +2 bonus to damage rolls with that weapon.
|
||
|
||
\hypertarget{two-weapon-fighting-1}{%
|
||
\paragraph{Two-Weapon Fighting}\label{two-weapon-fighting-1}}
|
||
|
||
When you engage in two-weapon fighting, you can add your ability
|
||
modifier to the damage of the second attack.
|
||
|
||
\hypertarget{spellcasting-4}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-4}}
|
||
|
||
By the time you reach 2nd level, you have learned to use the magical
|
||
essence of nature to cast spells, much as a druid does. See the general
|
||
rules for spellcasting and the ranger spell list.
|
||
|
||
\hypertarget{spell-slots-1}{%
|
||
\paragraph{Spell Slots}\label{spell-slots-1}}
|
||
|
||
The Ranger table shows how many spell slots you have to cast your ranger
|
||
spells of 1st level and higher. To cast one of these spells, you must
|
||
expend a slot of the spell's level or higher. You regain all expended
|
||
spell slots when you finish a long rest.
|
||
|
||
For example, if you know the 1st-level spell \emph{animal friendship}
|
||
and have a 1st-level and a 2nd-level spell slot available, you can cast
|
||
\emph{animal friendship} using either slot.
|
||
|
||
\hypertarget{spells-known-of-1st-level-and-higher-1}{%
|
||
\paragraph{Spells Known of 1st Level and
|
||
Higher}\label{spells-known-of-1st-level-and-higher-1}}
|
||
|
||
You know two 1st-level spells of your choice from the ranger spell list.
|
||
|
||
The Spells Known column of the Ranger table shows when you learn more
|
||
ranger spells of your choice. Each of these spells must be of a level
|
||
for which you have spell slots. For instance, when you reach 5th level
|
||
in this class, you can learn one new spell of 1st or 2nd level.
|
||
|
||
Additionally, when you gain a level in this class, you can choose one of
|
||
the ranger spells you know and replace it with another spell from the
|
||
ranger spell list, which also must be of a level for which you have
|
||
spell slots.
|
||
|
||
\hypertarget{spellcasting-ability-4}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-4}}
|
||
|
||
Wisdom is your spellcasting ability for your ranger spells, since your
|
||
magic draws on your attunement to nature. You use your Wisdom whenever a
|
||
spell refers to your spellcasting ability. In addition, you use your
|
||
Wisdom modifier when setting the saving throw DC for a ranger spell you
|
||
cast and when making an attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
|
||
modifier
|
||
|
||
\hypertarget{ranger-archetype}{%
|
||
\subsubsection{Ranger Archetype}\label{ranger-archetype}}
|
||
|
||
At 3rd level, you choose an archetype that you strive to emulate: Hunter
|
||
or Beast Master, both detailed at the end of the class description. Your
|
||
choice grants you features at 3rd level and again at 7th, 11th, and 15th
|
||
level.
|
||
|
||
\hypertarget{primeval-awareness}{%
|
||
\subsubsection{Primeval Awareness}\label{primeval-awareness}}
|
||
|
||
Beginning at 3rd level, you can use your action and expend one ranger
|
||
spell slot to focus your awareness on the region around you. For 1
|
||
minute per level of the spell slot you expend, you can sense whether the
|
||
following types of creatures are present within 1 mile of you (or within
|
||
up to 6 miles if you are in your favored terrain): aberrations,
|
||
celestials, dragons, elementals, fey, fiends, and undead. This feature
|
||
doesn't reveal the creatures' location or number.
|
||
|
||
\hypertarget{ability-score-improvement-7}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-7}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{extra-attack-4}{%
|
||
\subsubsection{Extra Attack}\label{extra-attack-4}}
|
||
|
||
Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.
|
||
|
||
\hypertarget{lands-stride-1}{%
|
||
\subsubsection{Land's Stride}\label{lands-stride-1}}
|
||
|
||
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 \emph{entangle} spell.
|
||
|
||
\hypertarget{hide-in-plain-sight}{%
|
||
\subsubsection{Hide in Plain Sight}\label{hide-in-plain-sight}}
|
||
|
||
Starting at 10th level, you can spend 1 minute creating camouflage for
|
||
yourself. You must have access to fresh mud, dirt, plants, soot, and
|
||
other naturally occurring materials with which to create your
|
||
camouflage.
|
||
|
||
Once you are camouflaged in this way, you can try to hide by pressing
|
||
yourself up against a solid surface, such as a tree or wall, that is at
|
||
least as tall and wide as you are. You gain a +10 bonus to Dexterity
|
||
(Stealth) checks as long as you remain there without moving or taking
|
||
actions. Once you move or take an action or a reaction, you must
|
||
camouflage yourself again to gain this benefit.
|
||
|
||
\hypertarget{vanish}{%
|
||
\subsubsection{Vanish}\label{vanish}}
|
||
|
||
Starting at 14th level, you can use the Hide action as a bonus action on
|
||
your turn. Also, you can't be tracked by nonmagical means, unless you
|
||
choose to leave a trail.
|
||
|
||
\hypertarget{feral-senses}{%
|
||
\subsubsection{Feral Senses}\label{feral-senses}}
|
||
|
||
At 18th level, you gain preternatural senses that help you fight
|
||
creatures you can't see. When you attack a creature you can't see, your
|
||
inability to see it doesn't impose disadvantage on your attack rolls
|
||
against it.
|
||
|
||
You are also aware of the location of any invisible creature within 30
|
||
feet of you, provided that the creature isn't hidden from you and you
|
||
aren't blinded or deafened.
|
||
|
||
\hypertarget{foe-slayer}{%
|
||
\subsubsection{Foe Slayer}\label{foe-slayer}}
|
||
|
||
At 20th level, you become an unparalleled hunter of your enemies. Once
|
||
on each of your turns, you can add your Wisdom modifier to the attack
|
||
roll or the damage roll of an attack you make against one of your
|
||
favored enemies. You can choose to use this feature before or after the
|
||
roll, but before any effects of the roll are applied.
|
||
|
||
\hypertarget{ranger-archetypes}{%
|
||
\subsection{Ranger Archetypes}\label{ranger-archetypes}}
|
||
|
||
The ideal of the ranger has two classic expressions: the Hunter and the
|
||
Beast Master.
|
||
|
||
\hypertarget{hunter}{%
|
||
\subsubsection{Hunter}\label{hunter}}
|
||
|
||
Emulating the Hunter archetype means accepting your place as a bulwark
|
||
between civilization and the terrors of the wilderness. As you walk the
|
||
Hunter's path, you learn specialized techniques for fighting the threats
|
||
you face, from rampaging ogres and hordes of orcs to towering giants and
|
||
terrifying dragons.
|
||
|
||
\hypertarget{hunters-prey}{%
|
||
\paragraph{Hunter's Prey}\label{hunters-prey}}
|
||
|
||
At 3rd level, you gain one of the following features of your choice.
|
||
|
||
\textbf{\emph{Colossus Slayer}}. Your tenacity can wear down the most
|
||
potent foes. When you hit a creature with a weapon attack, the creature
|
||
takes an extra 1d8 damage if it's below its hit point maximum. You can
|
||
deal this extra damage only once per turn.
|
||
|
||
\textbf{\emph{Giant Killer}}. When a Large or larger creature within 5
|
||
feet of you hits or misses you with an attack, you can use your reaction
|
||
to attack that creature immediately after its attack, provided that you
|
||
can see the creature.
|
||
|
||
\textbf{\emph{Horde Breaker}}. Once on each of your turns when you make
|
||
a weapon attack, you can make another attack with the same weapon
|
||
against a different creature that is within 5 feet of the original
|
||
target and within range of your weapon.
|
||
|
||
\hypertarget{defensive-tactics}{%
|
||
\paragraph{Defensive Tactics}\label{defensive-tactics}}
|
||
|
||
At 7th level, you gain one of the following features of your choice.
|
||
|
||
\textbf{\emph{Escape the Horde}}. Opportunity attacks against you are
|
||
made with disadvantage.
|
||
|
||
\textbf{\emph{Multiattack Defense}}. When a creature hits you with an
|
||
attack, you gain a +4 bonus to AC against all subsequent attacks made by
|
||
that creature for the rest of the turn.
|
||
|
||
\textbf{\emph{Steel Will}}. You have advantage on saving throws against
|
||
being frightened.
|
||
|
||
\hypertarget{multiattack}{%
|
||
\paragraph{Multiattack}\label{multiattack}}
|
||
|
||
At 11th level, you gain one of the following features of your choice.
|
||
|
||
\textbf{\emph{Volley}}. You can use your action to make a ranged attack
|
||
against any number of creatures within 10 feet of a point you can see
|
||
within your weapon's range. You must have ammunition for each target, as
|
||
normal, and you make a separate attack roll for each target.
|
||
|
||
\textbf{\emph{Whirlwind Attack}}. You can use your action to make a
|
||
melee attack against any number of creatures within 5 feet of you, with
|
||
a separate attack roll for each target.
|
||
|
||
\hypertarget{superior-hunters-defense}{%
|
||
\paragraph{Superior Hunter's Defense}\label{superior-hunters-defense}}
|
||
|
||
At 15th level, you gain one of the following features of your choice.
|
||
|
||
\textbf{\emph{Evasion}}. When you are subjected to an effect, such as a
|
||
red dragon's fiery breath or a \emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Uncanny Dodge}}. When an attacker that you can see hits
|
||
you with an attack, you can use your reaction to halve the attack's
|
||
damage against you.
|
||
|
||
\hypertarget{rogue}{%
|
||
\section{Rogue}\label{rogue}}
|
||
|
||
\hypertarget{class-features-8}{%
|
||
\subsubsection{Class Features}\label{class-features-8}}
|
||
|
||
As a rogue, you have the following class features.
|
||
|
||
\hypertarget{hit-points-8}{%
|
||
\paragraph{Hit Points}\label{hit-points-8}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per rogue level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per rogue level after 1st
|
||
|
||
\hypertarget{proficiencies-8}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-8}}
|
||
|
||
\textbf{Armor:} Light armor
|
||
|
||
\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
|
||
shortswords
|
||
|
||
\textbf{Tools:} Thieves' tools
|
||
|
||
\textbf{Saving Throws:} Dexterity, Intelligence
|
||
|
||
\textbf{Skills:} Choose four from Acrobatics, Athletics, Deception,
|
||
Insight, Intimidation, Investigation, Perception, Performance,
|
||
Persuasion, Sleight of Hand, and Stealth
|
||
|
||
\hypertarget{equipment-8}{%
|
||
\paragraph{Equipment}\label{equipment-8}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a rapier or (\emph{b}) a shortsword
|
||
\item
|
||
(\emph{a}) a shortbow and quiver of 20 arrows or (\emph{b}) a
|
||
shortsword
|
||
\item
|
||
(\emph{a}) a burglar's pack, (\emph{b}) a dungeoneer's pack, or
|
||
(\emph{c}) an explorer's pack
|
||
\item
|
||
Leather armor, two daggers, and thieves' tools
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Rogue}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0875}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2375}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1750}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.5000}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Sneak Attack
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & 1d6 & Expertise, Sneak Attack, Thieves' Cant \\
|
||
2nd & +2 & 1d6 & Cunning Action \\
|
||
3rd & +2 & 2d6 & Roguish Archetype \\
|
||
4th & +2 & 2d6 & Ability Score Improvement \\
|
||
5th & +3 & 3d6 & Uncanny Dodge \\
|
||
6th & +3 & 3d6 & Expertise \\
|
||
7th & +3 & 4d6 & Evasion \\
|
||
8th & +3 & 4d6 & Ability Score Improvement \\
|
||
9th & +4 & 5d6 & Roguish Archetype feature \\
|
||
10th & +4 & 5d6 & Ability Score Improvement \\
|
||
11th & +4 & 6d6 & Reliable Talent \\
|
||
12th & +4 & 6d6 & Ability Score Improvement \\
|
||
13th & +5 & 7d6 & Roguish Archetype Feature \\
|
||
14th & +5 & 7d6 & Blindsense \\
|
||
15th & +5 & 8d6 & Slippery Mind \\
|
||
16th & +5 & 8d6 & Ability Score Improvement \\
|
||
17th & +6 & 9d6 & Roguish Archetype Feature \\
|
||
18th & +6 & 9d6 & Elusive \\
|
||
19th & +6 & 10d6 & Ability Score Improvement \\
|
||
20th & +6 & 10d6 & Stroke of Luck \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{expertise-1}{%
|
||
\subsubsection{Expertise}\label{expertise-1}}
|
||
|
||
At 1st level, choose two of your skill proficiencies, or one of your
|
||
skill proficiencies and your proficiency with thieves' tools. Your
|
||
proficiency bonus is doubled for any ability check you make that uses
|
||
either of the chosen proficiencies.
|
||
|
||
At 6th level, you can choose two more of your proficiencies (in skills
|
||
or with thieves' tools) to gain this benefit.
|
||
|
||
\hypertarget{sneak-attack}{%
|
||
\subsubsection{Sneak Attack}\label{sneak-attack}}
|
||
|
||
Beginning at 1st level, you know how to strike subtly and exploit a
|
||
foe's distraction. Once per turn, you can deal an extra 1d6 damage to
|
||
one creature you hit with an attack if you have advantage on the attack
|
||
roll. The attack must use a finesse or a ranged weapon.
|
||
|
||
You don't need advantage on the attack roll if another enemy of the
|
||
target is within 5 feet of it, that enemy isn't incapacitated, and you
|
||
don't have disadvantage on the attack roll.
|
||
|
||
The amount of the extra damage increases as you gain levels in this
|
||
class, as shown in the Sneak Attack column of the Rogue table.
|
||
|
||
\hypertarget{thieves-cant}{%
|
||
\subsubsection{Thieves' Cant}\label{thieves-cant}}
|
||
|
||
During your rogue training you learned thieves' cant, a secret mix of
|
||
dialect, jargon, and code that allows you to hide messages in seemingly
|
||
normal conversation. Only another creature that knows thieves' cant
|
||
understands such messages. It takes four times longer to convey such a
|
||
message than it does to speak the same idea plainly.
|
||
|
||
In addition, you understand a set of secret signs and symbols used to
|
||
convey short, simple messages, such as whether an area is dangerous or
|
||
the territory of a thieves' guild, whether loot is nearby, or whether
|
||
the people in an area are easy marks or will provide a safe house for
|
||
thieves on the run.
|
||
|
||
\hypertarget{cunning-action}{%
|
||
\subsubsection{Cunning Action}\label{cunning-action}}
|
||
|
||
Starting at 2nd level, your quick thinking and agility allow you to move
|
||
and act quickly. You can take a bonus action on each of your turns in
|
||
combat. This action can be used only to take the Dash, Disengage, or
|
||
Hide action.
|
||
|
||
\hypertarget{roguish-archetype}{%
|
||
\subsubsection{Roguish Archetype}\label{roguish-archetype}}
|
||
|
||
At 3rd level, you choose an archetype that you emulate in the exercise
|
||
of your rogue abilities: Thief, Assassin, or Arcane Trickster, all
|
||
detailed at the end of the class description. Your archetype choice
|
||
grants you features at 3rd level and then again at 9th, 13th, and 17th
|
||
level.
|
||
|
||
\hypertarget{ability-score-improvement-8}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-8}}
|
||
|
||
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th
|
||
level, you can increase one ability score of your choice by 2, or you
|
||
can increase two ability scores of your choice by 1. As normal, you
|
||
can't increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{uncanny-dodge}{%
|
||
\subsubsection{Uncanny Dodge}\label{uncanny-dodge}}
|
||
|
||
Starting at 5th level, when an attacker that you can see hits you with
|
||
an attack, you can use your reaction to halve the attack's damage
|
||
against you.
|
||
|
||
\hypertarget{evasion-1}{%
|
||
\subsubsection{Evasion}\label{evasion-1}}
|
||
|
||
Beginning at 7th level, you can nimbly dodge out of the way of certain
|
||
area effects, such as a red dragon's fiery breath or an \emph{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.
|
||
|
||
\hypertarget{reliable-talent}{%
|
||
\subsubsection{Reliable Talent}\label{reliable-talent}}
|
||
|
||
By 11th level, you have refined your chosen skills until they approach
|
||
perfection. Whenever you make an ability check that lets you add your
|
||
proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
|
||
|
||
\hypertarget{blindsense}{%
|
||
\subsubsection{Blindsense}\label{blindsense}}
|
||
|
||
Starting at 14th level, if you are able to hear, you are aware of the
|
||
location of any hidden or invisible creature within 10 feet of you.
|
||
|
||
\hypertarget{slippery-mind}{%
|
||
\subsubsection{Slippery Mind}\label{slippery-mind}}
|
||
|
||
By 15th level, you have acquired greater mental strength. You gain
|
||
proficiency in Wisdom saving throws.
|
||
|
||
\hypertarget{elusive}{%
|
||
\subsubsection{Elusive}\label{elusive}}
|
||
|
||
Beginning at 18th level, you are so evasive that attackers rarely gain
|
||
the upper hand against you. No attack roll has advantage against you
|
||
while you aren't incapacitated.
|
||
|
||
\hypertarget{stroke-of-luck}{%
|
||
\subsubsection{Stroke of Luck}\label{stroke-of-luck}}
|
||
|
||
At 20th level, you have an uncanny knack for succeeding when you need
|
||
to. If your attack misses a target within range, you can turn the miss
|
||
into a hit. Alternatively, if you fail an ability check, you can treat
|
||
the d20 roll as a 20.
|
||
|
||
Once you use this feature, you can't use it again until you finish a
|
||
short or long rest.
|
||
|
||
\hypertarget{roguish-archetypes}{%
|
||
\subsection{Roguish Archetypes}\label{roguish-archetypes}}
|
||
|
||
Rogues have many features in common, including their emphasis on
|
||
perfecting their skills, their precise and deadly approach to combat,
|
||
and their increasingly quick reflexes. But different rogues steer those
|
||
talents in varying directions, embodied by the rogue archetypes. Your
|
||
choice of archetype is a reflection of your focus-not necessarily an
|
||
indication of your chosen profession, but a description of your
|
||
preferred techniques.
|
||
|
||
\hypertarget{thief}{%
|
||
\subsubsection{Thief}\label{thief}}
|
||
|
||
You hone your skills in the larcenous arts. Burglars, bandits,
|
||
cutpurses, and other criminals typically follow this archetype, but so
|
||
do rogues who prefer to think of themselves as professional treasure
|
||
seekers, explorers, delvers, and investigators. In addition to improving
|
||
your agility and stealth, you learn skills useful for delving into
|
||
ancient ruins, reading unfamiliar languages, and using magic items you
|
||
normally couldn't employ.
|
||
|
||
\hypertarget{fast-hands}{%
|
||
\paragraph{Fast Hands}\label{fast-hands}}
|
||
|
||
Starting at 3rd level, you can use the bonus action granted by your
|
||
Cunning Action to make a Dexterity (Sleight of Hand) check, use your
|
||
thieves' tools to disarm a trap or open a lock, or take the Use an
|
||
Object action.
|
||
|
||
\hypertarget{second-story-work}{%
|
||
\paragraph{Second-Story Work}\label{second-story-work}}
|
||
|
||
When you choose this archetype at 3rd level, you gain the ability to
|
||
climb faster than normal; climbing no longer costs you extra movement.
|
||
|
||
In addition, when you make a running jump, the distance you cover
|
||
increases by a number of feet equal to your Dexterity modifier.
|
||
|
||
\hypertarget{supreme-sneak}{%
|
||
\paragraph{Supreme Sneak}\label{supreme-sneak}}
|
||
|
||
Starting at 9th level, you have advantage on a Dexterity (Stealth) check
|
||
if you move no more than half your speed on the same turn.
|
||
|
||
\hypertarget{use-magic-device}{%
|
||
\paragraph{Use Magic Device}\label{use-magic-device}}
|
||
|
||
By 13th level, you have learned enough about the workings of magic that
|
||
you can improvise the use of items even when they are not intended for
|
||
you. You ignore all class, race, and level requirements on the use of
|
||
magic items.
|
||
|
||
\hypertarget{thiefs-reflexes}{%
|
||
\paragraph{Thief's Reflexes}\label{thiefs-reflexes}}
|
||
|
||
When you reach 17th level, you have become adept at laying ambushes and
|
||
quickly escaping danger. You can take two turns during the first round
|
||
of any combat. You take your first turn at your normal initiative and
|
||
your second turn at your initiative minus 10. You can't use this feature
|
||
when you are surprised.
|
||
|
||
\hypertarget{sorcerer}{%
|
||
\section{Sorcerer}\label{sorcerer}}
|
||
|
||
\hypertarget{class-features-9}{%
|
||
\subsubsection{Class Features}\label{class-features-9}}
|
||
|
||
As a sorcerer, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-9}{%
|
||
\paragraph{Hit Points}\label{hit-points-9}}
|
||
|
||
\textbf{Hit Dice:} 1d6 per sorcerer level
|
||
|
||
\textbf{Hit Points at 1st Level:} 6 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
|
||
modifier per sorcerer level after 1st
|
||
|
||
\hypertarget{proficiencies-9}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-9}}
|
||
|
||
\textbf{Armor:} None
|
||
|
||
\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Constitution, Charisma
|
||
|
||
\textbf{Skills:} Choose two from Arcana, Deception, Insight,
|
||
Intimidation, Persuasion, and Religion
|
||
|
||
\hypertarget{equipment-9}{%
|
||
\paragraph{Equipment}\label{equipment-9}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple
|
||
weapon
|
||
\item
|
||
(\emph{a}) a component pouch or (\emph{b}) an arcane focus
|
||
\item
|
||
(\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
Two daggers
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Sorcerer}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0470}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1275}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1074}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.2148}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1074}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0940}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Sorcery Points
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Spells Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
6th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
7th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
8th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
9th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 & - & - & - & - & - & - & - \\
|
||
4th & +2 & 4 & Ability Score Improvement & 5 & 5 & 4 & 3 & - & - & - & -
|
||
& - & - & - \\
|
||
5th & +3 & 5 & - & 5 & 6 & 4 & 3 & 2 & - & - & - & - & - & - \\
|
||
6th & +3 & 6 & Sorcerous Origin Feature & 5 & 7 & 4 & 3 & 3 & - & - & -
|
||
& - & - & - \\
|
||
7th & +3 & 7 & - & 5 & 8 & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & +3 & 8 & Ability Score Improvement & 5 & 9 & 4 & 3 & 3 & 2 & - & -
|
||
& - & - & - \\
|
||
9th & +4 & 9 & - & 5 & 10 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\
|
||
10th & +4 & 10 & Metamagic & 6 & 11 & 4 & 3 & 3 & 3 & 2 & - & - & - &
|
||
- \\
|
||
11th & +4 & 11 & - & 6 & 12 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
12th & +4 & 12 & Ability Score Improvement & 6 & 12 & 4 & 3 & 3 & 3 & 2
|
||
& 1 & - & - & - \\
|
||
13th & +5 & 13 & - & 6 & 13 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
14th & +5 & 14 & Sorcerous Origin Feature & 6 & 13 & 4 & 3 & 3 & 3 & 2 &
|
||
1 & 1 & - & - \\
|
||
15th & +5 & 15 & - & 6 & 14 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
16th & +5 & 16 & Ability Score Improvement & 6 & 14 & 4 & 3 & 3 & 3 & 2
|
||
& 1 & 1 & 1 & - \\
|
||
17th & +6 & 17 & Metamagic & 6 & 15 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 &
|
||
1 \\
|
||
18th & +6 & 18 & Sorcerous Origin Feature & 6 & 15 & 4 & 3 & 3 & 3 & 3 &
|
||
1 & 1 & 1 & 1 \\
|
||
19th & +6 & 19 & Ability Score Improvement & 6 & 15 & 4 & 3 & 3 & 3 & 3
|
||
& 2 & 1 & 1 & 1 \\
|
||
20th & +6 & 20 & Sorcerous Restoration & 6 & 15 & 4 & 3 & 3 & 3 & 3 & 2
|
||
& 2 & 1 & 1 \\
|
||
& & & & & & & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{spellcasting-5}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-5}}
|
||
|
||
An event in your past, or in the life of a parent or ancestor, left an
|
||
indelible mark on you, infusing you with arcane magic. This font of
|
||
magic, whatever its origin, fuels your spells.
|
||
|
||
\hypertarget{cantrips-3}{%
|
||
\paragraph{Cantrips}\label{cantrips-3}}
|
||
|
||
At 1st level, you know four cantrips of your choice from the sorcerer
|
||
spell list. You learn additional sorcerer cantrips of your choice at
|
||
higher levels, as shown in the Cantrips Known column of the Sorcerer
|
||
table.
|
||
|
||
\hypertarget{spell-slots-2}{%
|
||
\paragraph{Spell Slots}\label{spell-slots-2}}
|
||
|
||
The Sorcerer table shows how many spell slots you have to cast your
|
||
sorcerer spells of 1st level and higher. To cast one of these sorcerer
|
||
spells, you must expend a slot of the spell's level or higher. You
|
||
regain all expended spell slots when you finish a long rest.
|
||
|
||
For example, if you know the 1st-level spell \emph{burning hands} and
|
||
have a 1st-level and a 2nd-level spell slot available, you can cast
|
||
\emph{burning hands} using either slot.
|
||
|
||
\hypertarget{spells-known-of-1st-level-and-higher-2}{%
|
||
\paragraph{Spells Known of 1st Level and
|
||
Higher}\label{spells-known-of-1st-level-and-higher-2}}
|
||
|
||
You know two 1st-level spells of your choice from the sorcerer spell
|
||
list.
|
||
|
||
The Spells Known column of the Sorcerer table shows when you learn more
|
||
sorcerer spells of your choice. Each of these spells must be of a level
|
||
for which you have spell slots. For instance, when you reach 3rd level
|
||
in this class, you can learn one new spell of 1st or 2nd level.
|
||
|
||
Additionally, when you gain a level in this class, you can choose one of
|
||
the sorcerer spells you know and replace it with another spell from the
|
||
sorcerer spell list, which also must be of a level for which you have
|
||
spell slots.
|
||
|
||
\hypertarget{spellcasting-ability-5}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-5}}
|
||
|
||
Charisma is your spellcasting ability for your sorcerer spells, since
|
||
the power of your magic relies on your ability to project your will into
|
||
the world. You use your Charisma whenever a spell refers to your
|
||
spellcasting ability. In addition, you use your Charisma modifier when
|
||
setting the saving throw DC for a sorcerer spell you cast and when
|
||
making an attack roll with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\hypertarget{spellcasting-focus-4}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-4}}
|
||
|
||
You can use an arcane focus as a spellcasting focus for your sorcerer
|
||
spells.
|
||
|
||
\hypertarget{sorcerous-origin}{%
|
||
\subsubsection{Sorcerous Origin}\label{sorcerous-origin}}
|
||
|
||
Choose a sorcerous origin, which describes the source of your innate
|
||
magical power: Draconic Bloodline or Wild Magic, both detailed at the
|
||
end of the class description.
|
||
|
||
Your choice grants you features when you choose it at 1st level and
|
||
again at 6th, 14th, and 18th level.
|
||
|
||
\hypertarget{font-of-magic}{%
|
||
\subsubsection{Font of Magic}\label{font-of-magic}}
|
||
|
||
At 2nd level, you tap into a deep wellspring of magic within yourself.
|
||
This wellspring is represented by sorcery points, which allow you to
|
||
create a variety of magical effects.
|
||
|
||
\hypertarget{sorcery-points}{%
|
||
\paragraph{Sorcery Points}\label{sorcery-points}}
|
||
|
||
You have 2 sorcery points, and you gain more as you reach higher levels,
|
||
as shown in the Sorcery Points column of the Sorcerer table. You can
|
||
never have more sorcery points than shown on the table for your level.
|
||
You regain all spent sorcery points when you finish a long rest.
|
||
|
||
\hypertarget{flexible-casting}{%
|
||
\paragraph{Flexible Casting}\label{flexible-casting}}
|
||
|
||
You can use your sorcery points to gain additional spell slots, or
|
||
sacrifice spell slots to gain additional sorcery points. You learn other
|
||
ways to use your sorcery points as you reach higher levels. Any spell
|
||
slot you create with this feature vanishes when you finish a long rest.
|
||
|
||
\textbf{\emph{Creating Spell Slots}}. You can transform unexpended
|
||
sorcery points into one spell slot as a bonus action on your turn. The
|
||
Creating Spell Slots table shows the cost of creating a spell slot of a
|
||
given level. You can create spell slots no higher in level than 5th.
|
||
|
||
Any spell slot you create with this feature vanishes when you finish a
|
||
long rest.
|
||
|
||
\textbf{Table- Creating Spell Slots}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Spell Slot Level & Sorcery Point Cost \\
|
||
\midrule
|
||
\endhead
|
||
1st & 2 \\
|
||
2nd & 3 \\
|
||
3rd & 5 \\
|
||
4th & 6 \\
|
||
5th & 7 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Converting a Spell Slot to Sorcery Points}}. As a bonus
|
||
action on your turn, you can expend one spell slot and gain a number of
|
||
sorcery points equal to the slot's level.
|
||
|
||
\hypertarget{metamagic}{%
|
||
\subsubsection{Metamagic}\label{metamagic}}
|
||
|
||
At 3rd level, you gain the ability to twist your spells to suit your
|
||
needs. You gain two of the following Metamagic options of your choice.
|
||
You gain another one at 10th and 17th level.
|
||
|
||
You can use only one Metamagic option on a spell when you cast it,
|
||
unless otherwise noted.
|
||
|
||
\hypertarget{careful-spell}{%
|
||
\paragraph{Careful Spell}\label{careful-spell}}
|
||
|
||
When you cast a spell that forces other creatures to make a saving
|
||
throw, you can protect some of those creatures from the spell's full
|
||
force. To do so, you spend 1 sorcery point and choose a number of those
|
||
creatures up to your Charisma modifier (minimum of one creature). A
|
||
chosen creature automatically succeeds on its saving throw against the
|
||
spell.
|
||
|
||
\hypertarget{distant-spell}{%
|
||
\paragraph{Distant Spell}\label{distant-spell}}
|
||
|
||
When you cast a spell that has a range of 5 feet or greater, you can
|
||
spend 1 sorcery point to double the range of the spell.
|
||
|
||
When you cast a spell that has a range of touch, you can spend 1 sorcery
|
||
point to make the range of the spell 30 feet.
|
||
|
||
\hypertarget{empowered-spell}{%
|
||
\paragraph{Empowered Spell}\label{empowered-spell}}
|
||
|
||
When you roll damage for a spell, you can spend 1 sorcery point to
|
||
reroll a number of the damage dice up to your Charisma modifier (minimum
|
||
of one). You must use the new rolls.
|
||
|
||
You can use Empowered Spell even if you have already used a different
|
||
Metamagic option during the casting of the spell.
|
||
|
||
\hypertarget{extended-spell}{%
|
||
\paragraph{Extended Spell}\label{extended-spell}}
|
||
|
||
When you cast a spell that has a duration of 1 minute or longer, you can
|
||
spend 1 sorcery point to double its duration, to a maximum duration of
|
||
24 hours.
|
||
|
||
\hypertarget{heightened-spell}{%
|
||
\paragraph{Heightened Spell}\label{heightened-spell}}
|
||
|
||
When you cast a spell that forces a creature to make a saving throw to
|
||
resist its effects, you can spend 3 sorcery points to give one target of
|
||
the spell disadvantage on its first saving throw made against the spell.
|
||
|
||
\hypertarget{quickened-spell}{%
|
||
\paragraph{Quickened Spell}\label{quickened-spell}}
|
||
|
||
When you cast a spell that has a casting time of 1 action, you can spend
|
||
2 sorcery points to change the casting time to 1 bonus action for this
|
||
casting.
|
||
|
||
\hypertarget{subtle-spell}{%
|
||
\paragraph{Subtle Spell}\label{subtle-spell}}
|
||
|
||
When you cast a spell, you can spend 1 sorcery point to cast it without
|
||
any somatic or verbal components.
|
||
|
||
\hypertarget{twinned-spell}{%
|
||
\paragraph{Twinned Spell}\label{twinned-spell}}
|
||
|
||
When you cast a spell that targets only one creature and doesn't have a
|
||
range of self, you can spend a number of sorcery points equal to the
|
||
spell's 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 spell's current level. For example, \emph{magic missile}
|
||
and \emph{scorching ray} aren't eligible, but \emph{ray of frost} and
|
||
\emph{chromatic orb} are.
|
||
|
||
\hypertarget{ability-score-improvement-9}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-9}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{sorcerous-restoration}{%
|
||
\subsubsection{Sorcerous Restoration}\label{sorcerous-restoration}}
|
||
|
||
At 20th level, you regain 4 expended sorcery points whenever you finish
|
||
a short rest.
|
||
|
||
\hypertarget{sorcerous-origins}{%
|
||
\subsection{Sorcerous Origins}\label{sorcerous-origins}}
|
||
|
||
Different sorcerers claim different origins for their innate magic.
|
||
Although many variations exist, most of these origins fall into two
|
||
categories: a draconic bloodline and wild magic.
|
||
|
||
\hypertarget{draconic-bloodline}{%
|
||
\subsubsection{Draconic Bloodline}\label{draconic-bloodline}}
|
||
|
||
Your innate magic comes from draconic magic that was mingled with your
|
||
blood or that of your ancestors. Most often, sorcerers with this origin
|
||
trace their descent back to a mighty sorcerer of ancient times who made
|
||
a bargain with a dragon or who might even have claimed a dragon parent.
|
||
Some of these bloodlines are well established in the world, but most are
|
||
obscure. Any given sorcerer could be the first of a new bloodline, as a
|
||
result of a pact or some other exceptional circumstance.
|
||
|
||
\hypertarget{dragon-ancestor}{%
|
||
\paragraph{Dragon Ancestor}\label{dragon-ancestor}}
|
||
|
||
At 1st level, you choose one type of dragon as your ancestor. The damage
|
||
type associated with each dragon is used by features you gain later.
|
||
|
||
\textbf{Table- Draconic Ancestry}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Dragon & Damage Type \\
|
||
\midrule
|
||
\endhead
|
||
Black & Acid \\
|
||
Blue & Lightning \\
|
||
Brass & Fire \\
|
||
Bronze & Lightning \\
|
||
Copper & Acid \\
|
||
Gold & Fire \\
|
||
Green & Poison \\
|
||
Red & Fire \\
|
||
Silver & Cold \\
|
||
White & Cold \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
You can speak, read, and write Draconic. Additionally, whenever you make
|
||
a Charisma check when interacting with dragons, your proficiency bonus
|
||
is doubled if it applies to the check.
|
||
|
||
\hypertarget{draconic-resilience}{%
|
||
\paragraph{Draconic Resilience}\label{draconic-resilience}}
|
||
|
||
As magic flows through your body, it causes physical traits of your
|
||
dragon ancestors to emerge. At 1st level, your hit point maximum
|
||
increases by 1 and increases by 1 again whenever you gain a level in
|
||
this class.
|
||
|
||
Additionally, parts of your skin are covered by a thin sheen of
|
||
dragon-like scales. When you aren't wearing armor, your AC equals 13 +
|
||
your Dexterity modifier.
|
||
|
||
\hypertarget{elemental-affinity}{%
|
||
\paragraph{Elemental Affinity}\label{elemental-affinity}}
|
||
|
||
Starting at 6th level, when you cast a spell that deals damage of the
|
||
type associated with your draconic ancestry, you can add your Charisma
|
||
modifier to one damage roll of that spell. At the same time, you can
|
||
spend 1 sorcery point to gain resistance to that damage type for 1 hour.
|
||
|
||
\hypertarget{dragon-wings}{%
|
||
\paragraph{Dragon Wings}\label{dragon-wings}}
|
||
|
||
At 14th level, you gain the ability to sprout a pair of dragon wings
|
||
from your back, gaining a flying speed equal to your current speed. You
|
||
can create these wings as a bonus action on your turn. They last until
|
||
you dismiss them as a bonus action on your turn.
|
||
|
||
You can't manifest your wings while wearing armor unless the armor is
|
||
made to accommodate them, and clothing not made to accommodate your
|
||
wings might be destroyed when you manifest them.
|
||
|
||
\hypertarget{draconic-presence}{%
|
||
\paragraph{Draconic Presence}\label{draconic-presence}}
|
||
|
||
Beginning at 18th level, you can channel the dread presence of your
|
||
dragon ancestor, causing those around you to become awestruck or
|
||
frightened. As an action, you can spend 5 sorcery points to draw on this
|
||
power and exude an aura of awe or fear (your choice) to a distance of 60
|
||
feet. For 1 minute or until you lose your concentration (as if you were
|
||
casting a concentration spell), each hostile creature that starts its
|
||
turn in this aura must succeed on a Wisdom saving throw or be charmed
|
||
(if you chose awe) or frightened (if you chose fear) until the aura
|
||
ends. A creature that succeeds on this saving throw is immune to your
|
||
aura for 24 hours.
|
||
|
||
\hypertarget{warlock}{%
|
||
\section{Warlock}\label{warlock}}
|
||
|
||
\hypertarget{class-features-10}{%
|
||
\subsubsection{Class Features}\label{class-features-10}}
|
||
|
||
As a warlock, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-10}{%
|
||
\paragraph{Hit Points}\label{hit-points-10}}
|
||
|
||
\textbf{Hit Dice:} 1d8 per warlock level
|
||
|
||
\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
|
||
modifier per warlock level after 1st
|
||
|
||
\hypertarget{proficiencies-10}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-10}}
|
||
|
||
\textbf{Armor:} Light armor
|
||
|
||
\textbf{Weapons:} Simple weapons
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Wisdom, Charisma
|
||
|
||
\textbf{Skills:} Choose two skills from Arcana, Deception, History,
|
||
Intimidation, Investigation, Nature, and Religion
|
||
|
||
\hypertarget{equipment-10}{%
|
||
\paragraph{Equipment}\label{equipment-10}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple
|
||
weapon
|
||
\item
|
||
(\emph{a}) a component pouch or (\emph{b}) an arcane focus
|
||
\item
|
||
(\emph{a}) a scholar's pack or (\emph{b}) a dungeoneer's pack
|
||
\item
|
||
Leather armor, any simple weapon, and two daggers
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Warlock}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1429}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.2481}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1203}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1053}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0977}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0902}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1429}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Spells Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Spell Slots
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Slot Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Invocations Known
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
4th & +2 & Ability Score Improvement & 3 & 5 & 2 & 2nd & 2 \\
|
||
5th & +3 & - & 3 & 6 & 2 & 3rd & 3 \\
|
||
6th & +3 & Otherworldly Patron feature & 3 & 7 & 2 & 3rd & 3 \\
|
||
7th & +3 & - & 3 & 8 & 2 & 4th & 4 \\
|
||
8th & +3 & Ability Score Improvement & 3 & 9 & 2 & 4th & 4 \\
|
||
9th & +4 & - & 3 & 10 & 2 & 5th & 5 \\
|
||
10th & +4 & Otherworldly Patron feature & 4 & 10 & 2 & 5th & 5 \\
|
||
11th & +4 & Mystic Arcanum (6th level) & 4 & 11 & 3 & 5th & 5 \\
|
||
12th & +4 & Ability Score Improvement & 4 & 11 & 3 & 5th & 6 \\
|
||
13th & +5 & Mystic Arcanum (7th level) & 4 & 12 & 3 & 5th & 6 \\
|
||
14th & +5 & Otherworldly Patron feature & 4 & 12 & 3 & 5th & 6 \\
|
||
15th & +5 & Mystic Arcanum (8th level) & 4 & 13 & 3 & 5th & 7 \\
|
||
16th & +5 & Ability Score Improvement & 4 & 13 & 3 & 5th & 7 \\
|
||
17th & +6 & Mystic Arcanum (9th level) & 4 & 14 & 4 & 5th & 7 \\
|
||
18th & +6 & - & 4 & 14 & 4 & 5th & 8 \\
|
||
19th & +6 & Ability Score Improvement & 4 & 15 & 4 & 5th & 8 \\
|
||
20th & +6 & Eldritch Master & 4 & 15 & 4 & 5th & 8 \\
|
||
& & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{otherworldly-patron}{%
|
||
\subsubsection{Otherworldly Patron}\label{otherworldly-patron}}
|
||
|
||
At 1st level, you have struck a bargain with an otherworldly being of
|
||
your choice: the Archfey, the Fiend, or the Great Old One, each of which
|
||
is detailed at the end of the class description. Your choice grants you
|
||
features at 1st level and again at 6th, 10th, and 14th level.
|
||
|
||
\hypertarget{pact-magic}{%
|
||
\subsubsection{Pact Magic}\label{pact-magic}}
|
||
|
||
Your arcane research and the magic bestowed on you by your patron have
|
||
given you facility with spells.
|
||
|
||
\hypertarget{cantrips-4}{%
|
||
\paragraph{Cantrips}\label{cantrips-4}}
|
||
|
||
You know two cantrips of your choice from the warlock spell list. You
|
||
learn additional warlock cantrips of your choice at higher levels, as
|
||
shown in the Cantrips Known column of the Warlock table.
|
||
|
||
\hypertarget{spell-slots-3}{%
|
||
\paragraph{Spell Slots}\label{spell-slots-3}}
|
||
|
||
The Warlock table shows how many spell slots you have to cast your
|
||
warlock spells of 1st through 5th level. 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 \emph{witch bolt}, you must spend one of
|
||
those slots, and you cast it as a 3rd-level spell.
|
||
|
||
\hypertarget{spells-known-of-1st-level-and-higher-3}{%
|
||
\paragraph{Spells Known of 1st Level and
|
||
Higher}\label{spells-known-of-1st-level-and-higher-3}}
|
||
|
||
At 1st level, you know two 1st-level spells of your choice from the
|
||
warlock spell list.
|
||
|
||
The Spells Known column of the Warlock table shows when you learn more
|
||
warlock spells of your choice of 1st level and higher. A spell you
|
||
choose must be of a level no higher than what's shown in the table's
|
||
Slot Level column for your level. When you reach 6th level, for example,
|
||
you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
|
||
|
||
Additionally, when you gain a level in this class, you can choose one of
|
||
the warlock spells you know and replace it with another spell from the
|
||
warlock spell list, which also must be of a level for which you have
|
||
spell slots.
|
||
|
||
\hypertarget{spellcasting-ability-6}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-6}}
|
||
|
||
Charisma is your spellcasting ability for your warlock spells, so you
|
||
use your Charisma whenever a spell refers to your spellcasting ability.
|
||
In addition, you use your Charisma modifier when setting the saving
|
||
throw DC for a warlock spell you cast and when making an attack roll
|
||
with one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
|
||
modifier
|
||
|
||
\hypertarget{spellcasting-focus-5}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-5}}
|
||
|
||
You can use an arcane focus as a spellcasting focus for your warlock
|
||
spells.
|
||
|
||
\hypertarget{eldritch-invocations}{%
|
||
\subsubsection{Eldritch Invocations}\label{eldritch-invocations}}
|
||
|
||
In your study of occult lore, you have unearthed eldritch invocations,
|
||
fragments of forbidden knowledge that imbue you with an abiding magical
|
||
ability.
|
||
|
||
At 2nd level, you gain two eldritch invocations of your choice. Your
|
||
invocation options are detailed at the end of the class description.
|
||
When you gain certain warlock levels, you gain additional invocations of
|
||
your choice, as shown in the Invocations Known column of the Warlock
|
||
table.
|
||
|
||
Additionally, when you gain a level in this class, you can choose one of
|
||
the invocations you know and replace it with another invocation that you
|
||
could learn at that level.
|
||
|
||
\hypertarget{pact-boon}{%
|
||
\subsubsection{Pact Boon}\label{pact-boon}}
|
||
|
||
At 3rd level, your otherworldly patron bestows a gift upon you for your
|
||
loyal service. You gain one of the following features of your choice.
|
||
|
||
\hypertarget{pact-of-the-chain}{%
|
||
\paragraph{Pact of the Chain}\label{pact-of-the-chain}}
|
||
|
||
You learn the \emph{find familiar} spell and can cast it as a ritual.
|
||
The spell doesn't 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.
|
||
|
||
Additionally, when you take the Attack action, you can forgo one of your
|
||
own attacks to allow your familiar to make one attack with its reaction.
|
||
|
||
\hypertarget{pact-of-the-blade}{%
|
||
\paragraph{Pact of the Blade}\label{pact-of-the-blade}}
|
||
|
||
You can use your action to create a pact weapon in your empty hand. You
|
||
can choose the form that this melee weapon takes each time you create
|
||
it. You are proficient with it while you wield it. This weapon counts as
|
||
magical for the purpose of overcoming resistance and immunity to
|
||
nonmagical attacks and damage.
|
||
|
||
Your pact weapon disappears if it is more than 5 feet away from you for
|
||
1 minute or more. It also disappears if you use this feature again, if
|
||
you dismiss the weapon (no action required), or if you die.
|
||
|
||
You can transform one magic weapon into your pact weapon by performing a
|
||
special ritual while you hold the weapon. You perform the ritual over
|
||
the course of 1 hour, which can be done during a short rest. You can
|
||
then dismiss the weapon, shunting it into an extradimensional space, and
|
||
it appears whenever you create your pact weapon thereafter. You can't
|
||
affect an artifact or a sentient weapon in this way. The weapon ceases
|
||
being your pact weapon if you die, if you perform the 1-hour ritual on a
|
||
different weapon, or if you use a 1-hour ritual to break your bond to
|
||
it. The weapon appears at your feet if it is in the extradimensional
|
||
space when the bond breaks.
|
||
|
||
\hypertarget{pact-of-the-tome}{%
|
||
\paragraph{Pact of the Tome}\label{pact-of-the-tome}}
|
||
|
||
Your patron gives you a grimoire called a Book of Shadows. When you gain
|
||
this feature, choose three cantrips from any class's spell list (the
|
||
three needn't be from the same list). While the book is on your person,
|
||
you can cast those cantrips at will. They don't count against your
|
||
number of cantrips known. If they don't appear on the warlock spell
|
||
list, they are nonetheless warlock spells for you.
|
||
|
||
If you lose your Book of Shadows, you can perform a 1-hour ceremony to
|
||
receive a replacement from your patron. This ceremony can be performed
|
||
during a short or long rest, and it destroys the previous book. The book
|
||
turns to ash when you die.
|
||
|
||
\hypertarget{ability-score-improvement-10}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-10}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{mystic-arcanum}{%
|
||
\subsubsection{Mystic Arcanum}\label{mystic-arcanum}}
|
||
|
||
At 11th level, your patron bestows upon you a magical secret called an
|
||
arcanum. Choose one 6th- level spell from the warlock spell list as this
|
||
arcanum.
|
||
|
||
You can cast your arcanum spell once without expending a spell slot. You
|
||
must finish a long rest before you can do so again.
|
||
|
||
At higher levels, you gain more warlock spells of your choice that can
|
||
be cast in this way: one 7th- level spell at 13th level, one 8th-level
|
||
spell at 15th level, and one 9th-level spell at 17th level. You regain
|
||
all uses of your Mystic Arcanum when you finish a long rest.
|
||
|
||
\hypertarget{eldritch-master}{%
|
||
\subsubsection{Eldritch Master}\label{eldritch-master}}
|
||
|
||
At 20th level, you can draw on your inner reserve of mystical power
|
||
while entreating your patron to regain expended spell slots. You can
|
||
spend 1 minute entreating your patron for aid to regain all your
|
||
expended spell slots from your Pact Magic feature. Once you regain spell
|
||
slots with this feature, you must finish a long rest before you can do
|
||
so again.
|
||
|
||
\hypertarget{eldritch-invocations-1}{%
|
||
\subsubsection{Eldritch Invocations}\label{eldritch-invocations-1}}
|
||
|
||
If an eldritch invocation has prerequisites, you must meet them to learn
|
||
it. You can learn the invocation at the same time that you meet its
|
||
prerequisites. A level prerequisite refers to your level in this class.
|
||
|
||
\hypertarget{agonizing-blast}{%
|
||
\paragraph{Agonizing Blast}\label{agonizing-blast}}
|
||
|
||
\emph{Prerequisite: Eldritch Blast cantrip}
|
||
|
||
When you cast \emph{eldritch blast}, add your Charisma modifier to the
|
||
damage it deals on a hit.
|
||
|
||
\hypertarget{armor-of-shadows}{%
|
||
\paragraph{Armor of Shadows}\label{armor-of-shadows}}
|
||
|
||
You can cast \emph{mage armor} on yourself at will, without expending a
|
||
spell slot or material components.
|
||
|
||
\hypertarget{ascendant-step}{%
|
||
\paragraph{Ascendant Step}\label{ascendant-step}}
|
||
|
||
\emph{Prerequisite: 9th level}
|
||
|
||
You can cast \emph{levitate} on yourself at will, without expending a
|
||
spell slot or material components.
|
||
|
||
\hypertarget{beast-speech}{%
|
||
\paragraph{Beast Speech}\label{beast-speech}}
|
||
|
||
You can cast \emph{speak with animals} at will, without expending a
|
||
spell slot.
|
||
|
||
\hypertarget{beguiling-influence}{%
|
||
\paragraph{Beguiling Influence}\label{beguiling-influence}}
|
||
|
||
You gain proficiency in the Deception and Persuasion skills.
|
||
|
||
\hypertarget{bewitching-whispers}{%
|
||
\paragraph{Bewitching Whispers}\label{bewitching-whispers}}
|
||
|
||
\emph{Prerequisite: 7th level}
|
||
|
||
You can cast \emph{compulsion} once using a warlock spell slot. You
|
||
can't do so again until you finish a long rest.
|
||
|
||
\hypertarget{book-of-ancient-secrets}{%
|
||
\paragraph{Book of Ancient Secrets}\label{book-of-ancient-secrets}}
|
||
|
||
\emph{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 class's spell list
|
||
(the two needn't be from the same list). The spells appear in the book
|
||
and don't count against the number of spells you know. With your Book of
|
||
Shadows in hand, you can cast the chosen spells as rituals. You can't
|
||
cast the spells except as rituals, unless you've learned them by some
|
||
other means. You can also cast a warlock spell you know as a ritual if
|
||
it has the ritual tag.
|
||
|
||
On your adventures, you can add other ritual spells to your Book of
|
||
Shadows. When you find such a spell, you can add it to the book if the
|
||
spell's level is equal to or less than half your warlock level (rounded
|
||
up) and if you can spare the time to transcribe the spell. For each
|
||
level of the spell, the transcription process takes 2 hours and costs 50
|
||
gp for the rare inks needed to inscribe it.
|
||
|
||
\hypertarget{chains-of-carceri}{%
|
||
\paragraph{Chains of Carceri}\label{chains-of-carceri}}
|
||
|
||
\emph{Prerequisite: 15th level, Pact of the Chain feature}
|
||
|
||
You can cast \emph{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.
|
||
|
||
\hypertarget{devils-sight}{%
|
||
\paragraph{Devil's Sight}\label{devils-sight}}
|
||
|
||
You can see normally in darkness, both magical and nonmagical, to a
|
||
distance of 120 feet.
|
||
|
||
\hypertarget{dreadful-word}{%
|
||
\paragraph{Dreadful Word}\label{dreadful-word}}
|
||
|
||
\emph{Prerequisite: 7th level}
|
||
|
||
You can cast \emph{confusion} once using a warlock spell slot. You can't
|
||
do so again until you finish a long rest.
|
||
|
||
\hypertarget{eldritch-sight}{%
|
||
\paragraph{Eldritch Sight}\label{eldritch-sight}}
|
||
|
||
You can cast \emph{detect magic} at will, without expending a spell
|
||
slot.
|
||
|
||
\hypertarget{eldritch-spear}{%
|
||
\paragraph{Eldritch Spear}\label{eldritch-spear}}
|
||
|
||
\emph{Prerequisite: Eldritch Blast cantrip}
|
||
|
||
When you cast \emph{eldritch blast}, its range is 300 feet.
|
||
|
||
\hypertarget{eyes-of-the-rune-keeper}{%
|
||
\paragraph{Eyes of the Rune Keeper}\label{eyes-of-the-rune-keeper}}
|
||
|
||
You can read all writing.
|
||
|
||
\hypertarget{fiendish-vigor}{%
|
||
\paragraph{Fiendish Vigor}\label{fiendish-vigor}}
|
||
|
||
You can cast \emph{false life} on yourself at will as a 1st-level spell,
|
||
without expending a spell slot or material components.
|
||
|
||
\hypertarget{gaze-of-two-minds}{%
|
||
\paragraph{Gaze of Two Minds}\label{gaze-of-two-minds}}
|
||
|
||
You can use your action to touch a willing humanoid and perceive through
|
||
its senses until the end of your next turn. As long as the creature is
|
||
on the same plane of existence as you, you can use your action on
|
||
subsequent turns to maintain this connection, extending the duration
|
||
until the end of your next turn. While perceiving through the other
|
||
creature's senses, you benefit from any special senses possessed by that
|
||
creature, and you are blinded and deafened to your own surroundings.
|
||
|
||
\hypertarget{lifedrinker}{%
|
||
\paragraph{Lifedrinker}\label{lifedrinker}}
|
||
|
||
\emph{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).
|
||
|
||
\hypertarget{mask-of-many-faces}{%
|
||
\paragraph{Mask of Many Faces}\label{mask-of-many-faces}}
|
||
|
||
You can cast \emph{disguise self} at will, without expending a spell
|
||
slot.
|
||
|
||
\hypertarget{master-of-myriad-forms}{%
|
||
\paragraph{Master of Myriad Forms}\label{master-of-myriad-forms}}
|
||
|
||
\emph{Prerequisite: 15th level}
|
||
|
||
You can cast \emph{alter self} at will, without expending a spell slot.
|
||
|
||
\hypertarget{minions-of-chaos}{%
|
||
\paragraph{Minions of Chaos}\label{minions-of-chaos}}
|
||
|
||
\emph{Prerequisite: 9th level}
|
||
|
||
You can cast \emph{conjure elemental} once using a warlock spell slot.
|
||
You can't do so again until you finish a long rest.
|
||
|
||
\hypertarget{mire-the-mind}{%
|
||
\paragraph{Mire the Mind}\label{mire-the-mind}}
|
||
|
||
\emph{Prerequisite: 5th level}
|
||
|
||
You can cast \emph{slow} once using a warlock spell slot. You can't do
|
||
so again until you finish a long rest.
|
||
|
||
\hypertarget{misty-visions}{%
|
||
\paragraph{Misty Visions}\label{misty-visions}}
|
||
|
||
You can cast \emph{silent image} at will, without expending a spell slot
|
||
or material components.
|
||
|
||
\hypertarget{one-with-shadows}{%
|
||
\paragraph{One with Shadows}\label{one-with-shadows}}
|
||
|
||
\emph{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.
|
||
|
||
\hypertarget{otherworldly-leap}{%
|
||
\paragraph{Otherworldly Leap}\label{otherworldly-leap}}
|
||
|
||
\emph{Prerequisite: 9th level}
|
||
|
||
You can cast \emph{jump} on yourself at will, without expending a spell
|
||
slot or material components.
|
||
|
||
\hypertarget{repelling-blast}{%
|
||
\paragraph{Repelling Blast}\label{repelling-blast}}
|
||
|
||
\emph{Prerequisite: Eldritch Blast cantrip}
|
||
|
||
When you hit a creature with \emph{eldritch blast}, you can push the
|
||
creature up to 10 feet away from you in a straight line.
|
||
|
||
\hypertarget{sculptor-of-flesh}{%
|
||
\paragraph{Sculptor of Flesh}\label{sculptor-of-flesh}}
|
||
|
||
\emph{Prerequisite: 7th level}
|
||
|
||
You can cast \emph{polymorph} once using a warlock spell slot. You can't
|
||
do so again until you finish a long rest.
|
||
|
||
\hypertarget{sign-of-ill-omen}{%
|
||
\paragraph{Sign of Ill Omen}\label{sign-of-ill-omen}}
|
||
|
||
\emph{Prerequisite: 5th level}
|
||
|
||
You can cast \emph{bestow curse} once using a warlock spell slot. You
|
||
can't do so again until you finish a long rest.
|
||
|
||
\hypertarget{thief-of-five-fates}{%
|
||
\paragraph{Thief of Five Fates}\label{thief-of-five-fates}}
|
||
|
||
You can cast \emph{bane} once using a warlock spell slot. You can't do
|
||
so again until you finish a long rest.
|
||
|
||
\hypertarget{thirsting-blade}{%
|
||
\paragraph{Thirsting Blade}\label{thirsting-blade}}
|
||
|
||
\emph{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.
|
||
|
||
\hypertarget{visions-of-distant-realms}{%
|
||
\paragraph{Visions of Distant Realms}\label{visions-of-distant-realms}}
|
||
|
||
\emph{Prerequisite: 15th level}
|
||
|
||
You can cast \emph{arcane eye} at will, without expending a spell slot.
|
||
|
||
\hypertarget{voice-of-the-chain-master}{%
|
||
\paragraph{Voice of the Chain Master}\label{voice-of-the-chain-master}}
|
||
|
||
\emph{Prerequisite: Pact of the Chain feature}
|
||
|
||
You can communicate telepathically with your familiar and perceive
|
||
through your familiar's senses as long as you are on the same plane of
|
||
existence. Additionally, while perceiving through your familiar's
|
||
senses, you can also speak through your familiar in your own voice, even
|
||
if your familiar is normally incapable of speech.
|
||
|
||
\hypertarget{whispers-of-the-grave}{%
|
||
\paragraph{Whispers of the Grave}\label{whispers-of-the-grave}}
|
||
|
||
\emph{Prerequisite: 9th level}
|
||
|
||
You can cast \emph{speak with dead} at will, without expending a spell
|
||
slot.
|
||
|
||
\hypertarget{witch-sight}{%
|
||
\paragraph{Witch Sight}\label{witch-sight}}
|
||
|
||
\emph{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.
|
||
|
||
\hypertarget{otherworldly-patrons}{%
|
||
\subsection{Otherworldly Patrons}\label{otherworldly-patrons}}
|
||
|
||
The beings that serve as patrons for warlocks are mighty inhabitants of
|
||
other planes of existence-not gods, but almost godlike in their power.
|
||
Various patrons give their warlocks access to different powers and
|
||
invocations, and expect significant favors in return.
|
||
|
||
Some patrons collect warlocks, doling out mystic knowledge relatively
|
||
freely or boasting of their ability to bind mortals to their will. Other
|
||
patrons bestow their power only grudgingly, and might make a pact with
|
||
only one warlock. Warlocks who serve the same patron might view each
|
||
other as allies, siblings, or rivals.
|
||
|
||
\hypertarget{the-fiend}{%
|
||
\subsubsection{The Fiend}\label{the-fiend}}
|
||
|
||
You have made a pact with a fiend from the lower planes of existence, a
|
||
being whose aims are evil, even if you strive against those aims. Such
|
||
beings desire the corruption or destruction of all things, ultimately
|
||
including you. Fiends powerful enough to forge a pact include demon
|
||
lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils
|
||
such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and
|
||
balors that are especially mighty; and ultroloths and other lords of the
|
||
yugoloths.
|
||
|
||
\hypertarget{expanded-spell-list}{%
|
||
\paragraph{Expanded Spell List}\label{expanded-spell-list}}
|
||
|
||
The Fiend lets you choose from an expanded list of spells when you learn
|
||
a warlock spell. The following spells are added to the warlock spell
|
||
list for you.
|
||
|
||
\textbf{Table- Fiend Expanded Spells}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Spell Level & Spells \\
|
||
\midrule
|
||
\endhead
|
||
1st & burning hands, command \\
|
||
2nd & blindness/deafness, scorching ray \\
|
||
3rd & fireball, stinking cloud \\
|
||
4th & fire shield, wall of fire \\
|
||
5th & flame strike, hallow \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{dark-ones-blessing}{%
|
||
\paragraph{Dark One's Blessing}\label{dark-ones-blessing}}
|
||
|
||
Starting at 1st level, when you reduce a hostile creature to 0 hit
|
||
points, you gain temporary hit points equal to your Charisma modifier +
|
||
your warlock level (minimum of 1).
|
||
|
||
\hypertarget{dark-ones-own-luck}{%
|
||
\paragraph{Dark One's Own Luck}\label{dark-ones-own-luck}}
|
||
|
||
Starting at 6th level, you can call on your patron to alter fate in your
|
||
favor. When you make an ability check or a saving throw, you can use
|
||
this feature to add a d10 to your roll. You can do so after seeing the
|
||
initial roll but before any of the roll's effects occur.
|
||
|
||
Once you use this feature, you can't use it again until you finish a
|
||
short or long rest.
|
||
|
||
\hypertarget{fiendish-resilience}{%
|
||
\paragraph{Fiendish Resilience}\label{fiendish-resilience}}
|
||
|
||
Starting at 10th level, you can choose one damage type when you finish a
|
||
short or long rest. You gain resistance to that damage type until you
|
||
choose a different one with this feature. Damage from magical weapons or
|
||
silver weapons ignores this resistance.
|
||
|
||
\hypertarget{hurl-through-hell}{%
|
||
\paragraph{Hurl Through Hell}\label{hurl-through-hell}}
|
||
|
||
Starting at 14th level, when you hit a creature with an attack, you can
|
||
use this feature to instantly transport the target through the lower
|
||
planes. The creature disappears and hurtles through a nightmare
|
||
landscape.
|
||
|
||
At the end of your next turn, the target returns to the space it
|
||
previously occupied, or the nearest unoccupied space. If the target is
|
||
not a fiend, it takes 10d10 psychic damage as it reels from its horrific
|
||
experience.
|
||
|
||
Once you use this feature, you can't use it again until you finish a
|
||
long rest.
|
||
|
||
\begin{quote}
|
||
\textbf{Your Pact Boon}
|
||
|
||
Each Pact Boon option produces a special creature or an object that
|
||
reflects your patron's nature.
|
||
|
||
\textbf{\emph{Pact of the Chain}}. Your familiar is more cunning than a
|
||
typical familiar. Its default form can be a reflection of your patron,
|
||
with sprites and pseudodragons tied to the Archfey and imps and quasits
|
||
tied to the Fiend. Because the Great Old One's nature is inscrutable,
|
||
any familiar form is suitable for it.
|
||
|
||
\textbf{\emph{Pact of the Blade}}. If your patron is the Archfey, your
|
||
weapon might be a slender blade wrapped in leafy vines. If you serve the
|
||
Fiend, your weapon could be an axe made of black metal and adorned with
|
||
decorative flames. If your patron is the Great Old One, your weapon
|
||
might be an ancient-looking spear, with a gemstone embedded in its head,
|
||
carved to look like a terrible unblinking eye.
|
||
|
||
\textbf{\emph{Pact of the Tome}}. Your Book of Shadows might be a fine,
|
||
gilt-edged tome with spells of enchantment and illusion, gifted to you
|
||
by the lordly Archfey. It could be a weighty tome bound in demon hide
|
||
studded with iron, holding spells of conjuration and a wealth of
|
||
forbidden lore about the sinister regions of the cosmos, a gift of the
|
||
Fiend. Or it could be the tattered diary of a lunatic driven mad by
|
||
contact with the Great Old One, holding scraps of spells that only your
|
||
own burgeoning insanity allows you to understand and cast.
|
||
\end{quote}
|
||
|
||
\hypertarget{wizard}{%
|
||
\section{Wizard}\label{wizard}}
|
||
|
||
\hypertarget{class-features-11}{%
|
||
\subsubsection{Class Features}\label{class-features-11}}
|
||
|
||
As a wizard, you gain the following class features.
|
||
|
||
\hypertarget{hit-points-11}{%
|
||
\paragraph{Hit Points}\label{hit-points-11}}
|
||
|
||
\textbf{Hit Dice:} 1d6 per wizard level
|
||
|
||
\textbf{Hit Points at 1st Level:} 6 + your Constitution modifier
|
||
|
||
\textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
|
||
modifier per wizard level after 1st
|
||
|
||
\hypertarget{proficiencies-11}{%
|
||
\paragraph{Proficiencies}\label{proficiencies-11}}
|
||
|
||
\textbf{Armor:} None
|
||
|
||
\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows
|
||
|
||
\textbf{Tools:} None
|
||
|
||
\textbf{Saving Throws:} Intelligence, Wisdom
|
||
|
||
\textbf{Skills:} Choose two from Arcana, History, Insight,
|
||
Investigation, Medicine, and Religion
|
||
|
||
\hypertarget{equipment-11}{%
|
||
\paragraph{Equipment}\label{equipment-11}}
|
||
|
||
You start with the following equipment, in addition to the equipment
|
||
granted by your background:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
(\emph{a}) a quarterstaff or (\emph{b}) a dagger
|
||
\item
|
||
(\emph{a}) a component pouch or (\emph{b}) an arcane focus
|
||
\item
|
||
(\emph{a}) a scholar's pack or (\emph{b}) an explorer's pack
|
||
\item
|
||
A spellbook
|
||
\end{itemize}
|
||
|
||
\textbf{Table- The Wizard}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0593}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1610}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.2627}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1356}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Level
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiency Bonus
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Features
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cantrips Known
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
1st
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
2nd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
3rd
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
4th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
5th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
6th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
7th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
8th
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
9th
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1st & +2 & Spellcasting, Arcane Recovery & 3 & 2 & - & - & - & - & - & -
|
||
& - & - \\
|
||
2nd & +2 & Arcane Tradition & 3 & 3 & - & - & - & - & - & - & - & - \\
|
||
3rd & +2 & - & 3 & 4 & 2 & - & - & - & - & - & - & - \\
|
||
4th & +2 & Ability Score Improvement & 4 & 4 & 3 & - & - & - & - & - & -
|
||
& - \\
|
||
5th & +3 & - & 4 & 4 & 3 & 2 & - & - & - & - & - & - \\
|
||
6th & +3 & Arcane Tradition Feature & 4 & 4 & 3 & 3 & - & - & - & - & -
|
||
& - \\
|
||
7th & +3 & - & 4 & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & +3 & Ability Score Improvement & 4 & 4 & 3 & 3 & 2 & - & - & - & -
|
||
& - \\
|
||
9th & +4 & - & 4 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\
|
||
10th & +4 & Arcane Tradition Feature & 5 & 4 & 3 & 3 & 3 & 2 & - & - & -
|
||
& - \\
|
||
11th & +4 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
12th & +4 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - &
|
||
- & - \\
|
||
13th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
14th & +5 & Arcane Tradition Feature & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & -
|
||
& - \\
|
||
15th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
16th & +5 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 &
|
||
1 & - \\
|
||
17th & +6 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\
|
||
18th & +6 & Spell Mastery & 5 & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 & 1 \\
|
||
19th & +6 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 1 &
|
||
1 & 1 \\
|
||
20th & +6 & Signature Spell & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\
|
||
& & & & & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{spellcasting-6}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-6}}
|
||
|
||
As a student of arcane magic, you have a spellbook containing spells
|
||
that show the first glimmerings of your true power.
|
||
|
||
\hypertarget{cantrips-5}{%
|
||
\paragraph{Cantrips}\label{cantrips-5}}
|
||
|
||
At 1st level, you know three cantrips of your choice from the wizard
|
||
spell list. You learn additional wizard cantrips of your choice at
|
||
higher levels, as shown in the Cantrips Known column of the Wizard
|
||
table.
|
||
|
||
\hypertarget{spellbook}{%
|
||
\paragraph{Spellbook}\label{spellbook}}
|
||
|
||
At 1st level, you have a spellbook containing six 1st- level wizard
|
||
spells of your choice. Your spellbook is the repository of the wizard
|
||
spells you know, except your cantrips, which are fixed in your mind.
|
||
|
||
\hypertarget{preparing-and-casting-spells-3}{%
|
||
\paragraph{Preparing and Casting
|
||
Spells}\label{preparing-and-casting-spells-3}}
|
||
|
||
The Wizard table shows how many spell slots you have to cast your wizard
|
||
spells of 1st level and higher. To cast one of these spells, you must
|
||
expend a slot of the spell's level or higher. You regain all expended
|
||
spell slots when you finish a long rest.
|
||
|
||
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 you're 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 \emph{magic missile}, you can cast it using a 1st-level or a
|
||
2nd-level slot. Casting the spell doesn't 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.
|
||
|
||
\hypertarget{spellcasting-ability-7}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-7}}
|
||
|
||
Intelligence is your spellcasting ability for your wizard spells, since
|
||
you learn your spells through dedicated study and memorization. You use
|
||
your Intelligence whenever a spell refers to your spellcasting ability.
|
||
In addition, you use your Intelligence modifier when setting the saving
|
||
throw DC for a wizard spell you cast and when making an attack roll with
|
||
one.
|
||
|
||
\textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
|
||
modifier
|
||
|
||
\textbf{Spell attack modifier} = your proficiency bonus + your
|
||
Intelligence modifier
|
||
|
||
\hypertarget{ritual-casting-3}{%
|
||
\paragraph{Ritual Casting}\label{ritual-casting-3}}
|
||
|
||
You can cast a wizard spell as a ritual if that spell has the ritual tag
|
||
and you have the spell in your spellbook. You don't need to have the
|
||
spell prepared.
|
||
|
||
\hypertarget{spellcasting-focus-6}{%
|
||
\paragraph{Spellcasting Focus}\label{spellcasting-focus-6}}
|
||
|
||
You can use an arcane focus as a spellcasting focus for your wizard
|
||
spells.
|
||
|
||
\hypertarget{learning-spells-of-1st-level-and-higher}{%
|
||
\paragraph{Learning Spells of 1st Level and
|
||
Higher}\label{learning-spells-of-1st-level-and-higher}}
|
||
|
||
Each time you gain a wizard level, you can add two wizard spells of your
|
||
choice to your spellbook for free. Each of these spells must be of a
|
||
level for which you have spell slots, as shown on the Wizard table. On
|
||
your adventures, you might find other spells that you can add to your
|
||
spellbook.
|
||
|
||
\hypertarget{arcane-recovery}{%
|
||
\subsubsection{Arcane Recovery}\label{arcane-recovery}}
|
||
|
||
You have learned to regain some of your magical energy by studying your
|
||
spellbook. Once per day when you finish a short rest, you can choose
|
||
expended spell slots to recover. The spell slots can have a combined
|
||
level that is equal to or less than half your wizard level (rounded up),
|
||
and none of the slots can be 6th level or higher.
|
||
|
||
For example, if you're a 4th-level wizard, you can recover up to two
|
||
levels worth of spell slots. You can recover either a 2nd-level spell
|
||
slot or two 1st-level spell slots.
|
||
|
||
\hypertarget{arcane-tradition}{%
|
||
\subsubsection{Arcane Tradition}\label{arcane-tradition}}
|
||
|
||
When you reach 2nd level, you choose an arcane tradition, shaping your
|
||
practice of magic through one of eight schools: Abjuration, Conjuration,
|
||
Divination, Enchantment, Evocation, Illusion, Necromancy, or
|
||
Transmutation, all detailed at the end of the class description.
|
||
|
||
Your choice grants you features at 2nd level and again at 6th, 10th, and
|
||
14th level.
|
||
|
||
\hypertarget{ability-score-improvement-11}{%
|
||
\subsubsection{Ability Score
|
||
Improvement}\label{ability-score-improvement-11}}
|
||
|
||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
|
||
you can increase one ability score of your choice by 2, or you can
|
||
increase two ability scores of your choice by 1. As normal, you can't
|
||
increase an ability score above 20 using this feature.
|
||
|
||
\hypertarget{spell-mastery}{%
|
||
\subsubsection{Spell Mastery}\label{spell-mastery}}
|
||
|
||
At 18th level, you have achieved such mastery over certain spells that
|
||
you can cast them at will. Choose a 1st-level wizard spell and a
|
||
2nd-level wizard spell that are in your spellbook. You can cast those
|
||
spells at their lowest level without expending a spell slot when you
|
||
have them prepared. If you want to cast either spell at a higher level,
|
||
you must expend a spell slot as normal.
|
||
|
||
By spending 8 hours in study, you can exchange one or both of the spells
|
||
you chose for different spells of the same levels.
|
||
|
||
\hypertarget{signature-spells}{%
|
||
\subsubsection{Signature Spells}\label{signature-spells}}
|
||
|
||
When you reach 20th level, you gain mastery over two powerful spells and
|
||
can cast them with little effort. Choose two 3rd-level wizard spells in
|
||
your spellbook as your signature spells. You always have these spells
|
||
prepared, they don't count against the number of spells you have
|
||
prepared, and you can cast each of them once at 3rd level without
|
||
expending a spell slot. When you do so, you can't do so again until you
|
||
finish a short or long rest.
|
||
|
||
If you want to cast either spell at a higher level, you must expend a
|
||
spell slot as normal.
|
||
|
||
\hypertarget{arcane-traditions}{%
|
||
\subsection{Arcane Traditions}\label{arcane-traditions}}
|
||
|
||
The study of wizardry is ancient, stretching back to the earliest mortal
|
||
discoveries of magic. It is firmly established in fantasy gaming worlds,
|
||
with various traditions dedicated to its complex study.
|
||
|
||
The most common arcane traditions in the multiverse revolve around the
|
||
schools of magic. Wizards through the ages have cataloged thousands of
|
||
spells, grouping them into eight categories called schools. In some
|
||
places, these traditions are literally schools; a wizard might study at
|
||
the School of Illusion while another studies across town at the School
|
||
of Enchantment. In other institutions, the schools are more like
|
||
academic departments, with rival faculties competing for students and
|
||
funding. Even wizards who train apprentices in the solitude of their own
|
||
towers use the division of magic into schools as a learning device,
|
||
since the spells of each school require mastery of different techniques.
|
||
|
||
\hypertarget{school-of-evocation}{%
|
||
\subsubsection{School of Evocation}\label{school-of-evocation}}
|
||
|
||
You focus your study on magic that creates powerful elemental effects
|
||
such as bitter cold, searing flame, rolling thunder, crackling
|
||
lightning, and burning acid. Some evokers find employment in military
|
||
forces, serving as artillery to blast enemy armies from afar. Others use
|
||
their spectacular power to protect the weak, while some seek their own
|
||
gain as bandits, adventurers, or aspiring tyrants.
|
||
|
||
\hypertarget{evocation-savant}{%
|
||
\paragraph{Evocation Savant}\label{evocation-savant}}
|
||
|
||
Beginning when you select this school at 2nd level, the gold and time
|
||
you must spend to copy an evocation spell into your spellbook is halved.
|
||
|
||
\hypertarget{sculpt-spells}{%
|
||
\paragraph{Sculpt Spells}\label{sculpt-spells}}
|
||
|
||
Beginning at 2nd level, you can create pockets of relative safety within
|
||
the effects of your evocation spells. When you cast an evocation spell
|
||
that affects other creatures that you can see, you can choose a number
|
||
of them equal to 1 + the spell's level. The chosen creatures
|
||
automatically succeed on their saving throws against the spell, and they
|
||
take no damage if they would normally take half damage on a successful
|
||
save.
|
||
|
||
\hypertarget{potent-cantrip}{%
|
||
\paragraph{Potent Cantrip}\label{potent-cantrip}}
|
||
|
||
Starting at 6th level, your damaging cantrips affect even creatures that
|
||
avoid the brunt of the effect. When a creature succeeds on a saving
|
||
throw against your cantrip, the creature takes half the cantrip's damage
|
||
(if any) but suffers no additional effect from the cantrip.
|
||
|
||
\hypertarget{empowered-evocation}{%
|
||
\paragraph{Empowered Evocation}\label{empowered-evocation}}
|
||
|
||
Beginning at 10th level, you can add your Intelligence modifier to one
|
||
damage roll of any wizard evocation spell you cast.
|
||
|
||
\hypertarget{overchannel}{%
|
||
\paragraph{Overchannel}\label{overchannel}}
|
||
|
||
Starting at 14th level, you can increase the power of your simpler
|
||
spells. When you cast a wizard spell of 1st through 5th level that deals
|
||
damage, you can deal maximum damage with that spell.
|
||
|
||
The first time you do so, you suffer no adverse effect. If you use this
|
||
feature again before you finish a long rest, you take 2d12 necrotic
|
||
damage for each level of the spell, immediately after you cast it. Each
|
||
time you use this feature again before finishing a long rest, the
|
||
necrotic damage per spell level increases by 1d12. This damage ignores
|
||
resistance and immunity.
|
||
|
||
\begin{quote}
|
||
\textbf{Your Spellbook}
|
||
|
||
The spells that you add to your spellbook as you gain levels reflect the
|
||
arcane research you conduct on your own, as well as intellectual
|
||
breakthroughs you have had about the nature of the multiverse. You might
|
||
find other spells during your adventures. You could discover a spell
|
||
recorded on a scroll in an evil wizard's chest, for example, or in a
|
||
dusty tome in an ancient library.
|
||
|
||
\textbf{\emph{Copying a Spell into the Book}}. When you find a wizard
|
||
spell of 1st level or higher, you can add it to your spellbook if it is
|
||
of a spell level you can prepare and if you can spare the time to
|
||
decipher and copy it.
|
||
|
||
Copying that spell into your spellbook involves reproducing the basic
|
||
form of the spell, then deciphering the unique system of notation used
|
||
by the wizard who wrote it. You must practice the spell until you
|
||
understand the sounds or gestures required, then transcribe it into your
|
||
spellbook using your own notation.
|
||
|
||
For each level of the spell, the process takes 2 hours and costs 50 gp.
|
||
The cost represents material components you expend as you experiment
|
||
with the spell to master it, as well as the fine inks you need to record
|
||
it. Once you have spent this time and money, you can prepare the spell
|
||
just like your other spells.
|
||
|
||
\textbf{\emph{Replacing the Book}}. You can copy a spell from your own
|
||
spellbook into another book-for example, if you want to make a backup
|
||
copy of your spellbook. This is just like copying a new spell into your
|
||
spellbook, but faster and easier, since you understand your own notation
|
||
and already know how to cast the spell. You need spend only 1 hour and
|
||
10 gp for each level of the copied spell.
|
||
|
||
*If you lose your spellbook, you can use the same procedure to
|
||
transcribe the spells that you have prepared into a new spellbook.
|
||
Filling out the remainder of your spellbook requires you to find new
|
||
spells to do so, as normal. For this reason, many wizards keep backup
|
||
spellbooks in a safe place.
|
||
|
||
\textbf{\emph{The Book's Appearance}}. Your spellbook is a unique
|
||
compilation of spells, with its own decorative flourishes and margin
|
||
notes. It might be a plain, functional leather volume that you received
|
||
as a gift from your master, a finely bound gilt-edged tome you found in
|
||
an ancient library, or even a loose collection of notes scrounged
|
||
together after you lost your previous spellbook in a mishap.
|
||
\end{quote}
|
||
|
||
\hypertarget{customization}{%
|
||
\section{CUSTOMIZATION}\label{customization}}
|
||
|
||
\hypertarget{multiclassing}{%
|
||
\section{Multiclassing}\label{multiclassing}}
|
||
|
||
Multiclassing allows you to gain levels in multiple classes. Doing so
|
||
lets you mix the abilities of those classes to realize a character
|
||
concept that might not be reflected in one of the standard class
|
||
options.
|
||
|
||
With this rule, you have the option of gaining a level in a new class
|
||
whenever you advance in level, instead of gaining a level in your
|
||
current class. Your levels in all your classes are added together to
|
||
determine your character level. For example, if you have three levels in
|
||
wizard and two in fighter, you're a 5th-level character.
|
||
|
||
As you advance in levels, you might primarily remain a member of your
|
||
original class with just a few levels in another class, or you might
|
||
change course entirely, never looking back at the class you left behind.
|
||
You might even start progressing in a third or fourth class. Compared to
|
||
a single-class character of the same level, you'll sacrifice some focus
|
||
in exchange for versatility.
|
||
|
||
\hypertarget{prerequisites}{%
|
||
\subsection{Prerequisites}\label{prerequisites}}
|
||
|
||
To qualify for a new class, you must meet the ability score
|
||
prerequisites for both your current class and your new one, as shown in
|
||
the Multiclassing Prerequisites table. For example, a barbarian who
|
||
decides to multiclass into the druid class must have both Strength and
|
||
Wisdom scores of 13 or higher. Without the full training that a
|
||
beginning character receives, you must be a quick study in your new
|
||
class, having a natural aptitude that is reflected by higher-
|
||
than-average ability scores.
|
||
|
||
\textbf{Table- Multiclassing Prerequisites}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Class & Ability Score Min. \\
|
||
\midrule
|
||
\endhead
|
||
Barbarian & Strength 13 \\
|
||
Bard & Charisma 13 \\
|
||
Cleric & Wisdom 13 \\
|
||
Druid & Wisdom 13 \\
|
||
Fighter & Strength 13 or Dexterity 13 \\
|
||
Monk & Dexterity 13 and Wisdom 13 \\
|
||
Paladin & Strength 13 and Charisma 13 \\
|
||
Ranger & Dexterity 13 and Wisdom 13 \\
|
||
Rogue & Dexterity 13 \\
|
||
Sorcerer & Charisma 13 \\
|
||
Warlock & Charisma 13 \\
|
||
Wizard & Intelligence 13 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{experience-points}{%
|
||
\subsection{Experience Points}\label{experience-points}}
|
||
|
||
The experience point cost to gain a level is always based on your total
|
||
character level, as shown in the Character Advancement table, not your
|
||
level in a particular class. So, if you are a cleric 6/fighter 1, you
|
||
must gain enough XP to reach 8th level before you can take your second
|
||
level as a fighter or your seventh level as a cleric.
|
||
|
||
\hypertarget{hit-points-and-hit-dice}{%
|
||
\subsection{Hit Points and Hit Dice}\label{hit-points-and-hit-dice}}
|
||
|
||
You gain the hit points from your new class as described for levels
|
||
after 1st. You gain the 1st-level hit points for a class only when you
|
||
are a 1st-level character.
|
||
|
||
You add together the Hit Dice granted by all your classes to form your
|
||
pool of Hit Dice. If the Hit Dice are the same die type, you can simply
|
||
pool them together. For example, both the fighter and the paladin have a
|
||
d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If
|
||
your classes give you Hit Dice of different types, keep track of them
|
||
separately. If you are a paladin 5/cleric 5, for example, you have five
|
||
d10 Hit Dice and five d8 Hit Dice.
|
||
|
||
\hypertarget{proficiency-bonus}{%
|
||
\subsection{Proficiency Bonus}\label{proficiency-bonus}}
|
||
|
||
Your proficiency bonus is always based on your total character level, as
|
||
shown in the Character Advancement table in chapter 1, not your level in
|
||
a particular class. For example, if you are a fighter 3/rogue 2, you
|
||
have the proficiency bonus of a 5th- level character, which is +3.
|
||
|
||
\hypertarget{proficiencies-12}{%
|
||
\subsection{Proficiencies}\label{proficiencies-12}}
|
||
|
||
When you gain your first level in a class other than your initial class,
|
||
you gain only some of new class's starting proficiencies, as shown in
|
||
the Multiclassing Proficiencies table.
|
||
|
||
\textbf{Table- Multiclassing Proficiencies}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0924}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9076}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Class
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Proficiencies Gained
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
Druid & Light armor, medium armor, shields (druids will not wear armor
|
||
or use shields made of metal) \\
|
||
Fighter & Light armor, medium armor, shields, simple weapons, martial
|
||
weapons \\
|
||
Monk & Simple weapons, shortswords \\
|
||
Paladin & Light armor, medium armor, shields, simple weapons, martial
|
||
weapons \\
|
||
Ranger & Light armor, medium armor, shields, simple weapons, martial
|
||
weapons, one skill from the class's skill list \\
|
||
Rogue & Light armor, one skill from the class's skill list, thieves'
|
||
tools \\
|
||
Sorcerer & - \\
|
||
Warlock & Light armor, simple weapons \\
|
||
Wizard & - \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{class-features-12}{%
|
||
\section{Class Features}\label{class-features-12}}
|
||
|
||
When you gain a new level in a class, you get its features for that
|
||
level. You don't, however, receive the class's starting equipment, and a
|
||
few features have additional rules when you're multiclassing: Channel
|
||
Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
|
||
|
||
\hypertarget{channel-divinity-3}{%
|
||
\subsection{Channel Divinity}\label{channel-divinity-3}}
|
||
|
||
If you already have the Channel Divinity feature and gain a level in a
|
||
class that also grants the feature, you gain the Channel Divinity
|
||
effects granted by that class, but getting the feature again doesn't
|
||
give you an additional use of it. You gain additional uses only when you
|
||
reach a class level that explicitly grants them to you. For example, if
|
||
you are a cleric 6/paladin 4, you can use Channel Divinity twice between
|
||
rests because you are high enough level in the cleric class to have more
|
||
uses. Whenever you use the feature, you can choose any of the Channel
|
||
Divinity effects available to you from your two classes.
|
||
|
||
\hypertarget{extra-attack-5}{%
|
||
\subsection{Extra Attack}\label{extra-attack-5}}
|
||
|
||
If you gain the Extra Attack class feature from more than one class, the
|
||
features don't add together. You can't make more than two attacks with
|
||
this feature unless it says you do (as the fighter's version of Extra
|
||
Attack does). Similarly, the warlock's eldritch invocation Thirsting
|
||
Blade doesn't give you additional attacks if you also have Extra Attack.
|
||
|
||
\hypertarget{unarmored-defense-2}{%
|
||
\subsection{Unarmored Defense}\label{unarmored-defense-2}}
|
||
|
||
If you already have the Unarmored Defense feature, you can't gain it
|
||
again from another class.
|
||
|
||
\hypertarget{spellcasting-7}{%
|
||
\subsection{Spellcasting}\label{spellcasting-7}}
|
||
|
||
Your capacity for spellcasting depends partly on your combined levels in
|
||
all your spellcasting classes and partly on your individual levels in
|
||
those classes. Once you have the Spellcasting feature from more than one
|
||
class, use the rules below. If you multiclass but have the Spellcasting
|
||
feature from only one class, you follow the rules as described in that
|
||
class.
|
||
|
||
\textbf{\emph{Spells Known and Prepared}}. You determine what spells you
|
||
know and can prepare for each class individually, as if you were a
|
||
single-classed member of that class. If you are a ranger 4/wizard 3, for
|
||
example, you know three 1st-level ranger spells based on your levels in
|
||
the ranger class. As 3rd-level wizard, you know three wizard cantrips,
|
||
and your spellbook contains ten wizard spells, two of which (the two you
|
||
gained when you reached 3rd level as a wizard) can be 2nd-level spells.
|
||
If your Intelligence is 16, you can prepare six wizard spells from your
|
||
spellbook.
|
||
|
||
Each spell you know and prepare is associated with one of your classes,
|
||
and you use the spellcasting ability of that class when you cast the
|
||
spell. Similarly, a spellcasting focus, such as a holy symbol, can be
|
||
used only for the spells from the class associated with that focus.
|
||
|
||
If a cantrip of yours increases in power at higher levels, the increase
|
||
is based on your character level, not your level in a particular class
|
||
|
||
\textbf{\emph{Spell Slots}}. You determine your available spell slots by
|
||
adding together all your levels in the bard, cleric, druid, sorcerer,
|
||
and wizard classes, and half your levels (rounded down) in the paladin
|
||
and ranger classes. Use this total to determine your spell slots by
|
||
consulting the Multiclass Spellcaster table.
|
||
|
||
If you have more than one spellcasting class, this table might give you
|
||
spell slots of a level that is higher than the spells you know or can
|
||
prepare. You can use those slots, but only to cast your lower-level
|
||
spells. If a lower-level spell that you cast, like \emph{burning hands},
|
||
has an enhanced effect when cast using a higher-level slot, you can use
|
||
the enhanced effect, even though you don't have any spells of that
|
||
higher level.
|
||
|
||
For example, if you are the aforementioned ranger 4/wizard 3, you count
|
||
as a 5th-level character when determining your spell slots: you have
|
||
four 1st-level slots, three 2nd-level slots, and two 3rd-level slots.
|
||
However, you don't know any 3rd-level spells, nor do you know any
|
||
2nd-level ranger spells. You can use the spell slots of those levels to
|
||
cast the spells you do know-and potentially enhance their effects.
|
||
|
||
\textbf{\emph{Pact Magic}}. If you have both the Spellcasting class
|
||
feature and the Pact Magic class feature from the warlock class, you can
|
||
use the spell slots you gain from the Pact Magic feature to cast spells
|
||
you know or have prepared from classes with the Spellcasting class
|
||
feature, and you can use the spell slots you gain from the Spellcasting
|
||
class feature to cast warlock spells you know.
|
||
|
||
\textbf{Table- Multiclass Spellcaster: Spell Slots per Spell Level}
|
||
|
||
\begin{longtable}[]{@{}llllllllll@{}}
|
||
\toprule
|
||
Level & 1st & 2nd & 3rd & 4th & 5th & 6th & 7th & 8th & 9th \\
|
||
\midrule
|
||
\endhead
|
||
1st & 2 & - & - & - & - & - & - & - & - \\
|
||
2nd & 3 & - & - & - & - & - & - & - & - \\
|
||
3rd & 4 & 2 & - & - & - & - & - & - & - \\
|
||
4th & 4 & 3 & - & - & - & - & - & - & - \\
|
||
5th & 4 & 3 & 2 & - & - & - & - & - & - \\
|
||
6th & 4 & 3 & 3 & - & - & - & - & - & - \\
|
||
7th & 4 & 3 & 3 & 1 & - & - & - & - & - \\
|
||
8th & 4 & 3 & 3 & 2 & - & - & - & - & - \\
|
||
9th & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\
|
||
10th & 4 & 3 & 3 & 3 & 2 & - & - & - & - \\
|
||
11th & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
12th & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\
|
||
13th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
14th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\
|
||
15th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
16th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\
|
||
17th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\
|
||
18th & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 & 1 \\
|
||
19th & 4 & 3 & 3 & 3 & 3 & 2 & 1 & 1 & 1 \\
|
||
20th & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\
|
||
& & & & & & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{feats}{%
|
||
\section{Feats}\label{feats}}
|
||
|
||
A feat represents a talent or an area of expertise that gives a
|
||
character special capabilities. It embodies training, experience, and
|
||
abilities beyond what a class provides.
|
||
|
||
At certain levels, your class gives you the Ability Score Improvement
|
||
feature. Using the optional feats rule, you can forgo taking that
|
||
feature to take a feat of your choice instead. You can take each feat
|
||
only once, unless the feat's description says otherwise.
|
||
|
||
You must meet any prerequisite specified in a feat to take that feat. If
|
||
you ever lose a feat's prerequisite, you can't use that feat until you
|
||
regain the prerequisite. For example, the Grappler feat requires you to
|
||
have a Strength of 13 or higher. If your Strength is reduced below 13
|
||
somehow-perhaps by a withering curse-you can't benefit from the Grappler
|
||
feat until your Strength is restored.
|
||
|
||
\hypertarget{grappler}{%
|
||
\subsection{Grappler}\label{grappler}}
|
||
|
||
\emph{Prerequisite: Strength 13 or higher}
|
||
|
||
You've developed the skills necessary to hold your own in close-quarters
|
||
grappling. You gain the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have advantage on attack rolls against a creature you are
|
||
grappling.
|
||
\item
|
||
You can use your action to try to pin a creature grappled by you. To
|
||
do so, make another grapple check. If you succeed, you and the
|
||
creature are both restrained until the grapple ends.
|
||
\end{itemize}
|
||
|
||
\hypertarget{personilization}{%
|
||
\section{PERSONILIZATION}\label{personilization}}
|
||
|
||
\hypertarget{alignment-1}{%
|
||
\section{Alignment}\label{alignment-1}}
|
||
|
||
A typical creature in the game world has an alignment, which broadly
|
||
describes its moral and personal attitudes. Alignment is a combination
|
||
of two factors: one identifies morality (good, evil, or neutral), and
|
||
the other describes attitudes toward society and order (lawful, chaotic,
|
||
or neutral). Thus, nine distinct alignments define the possible
|
||
combinations.
|
||
|
||
These brief summaries of the nine alignments describe the typical
|
||
behavior of a creature with that alignment. Individuals might vary
|
||
significantly from that typical behavior, and few people are perfectly
|
||
and consistently faithful to the precepts of their alignment.
|
||
|
||
\textbf{Lawful good} (LG) creatures can be counted on to do the right
|
||
thing as expected by society. Gold dragons, paladins, and most dwarves
|
||
are lawful good.
|
||
|
||
\textbf{Neutral good} (NG) folk do the best they can to help others
|
||
according to their needs. Many celestials, some cloud giants, and most
|
||
gnomes are neutral good.
|
||
|
||
\textbf{Chaotic good} (CG) creatures act as their conscience directs,
|
||
with little regard for what others expect. Copper dragons, many elves,
|
||
and unicorns are chaotic good.
|
||
|
||
\textbf{Lawful neutral} (LN) individuals act in accordance with law,
|
||
tradition, or personal codes. Many monks and some wizards are lawful
|
||
neutral.
|
||
|
||
\textbf{Neutral} (N) is the alignment of those who prefer to steer clear
|
||
of moral questions and don't take sides, doing what seems best at the
|
||
time. Lizardfolk, most druids, and many humans are neutral.
|
||
|
||
\textbf{Chaotic neutral} (CN) creatures follow their whims, holding
|
||
their personal freedom above all else. Many barbarians and rogues, and
|
||
some bards, are chaotic neutral.
|
||
|
||
\textbf{Lawful evil} (LE) creatures methodically take what they want,
|
||
within the limits of a code of tradition, loyalty, or order. Devils,
|
||
blue dragons, and hobgoblins are lawful evil.
|
||
|
||
\textbf{Neutral evil} (NE) is the alignment of those who do whatever
|
||
they can get away with, without compassion or qualms. Many drow, some
|
||
cloud giants, and goblins are neutral evil.
|
||
|
||
\textbf{Chaotic evil} (CE) creatures act with arbitrary violence,
|
||
spurred by their greed, hatred, or bloodlust. Demons, red dragons, and
|
||
orcs are chaotic evil.
|
||
|
||
\hypertarget{alignment-in-the-multiverse}{%
|
||
\subsection{Alignment in the
|
||
Multiverse}\label{alignment-in-the-multiverse}}
|
||
|
||
For many thinking creatures, alignment is a moral choice. Humans,
|
||
dwarves, elves, and other humanoid races can choose whether to follow
|
||
the paths of good or evil, law or chaos. According to myth, the good-
|
||
aligned gods who created these races gave them free will to choose their
|
||
moral paths, knowing that good without free will is slavery.
|
||
|
||
The evil deities who created other races, though, made those races to
|
||
serve them. Those races have strong inborn tendencies that match the
|
||
nature of their gods. Most orcs share the violent, savage nature of the
|
||
orc gods, and are thus inclined toward evil. Even if an orc chooses a
|
||
good alignment, it struggles against its innate tendencies for its
|
||
entire life. (Even half-orcs feel the lingering pull of the orc god's
|
||
influence.)
|
||
|
||
Alignment is an essential part of the nature of celestials and fiends. A
|
||
devil does not choose to be lawful evil, and it doesn't tend toward
|
||
lawful evil, but rather it is lawful evil in its essence. If it somehow
|
||
ceased to be lawful evil, it would cease to be a devil.
|
||
|
||
Most creatures that lack the capacity for rational thought do not have
|
||
alignments-they are \textbf{unaligned}. Such a creature is incapable of
|
||
making a moral or ethical choice and acts according to its bestial
|
||
nature. Sharks are savage predators, for example, but they are not evil;
|
||
they have no alignment.
|
||
|
||
\hypertarget{languages-1}{%
|
||
\section{Languages}\label{languages-1}}
|
||
|
||
Your race indicates the languages your character can speak by default,
|
||
and your background might give you access to one or more additional
|
||
languages of your choice. Note these languages on your character sheet.
|
||
|
||
Choose your languages from the Standard Languages table, or choose one
|
||
that is common in your campaign. With your GM's permission, you can
|
||
instead choose a language from the Exotic Languages table or a secret
|
||
language, such as thieves' cant or the tongue of druids.
|
||
|
||
Some of these languages are actually families of languages with many
|
||
dialects. For example, the Primordial language includes the Auran,
|
||
Aquan, Ignan, and Terran dialects, one for each of the four elemental
|
||
planes. Creatures that speak different dialects of the same language can
|
||
communicate with one another.
|
||
|
||
\textbf{Table- Standard Languages}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Language & Typical Speakers & Script \\
|
||
\midrule
|
||
\endhead
|
||
Common & Humans & Common \\
|
||
Dwarvish & Dwarves & Dwarvish \\
|
||
Elvish & Elves & Elvish \\
|
||
Giant & Ogres, giants & Dwarvish \\
|
||
Gnomish & Gnomes & Dwarvish \\
|
||
Goblin & Goblinoids & Dwarvish \\
|
||
Halfling & Halflings & Common \\
|
||
Orc & Orcs & Dwarvish \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Exotic Languages}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Language & Typical Speakers & Script \\
|
||
\midrule
|
||
\endhead
|
||
Abyssal & Demons & Infernal \\
|
||
Celestial & Celestials & Celestial \\
|
||
Draconic & Dragons, dragonborn & Draconic \\
|
||
Deep Speech & Aboleths, cloakers & - \\
|
||
Infernal & Devils & Infernal \\
|
||
Primordial & Elementals & Dwarvish \\
|
||
Sylvan & Fey creatures & Elvish \\
|
||
Undercommon & Underworld traders & Elvish \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{inspiration}{%
|
||
\section{Inspiration}\label{inspiration}}
|
||
|
||
Inspiration is a rule the game master can use to reward you for playing
|
||
your character in a way that's true to his or her personality traits,
|
||
ideal, bond, and flaw. By using inspiration, you can draw on your
|
||
personality trait of compassion for the downtrodden to give you an edge
|
||
in negotiating with the Beggar Prince. Or inspiration can let you call
|
||
on your bond to the defense of your home village to push past the effect
|
||
of a spell that has been laid on you.
|
||
|
||
\hypertarget{gaining-inspiration}{%
|
||
\subsection{Gaining Inspiration}\label{gaining-inspiration}}
|
||
|
||
Your GM can choose to give you inspiration for a variety of reasons.
|
||
Typically, GMs award it when you play out your personality traits, give
|
||
in to the drawbacks presented by a flaw or bond, and otherwise portray
|
||
your character in a compelling way. Your GM will tell you how you can
|
||
earn inspiration in the game.
|
||
|
||
You either have inspiration or you don't - you can't stockpile multiple
|
||
``inspirations'' for later use.
|
||
|
||
\hypertarget{using-inspiration}{%
|
||
\subsection{Using Inspiration}\label{using-inspiration}}
|
||
|
||
If you have inspiration, you can expend it when you make an attack roll,
|
||
saving throw, or ability check. Spending your inspiration gives you
|
||
advantage on that roll.
|
||
|
||
Additionally, if you have inspiration, you can reward another player for
|
||
good roleplaying, clever thinking, or simply doing something exciting in
|
||
the game. When another player character does something that really
|
||
contributes to the story in a fun and interesting way, you can give up
|
||
your inspiration to give that character inspiration.
|
||
|
||
\hypertarget{backgrounds}{%
|
||
\section{Backgrounds}\label{backgrounds}}
|
||
|
||
Every story has a beginning. Your character's 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
|
||
character's identity. The most important question to ask about your
|
||
background is \emph{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 don't you have \emph{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.
|
||
|
||
\hypertarget{proficiencies-13}{%
|
||
\subsubsection{Proficiencies}\label{proficiencies-13}}
|
||
|
||
Each background gives a character proficiency in two skills (described
|
||
in ``Using Ability Scores'').
|
||
|
||
In addition, most backgrounds give a character proficiency with one or
|
||
more tools (detailed in ``Equipment'').
|
||
|
||
If a character would gain the same proficiency from two different
|
||
sources, he or she can choose a different proficiency of the same kind
|
||
(skill or tool) instead.
|
||
|
||
\hypertarget{languages-2}{%
|
||
\subsubsection{Languages}\label{languages-2}}
|
||
|
||
Some backgrounds also allow characters to learn additional languages
|
||
beyond those given by race. See ``Languages.''
|
||
|
||
\hypertarget{equipment-12}{%
|
||
\subsubsection{Equipment}\label{equipment-12}}
|
||
|
||
Each background provides a package of starting equipment. If you use the
|
||
optional rule to spend coin on gear, you do not receive the starting
|
||
equipment from your background.
|
||
|
||
\hypertarget{suggested-characteristics}{%
|
||
\subsubsection{Suggested
|
||
Characteristics}\label{suggested-characteristics}}
|
||
|
||
A background contains suggested personal characteristics based on your
|
||
background. You can pick characteristics, roll dice to determine them
|
||
randomly, or use the suggestions as inspiration for characteristics of
|
||
your own creation.
|
||
|
||
\hypertarget{customizing-a-background}{%
|
||
\subsubsection{Customizing a
|
||
Background}\label{customizing-a-background}}
|
||
|
||
You might want to tweak some of the features of a background so it
|
||
better fits your character or the campaign setting. To customize a
|
||
background, you can replace one feature with any other one, choose any
|
||
two skills, and choose a total of two tool proficiencies or languages
|
||
from the sample backgrounds. You can either use the equipment package
|
||
from your background or spend coin on gear as described in the equipment
|
||
section. (If you spend coin, you can't also take the equipment package
|
||
suggested for your class.) Finally, choose two personality traits, one
|
||
ideal, one bond, and one flaw. If you can't find a feature that matches
|
||
your desired background, work with your GM to create one.
|
||
|
||
\hypertarget{acolyte}{%
|
||
\subsection{Acolyte}\label{acolyte}}
|
||
|
||
You have spent your life in the service of a temple to a specific god or
|
||
pantheon of gods. You act as an intermediary between the realm of the
|
||
holy and the mortal world, performing sacred rites and offering
|
||
sacrifices in order to conduct worshipers into the presence of the
|
||
divine. You are not necessarily a cleric - performing sacred rites is
|
||
not the same thing as channeling divine power.
|
||
|
||
Choose a god, a pantheon of gods, or some other quasi-divine being from
|
||
among those listed in ``Fantasy-Historical Pantheons'' or those
|
||
specified by your GM, and work with your GM to detail the nature of your
|
||
religious service. Were you a lesser functionary in a temple, raised
|
||
from childhood to assist the priests in the sacred rites? Or were you a
|
||
high priest who suddenly experienced a call to serve your god in a
|
||
different way? Perhaps you were the leader of a small cult outside of
|
||
any established temple structure, or even an occult group that served a
|
||
fiendish master that you now deny.
|
||
|
||
\textbf{Skill Proficiencies:} Insight, Religion
|
||
|
||
\textbf{Languages:} Two of your choice
|
||
|
||
\textbf{Equipment:} A holy symbol (a gift to you when you entered the
|
||
priesthood), a prayer book or prayer wheel, 5 sticks of incense,
|
||
vestments, a set of common clothes, and a pouch containing 15 gp
|
||
|
||
\hypertarget{feature-shelter-of-the-faithful}{%
|
||
\subsubsection{Feature: Shelter of the
|
||
Faithful}\label{feature-shelter-of-the-faithful}}
|
||
|
||
As an acolyte, you command the respect of those who share your faith,
|
||
and you can perform the religious ceremonies of your deity. You and your
|
||
adventuring companions can expect to receive free healing and care at a
|
||
temple, shrine, or other established presence of your faith, though you
|
||
must provide any material components needed for spells. Those who share
|
||
your religion will support you (but only you) at a modest lifestyle.
|
||
|
||
You might also have ties to a specific temple dedicated to your chosen
|
||
deity or pantheon, and you have a residence there. This could be the
|
||
temple where you used to serve, if you remain on good terms with it, or
|
||
a temple where you have found a new home. While near your temple, you
|
||
can call upon the priests for assistance, provided the assistance you
|
||
ask for is not hazardous and you remain in good standing with your
|
||
temple.
|
||
|
||
\hypertarget{suggested-characteristics-1}{%
|
||
\subsubsection{Suggested
|
||
Characteristics}\label{suggested-characteristics-1}}
|
||
|
||
Acolytes are shaped by their experience in temples or other religious
|
||
communities. Their study of the history and tenets of their faith and
|
||
their relationships to temples, shrines, or hierarchies affect their
|
||
mannerisms and ideals. Their flaws might be some hidden hypocrisy or
|
||
heretical idea, or an ideal or bond taken to an extreme.
|
||
|
||
\textbf{Table- Suggested Acolyte Characteristics}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0606}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9394}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d8
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Personality Trait
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1 & I idolize a particular hero of my faith, and constantly refer to
|
||
that person's 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 \\
|
||
4 & Nothing can shake my optimistic attitude. \\
|
||
5 & I quote (or misquote) sacred texts and proverbs in almost every
|
||
situation. \\
|
||
6 & I am tolerant (or intolerant) of other faiths and respect (or
|
||
condemn) the worship of other gods. \\
|
||
7 & I've enjoyed fine food, drink, and high society among my temple's
|
||
elite. Rough living grates on me. \\
|
||
8 & I've spent so long in the temple that I have little practical
|
||
experience dealing with people in the outside world. \\
|
||
\textbf{d6} & \textbf{Ideal} \\
|
||
1 & \textbf{Tradition}. The ancient traditions of worship and sacrifice
|
||
must be preserved and upheld. (Lawful) \\
|
||
2 & \textbf{Charity}. I always try to help those in need, no matter what
|
||
the personal cost. (Good) \\
|
||
3 & \textbf{Change}. We must help bring about the changes the gods are
|
||
constantly working in the world. (Chaotic) \\
|
||
4 & \textbf{Power}. I hope to one day rise to the top of my faith's
|
||
religious hierarchy. (Lawful) \\
|
||
5 & \textbf{Faith}. I trust that my deity will guide my actions. I have
|
||
faith that if I work hard, things will go well. (Lawful) \\
|
||
6 & \textbf{Aspiration}. I seek to prove myself worthy of my god's favor
|
||
by matching my actions against his or her teachings. (Any) \\
|
||
\textbf{d6} & \textbf{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. \\
|
||
4 & Everything I do is for the common people. \\
|
||
5 & I will do anything to protect the temple where I served. \\
|
||
6 & I seek to preserve a sacred text that my enemies consider heretical
|
||
and seek to destroy. \\
|
||
\textbf{d6} & \textbf{Flaw} \\
|
||
1 & I judge others harshly, and myself even more severely. \\
|
||
2 & I put too much trust in those who wield power within my temple's
|
||
hierarchy. \\
|
||
3 & My piety sometimes leads me to blindly trust those that profess
|
||
faith in my god. \\
|
||
4 & I am inflexible in my thinking. \\
|
||
5 & I am suspicious of strangers and expect the worst of them. \\
|
||
6 & Once I pick a goal, I become obsessed with it to the detriment of
|
||
everything else in my life. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{equipment-13}{%
|
||
\section{EQUIPMENT}\label{equipment-13}}
|
||
|
||
\hypertarget{coinage}{%
|
||
\subsection{Coinage}\label{coinage}}
|
||
|
||
Common coins come in several different denominations based on the
|
||
relative worth of the metal from which they are made. The three most
|
||
common coins are the gold piece (gp), the silver piece (sp), and the
|
||
copper piece (cp).
|
||
|
||
With one gold piece, a character can buy a bedroll, 50 feet of good
|
||
rope, or a goat. A skilled (but not exceptional) artisan can earn one
|
||
gold piece a day. The old piece is the standard unit of measure for
|
||
wealth, even if the coin itself is not commonly used. When merchants
|
||
discuss deals that involve goods or services worth hundreds or thousands
|
||
of gold pieces, the transactions don't usually involve the exchange of
|
||
individual coins. Rather, the gold piece is a standard measure of value,
|
||
and the actual exchange is in gold bars, letters of credit, or valuable
|
||
goods.
|
||
|
||
One gold piece is worth ten silver pieces, the most prevalent coin among
|
||
commoners. A silver piece buys a laborer's work for half a day, a flask
|
||
of lamp oil, or a night's rest in a poor inn.
|
||
|
||
One silver piece is worth ten copper pieces, which are common among
|
||
laborers and beggars. A single copper piece buys a candle, a torch, or a
|
||
piece of chalk.
|
||
|
||
In addition, unusual coins made of other precious metals sometimes
|
||
appear in treasure hoards. The electrum piece (ep) and the platinum
|
||
piece (pp) originate from fallen empires and lost kingdoms, and they
|
||
sometimes arouse suspicion and skepticism when used in transactions. An
|
||
electrum piece is worth five silver pieces, and a platinum piece is
|
||
worth ten gold pieces.
|
||
|
||
A standard coin weighs about a third of an ounce, so fifty coins weigh a
|
||
pound.
|
||
|
||
\textbf{Table- Standard Exchange Rates}
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
Coin & CP & SP & EP & GP & PP \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
Gold (gp) & 100 & 10 & 2 & 1 & 1/10 \\
|
||
Platinum (pp) & 1,000 & 100 & 20 & 10 & 1 \\
|
||
& & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{selling-treasure}{%
|
||
\subsection{Selling Treasure}\label{selling-treasure}}
|
||
|
||
Opportunities abound to find treasure, equipment, weapons, armor, and
|
||
more in the dungeons you explore. Normally, you can sell your treasures
|
||
and trinkets when you return to a town or other settlement, provided
|
||
that you can find buyers and merchants interested in your loot.
|
||
|
||
\textbf{\emph{Arms, Armor, and Other Equipment}}. As a general rule,
|
||
undamaged weapons, armor, and other equipment fetch half their cost when
|
||
sold in a market. Weapons and armor used by monsters are rarely in good
|
||
enough condition to sell.
|
||
|
||
\textbf{\emph{Magic Items}}. Selling magic items is problematic. Finding
|
||
someone to buy a potion or a scroll isn't too hard, but other items are
|
||
out of the realm of most but the wealthiest nobles. Likewise, aside from
|
||
a few common magic items, you won't normally come across magic items or
|
||
spells to purchase. The value of magic is far beyond simple gold and
|
||
should always be treated as such.
|
||
|
||
\textbf{\emph{Gems, Jewelry, and Art Objects}}. These items retain their
|
||
full value in the marketplace, and you can either trade them in for coin
|
||
or use them as currency for other transactions. For exceptionally
|
||
valuable treasures, the GM might require you to find a buyer in a large
|
||
town or larger community first.
|
||
|
||
\textbf{\emph{Trade Goods}}. On the borderlands, many people conduct
|
||
transactions through barter. Like gems and art objects, trade goods-bars
|
||
of iron, bags of salt, livestock, and so on-retain their full value in
|
||
the market and can be used as currency.
|
||
|
||
\hypertarget{armor}{%
|
||
\section{Armor}\label{armor}}
|
||
|
||
Fantasy gaming worlds are a vast tapestry made up of many different
|
||
cultures, each with its own technology level. For this reason,
|
||
adventurers have access to a variety of armor types, ranging from
|
||
leather armor to chain mail to costly plate armor, with several other
|
||
kinds of armor in between. The Armor table collects the most commonly
|
||
available types of armor found in the game and separates them into three
|
||
categories: light armor, medium armor, and heavy armor. Many warriors
|
||
supplement their armor with a shield.
|
||
|
||
The Armor table shows the cost, weight, and other properties of the
|
||
common types of armor worn in fantasy gaming worlds.
|
||
|
||
\textbf{\emph{Armor Proficiency}}. Anyone can put on a suit of armor or
|
||
strap a shield to an arm. Only those proficient in the armor's use know
|
||
how to wear it effectively, however. Your class gives you proficiency
|
||
with certain types of armor. If you wear armor that you lack proficiency
|
||
with, you have disadvantage on any ability check, saving throw, or
|
||
attack roll that involves Strength or Dexterity, and you can't cast
|
||
spells.
|
||
|
||
\textbf{\emph{Armor Class (AC)}}. Armor protects its wearer from
|
||
attacks. The armor (and shield) you wear determines your base Armor
|
||
Class.
|
||
|
||
\textbf{\emph{Heavy Armor}}. Heavier armor interferes with the wearer's
|
||
ability to move quickly, stealthily, and freely. If the Armor table
|
||
shows ``Str 13'' or ``Str 15'' in the Strength column for an armor type,
|
||
the armor reduces the wearer's speed by 10 feet unless the wearer has a
|
||
Strength score equal to or higher than the listed score.
|
||
|
||
\textbf{\emph{Stealth}}. If the Armor table shows ``Disadvantage'' in
|
||
the Stealth column, the wearer has disadvantage on Dexterity (Stealth)
|
||
checks.
|
||
|
||
\textbf{\emph{Shields}}. A shield is made from wood or metal and is
|
||
carried in one hand. Wielding a shield increases your Armor Class by 2.
|
||
You can benefit from only one shield at a time.
|
||
|
||
\hypertarget{light-armor}{%
|
||
\subsection{Light Armor}\label{light-armor}}
|
||
|
||
Made from supple and thin materials, light armor favors agile
|
||
adventurers since it offers some protection without sacrificing
|
||
mobility. If you wear light armor, you add your Dexterity modifier to
|
||
the base number from your armor type to determine your Armor Class.
|
||
|
||
\textbf{\emph{Padded}}. Padded armor consists of quilted layers of cloth
|
||
and batting.
|
||
|
||
\textbf{\emph{Leather}}. The breastplate and shoulder protectors of this
|
||
armor are made of leather that has been stiffened by being boiled in
|
||
oil. The rest of the armor is made of softer and more flexible
|
||
materials.
|
||
|
||
\textbf{\emph{Studded Leather}}. Made from tough but flexible leather,
|
||
studded leather is reinforced with close-set rivets or spikes.
|
||
|
||
\hypertarget{medium-armor}{%
|
||
\subsection{Medium Armor}\label{medium-armor}}
|
||
|
||
Medium armor offers more protection than light armor, but it also
|
||
impairs movement more. If you wear medium armor, you add your Dexterity
|
||
modifier, to a maximum of +2, to the base number from your armor type to
|
||
determine your Armor Class.
|
||
|
||
\textbf{\emph{Hide}}. This crude armor consists of thick furs and pelts.
|
||
It is commonly worn by barbarian tribes, evil humanoids, and other folk
|
||
who lack access to the tools and materials needed to create better
|
||
armor.
|
||
|
||
\textbf{\emph{Chain Shirt}}. Made of interlocking metal rings, a chain
|
||
shirt is worn between layers of clothing or leather. This armor offers
|
||
modest protection to the wearer's upper body and allows the sound of the
|
||
rings rubbing against one another to be muffled by outer layers.
|
||
|
||
\textbf{\emph{Scale Mail}}. This armor consists of a coat and leggings
|
||
(and perhaps a separate skirt) of leather covered with overlapping
|
||
pieces of metal, much like the scales of a fish. The suit includes
|
||
gauntlets.
|
||
|
||
\textbf{\emph{Breastplate}}. This armor consists of a fitted metal chest
|
||
piece worn with supple leather. Although it leaves the legs and arms
|
||
relatively unprotected, this armor provides good protection for the
|
||
wearer's vital organs while leaving the wearer relatively unencumbered.
|
||
|
||
\textbf{\emph{Half Plate}}. Half plate consists of shaped metal plates
|
||
that cover most of the wearer's body. It does not include leg protection
|
||
beyond simple greaves that are attached with leather straps.
|
||
|
||
\hypertarget{heavy-armor}{%
|
||
\subsection{Heavy Armor}\label{heavy-armor}}
|
||
|
||
Of all the armor categories, heavy armor offers the best protection.
|
||
These suits of armor cover the entire body and are designed to stop a
|
||
wide range of attacks. Only proficient warriors can manage their weight
|
||
and bulk.
|
||
|
||
Heavy armor doesn't let you add your Dexterity modifier to your Armor
|
||
Class, but it also doesn't penalize you if your Dexterity modifier is
|
||
negative.
|
||
|
||
\textbf{\emph{Ring Mail}}. This armor is leather armor with heavy rings
|
||
sewn into it. The rings help reinforce the armor against blows from
|
||
swords and axes. Ring mail is inferior to chain mail, and it's usually
|
||
worn only by those who can't afford better armor.
|
||
|
||
\textbf{\emph{Chain Mail}}. Made of interlocking metal rings, chain mail
|
||
includes a layer of quilted fabric worn underneath the mail to prevent
|
||
chafing and to cushion the impact of blows. The suit includes gauntlets.
|
||
|
||
\textbf{\emph{Splint}}. This armor is made of narrow vertical strips of
|
||
metal riveted to a backing of leather that is worn over cloth padding.
|
||
Flexible chain mail protects the joints.
|
||
|
||
\textbf{\emph{Plate}}. Plate consists of shaped, interlocking metal
|
||
plates to cover the entire body. A suit of plate includes gauntlets,
|
||
heavy leather boots, a visored helmet, and thick layers of padding
|
||
underneath the armor. Buckles and straps distribute the weight over the
|
||
body.
|
||
|
||
\textbf{Table- Armor}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.2069}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1149}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.3103}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1149}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1609}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0920}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Armor
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cost
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Armor Class (AC)
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Strength
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Stealth
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Weight
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
\textbf{Light Armor} & & & & & \\
|
||
Padded & 5 gp & 11 + Dex modifier & - & Disadvantage & 8 lb. \\
|
||
Leather & 10 gp & 11 + Dex modifier & - & - & 10 lb. \\
|
||
Studded leather & 45 gp & 12 + Dex modifier & - & - & 13 lb. \\
|
||
\textbf{Medium Armor} & & & & & \\
|
||
Hide & 10 gp & 12 + Dex modifier (max 2) & - & - & 12 lb. \\
|
||
Chain shirt & 50 gp & 13 + Dex modifier (max 2) & - & - & 20 lb. \\
|
||
Scale mail & 50 gp & 14 + Dex modifier (max 2) & - & Disadvantage & 45
|
||
lb. \\
|
||
Breastplate & 400 gp & 14 + Dex modifier (max 2) & - & - & 20 lb. \\
|
||
Half plate & 750 gp & 15 + Dex modifier (max 2) & - & Disadvantage & 40
|
||
lb. \\
|
||
\textbf{Heavy Armor} & & & & & \\
|
||
Ring mail & 30 gp & 14 & - & Disadvantage & 40 lb. \\
|
||
Chain mail & 75 gp & 16 & Str 13 & Disadvantage & 55 lb. \\
|
||
Splint & 200 gp & 17 & Str 15 & Disadvantage & 60 lb. \\
|
||
Plate & 1,500 gp & 18 & Str 15 & Disadvantage & 65 lb. \\
|
||
Shield & & & & & \\
|
||
Shield & 10 gp & +2 & - & - & 6 lb. \\
|
||
& & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{getting-into-and-out-of-armor}{%
|
||
\subsection{Getting Into and Out of
|
||
Armor}\label{getting-into-and-out-of-armor}}
|
||
|
||
The time it takes to don or doff armor depends on the armor's category.
|
||
|
||
\textbf{\emph{Don}}. This is the time it takes to put on armor. You
|
||
benefit from the armor's AC only if you take the full time to don the
|
||
suit of armor.
|
||
|
||
\textbf{\emph{Doff}}. This is the time it takes to take off armor. If
|
||
you have help, reduce this time by half.
|
||
|
||
\textbf{Table- Donning and Doffing Armor}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Category & Don & Doff \\
|
||
\midrule
|
||
\endhead
|
||
Light Armor & 1 minute & 1 minute \\
|
||
Medium Armor & 5 minutes & 1 minute \\
|
||
Heavy Armor & 10 minutes & 5 minutes \\
|
||
Shield & 1 action & 1 action \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{weapons}{%
|
||
\section{Weapons}\label{weapons}}
|
||
|
||
Your class grants proficiency in certain weapons, reflecting both the
|
||
class's focus and the tools you are most likely to use. Whether you
|
||
favor a longsword or a longbow, your weapon and your ability to wield it
|
||
effectively can mean the difference between life and death while
|
||
adventuring.
|
||
|
||
The Weapons table shows the most common weapons used in the fantasy
|
||
gaming worlds, their price and weight, the damage they deal when they
|
||
hit, and any special properties they possess. Every weapon is classified
|
||
as either melee or ranged. A \textbf{melee weapon} is used to attack a
|
||
target within 5 feet of you, whereas a \textbf{ranged weapon} is used to
|
||
attack a target at a distance.
|
||
|
||
\hypertarget{weapon-proficiency}{%
|
||
\subsection{Weapon Proficiency}\label{weapon-proficiency}}
|
||
|
||
Your race, class, and feats can grant you proficiency with certain
|
||
weapons or categories of weapons. The two categories are \textbf{simple}
|
||
and \textbf{martial}. Most people can use simple weapons with
|
||
proficiency. These weapons include clubs, maces, and other weapons often
|
||
found in the hands of commoners. Martial weapons, including swords,
|
||
axes, and polearms, require more specialized training to use
|
||
effectively. Most warriors use martial weapons because these weapons put
|
||
their fighting style and training to best use.
|
||
|
||
Proficiency with a weapon allows you to add your proficiency bonus to
|
||
the attack roll for any attack you make with that weapon. If you make an
|
||
attack roll using a weapon with which you lack proficiency, you do not
|
||
add your proficiency bonus to the attack roll.
|
||
|
||
\hypertarget{weapon-properties}{%
|
||
\subsection{Weapon Properties}\label{weapon-properties}}
|
||
|
||
Many weapons have special properties related to their use, as shown in
|
||
the Weapons table.
|
||
|
||
\textbf{\emph{Ammunition}}. You can use a weapon that has the ammunition
|
||
property to make a ranged attack only if you have ammunition to fire
|
||
from the weapon. Each time you attack with the weapon, you expend one
|
||
piece of ammunition. Drawing the ammunition from a quiver, case, or
|
||
other container is part of the attack (you need a free hand to load a
|
||
one-handed weapon). At the end of the battle, you can recover half your
|
||
expended ammunition by taking a minute to search the battlefield.
|
||
|
||
If you use a weapon that has the ammunition property to make a melee
|
||
attack, you treat the weapon as an improvised weapon (see ``Improvised
|
||
Weapons'' later in the section). A sling must be loaded to deal any
|
||
damage when used in this way.
|
||
|
||
\textbf{\emph{Finesse}}. When making an attack with a finesse weapon,
|
||
you use your choice of your Strength or Dexterity modifier for the
|
||
attack and damage rolls. You must use the same modifier for both rolls.
|
||
|
||
\textbf{\emph{Heavy}}. Small creatures have disadvantage on attack rolls
|
||
with heavy weapons. A heavy weapon's size and bulk make it too large for
|
||
a Small creature to use effectively.
|
||
|
||
\textbf{\emph{Light}}. A light weapon is small and easy to handle,
|
||
making it ideal for use when fighting with two weapons.
|
||
|
||
\textbf{\emph{Loading}}. Because of the time required to load this
|
||
weapon, you can fire only one piece of ammunition from it when you use
|
||
an action, bonus action, or reaction to fire it, regardless of the
|
||
number of attacks you can normally make.
|
||
|
||
\textbf{\emph{Range}}. A weapon that can be used to make a ranged attack
|
||
has a range in parentheses after the ammunition or thrown property. The
|
||
range lists two numbers. The first is the weapon's normal range in feet,
|
||
and the second indicates the weapon's long range. When attacking a
|
||
target beyond normal range, you have disadvantage on the attack roll.
|
||
You can't attack a target beyond the weapon's long range.
|
||
|
||
\textbf{\emph{Reach}}. This weapon adds 5 feet to your reach when you
|
||
attack with it, as well as when determining your reach for opportunity
|
||
attacks with it.
|
||
|
||
\textbf{\emph{Special}}. A weapon with the special property has unusual
|
||
rules governing its use, explained in the weapon's description (see
|
||
``Special Weapons'' later in this section).
|
||
|
||
\textbf{\emph{Thrown}}. If a weapon has the thrown property, you can
|
||
throw the weapon to make a ranged attack. If the weapon is a melee
|
||
weapon, you use the same ability modifier for that attack roll and
|
||
damage roll that you would use for a melee attack with the weapon. For
|
||
example, if you throw a handaxe, you use your Strength, but if you throw
|
||
a dagger, you can use either your Strength or your Dexterity, since the
|
||
dagger has the finesse property.
|
||
|
||
\textbf{\emph{Two-Handed}}. This weapon requires two hands when you
|
||
attack with it.
|
||
|
||
\textbf{\emph{Versatile}}. This weapon can be used with one or two
|
||
hands. A damage value in parentheses appears with the property-the
|
||
damage when the weapon is used with two hands to make a melee attack.
|
||
|
||
\hypertarget{improvised-weapons}{%
|
||
\subsubsection{Improvised Weapons}\label{improvised-weapons}}
|
||
|
||
Sometimes characters don't have their weapons and have to attack with
|
||
whatever is at hand. An improvised weapon includes any object you can
|
||
wield in one or two hands, such as broken glass, a table leg, a frying
|
||
pan, a wagon wheel, or a dead goblin.
|
||
|
||
Often, an improvised weapon is similar to an actual weapon and can be
|
||
treated as such. For example, a table leg is akin to a club. At the GM's
|
||
option, a character proficient with a weapon can use a similar object as
|
||
if it were that weapon and use his or her proficiency bonus.
|
||
|
||
An object that bears no resemblance to a weapon deals 1d4 damage (the GM
|
||
assigns a damage type appropriate to the object). If a character uses a
|
||
ranged weapon to make a melee attack, or throws a melee weapon that does
|
||
not have the thrown property, it also deals 1d4 damage. An improvised
|
||
thrown weapon has a normal range of 20 feet and a long range of 60 feet.
|
||
|
||
\hypertarget{silvered-weapons}{%
|
||
\paragraph{Silvered Weapons}\label{silvered-weapons}}
|
||
|
||
Some monsters that have immunity or resistance to nonmagical weapons are
|
||
susceptible to silver weapons, so cautious adventurers invest extra coin
|
||
to plate their weapons with silver. You can silver a single weapon or
|
||
ten pieces of ammunition for 100 gp. This cost represents not only the
|
||
price of the silver, but the time and expertise needed to add silver to
|
||
the weapon without making it less effective.
|
||
|
||
\hypertarget{special-weapons}{%
|
||
\paragraph{Special Weapons}\label{special-weapons}}
|
||
|
||
Weapons with special rules are described here.
|
||
|
||
\textbf{\emph{Lance}}. You have disadvantage when you use a lance to
|
||
attack a target within 5 feet of you. Also, a lance requires two hands
|
||
to wield when you aren't mounted.
|
||
|
||
\textbf{\emph{Net}}. A Large or smaller creature hit by a net is
|
||
restrained until it is freed. A net has no effect on creatures that are
|
||
formless, or creatures that are Huge or larger. A creature can use its
|
||
action to make a DC 10 Strength check, freeing itself or another
|
||
creature within its reach on a success. Dealing 5 slashing damage to the
|
||
net (AC 10) also frees the creature without harming it, ending the
|
||
effect and destroying the net.
|
||
|
||
When you use an action, bonus action, or reaction to attack with a net,
|
||
you can make only one attack regardless of the number of attacks you can
|
||
normally make.
|
||
|
||
\textbf{Table- Weapons}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2393}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0598}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1453}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0769}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.4786}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Name
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Cost
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Damage
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Weight
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Properties
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
\textbf{Simple Melee Weapons} & & & & \\
|
||
Club & 1 sp & 1d4 bludgeoning & 2 lb. & Light \\
|
||
Dagger & 2 gp & 1d4 piercing & 1 lb. & Finesse, light, thrown (range
|
||
20/60) \\
|
||
Greatclub & 2 sp & 1d8 bludgeoning & 10 lb. & Two-handed \\
|
||
Handaxe & 5 gp & 1d6 slashing & 2 lb. & Light, thrown (range 20/60) \\
|
||
Javelin & 5 sp & 1d6 piercing & 2 lb. & Thrown (range 30/120) \\
|
||
Light hammer & 2 gp & 1d4 bludgeoning & 2 lb. & Light, thrown (range
|
||
20/60) \\
|
||
Mace & 5 gp & 1d6 bludgeoning & 4 lb. & - \\
|
||
Quarterstaff & 2 sp & 1d6 bludgeoning & 4 lb. & Versatile (1d8) \\
|
||
Sickle & 1 gp & 1d4 slashing & 2 lb. & Light \\
|
||
Spear & 1 gp & 1d6 piercing & 3 lb. & Thrown (range 20/60), versatile
|
||
(1d8) \\
|
||
\textbf{Simple Ranged Weapons} & & & & \\
|
||
Crossbow, light & 25 gp & 1d8 piercing & 5 lb. & Ammunition (range
|
||
80/320), loading, two-handed \\
|
||
Dart & 5 cp & 1d4 piercing & 1/4 lb. & Finesse, thrown (range 20/60) \\
|
||
Shortbow & 25 gp & 1d6 piercing & 2 lb. & Ammunition (range 80/320),
|
||
two-handed \\
|
||
Sling & 1 sp & 1d4 bludgeoning & - & Ammunition (range 30/120) \\
|
||
\textbf{Martial Melee Weapons} & & & & \\
|
||
Battleaxe & 10 gp & 1d8 slashing & 4 lb. & Versatile (1d10) \\
|
||
Flail & 10 gp & 1d8 bludgeoning & 2 lb. & - \\
|
||
Glaive & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\
|
||
Greataxe & 30 gp & 1d12 slashing & 7 lb. & Heavy, two-handed \\
|
||
Greatsword & 50 gp & 2d6 slashing & 6 lb. & Heavy, two-handed \\
|
||
Halberd & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\
|
||
Lance & 10 gp & 1d12 piercing & 6 lb. & Reach, special \\
|
||
Longsword & 15 gp & 1d8 slashing & 3 lb. & Versatile (1d10) \\
|
||
Maul & 10 gp & 2d6 bludgeoning & 10 lb. & Heavy, two-handed \\
|
||
Morningstar & 15 gp & 1d8 piercing & 4 lb. & - \\
|
||
Pike & 5 gp & 1d10 piercing & 18 lb. & Heavy, reach, two-handed \\
|
||
Rapier & 25 gp & 1d8 piercing & 2 lb. & Finesse \\
|
||
Scimitar & 25 gp & 1d6 slashing & 3 lb. & Finesse, light \\
|
||
Shortsword & 10 gp & 1d6 piercing & 2 lb. & Finesse, light \\
|
||
Trident & 5 gp & 1d6 piercing & 4 lb. & Thrown (range 20/60), versatile
|
||
(1d8) \\
|
||
War pick & 5 gp & 1d8 piercing & 2 lb. & - \\
|
||
Warhammer & 15 gp & 1d8 bludgeoning & 2 lb. & Versatile (1d10) \\
|
||
Whip & 2 gp & 1d4 slashing & 3 lb. & Finesse, reach \\
|
||
\textbf{Martial Ranged Weapons} & & & & \\
|
||
Blowgun & 10 gp & 1 piercing & 1 lb. & Ammunition (range 25/100),
|
||
loading \\
|
||
Crossbow, hand & 75 gp & 1d6 piercing & 3 lb. & Ammunition (range
|
||
30/120), light, loading \\
|
||
Crossbow, heavy & 50 gp & 1d10 piercing & 18 lb. & Ammunition (range
|
||
100/400), heavy, loading, two-handed \\
|
||
Longbow & 50 gp & 1d8 piercing & 2 lb. & Ammunition (range 150/600),
|
||
heavy, two-handed \\
|
||
Net & 1 gp & - & 3 lb. & Special, thrown (range 5/15) \\
|
||
& & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{adventuring-gear}{%
|
||
\section{Adventuring Gear}\label{adventuring-gear}}
|
||
|
||
This section describes items that have special rules or require further
|
||
explanation.
|
||
|
||
\textbf{\emph{Acid}}. As an action, you can splash the contents of this
|
||
vial onto a creature within 5 feet of you or throw the vial up to 20
|
||
feet, shattering it on impact. In either case, make a ranged attack
|
||
against a creature or object, treating the acid as an improvised weapon.
|
||
On a hit, the target takes 2d6 acid damage.
|
||
|
||
\textbf{\emph{Alchemist's Fire}}. This sticky, adhesive fluid ignites
|
||
when exposed to air. As an action, you can throw this flask up to 20
|
||
feet, shattering it on impact. Make a ranged attack against a creature
|
||
or object, treating the alchemist's fire as an improvised weapon. On a
|
||
hit, the target takes 1d4 fire damage at the start of each of its turns.
|
||
A creature can end this damage by using its action to make a DC 10
|
||
Dexterity check to extinguish the flames.
|
||
|
||
\textbf{\emph{Antitoxin}}. A creature that drinks this vial of liquid
|
||
gains advantage on saving throws against poison for 1 hour. It confers
|
||
no benefit to undead or constructs.
|
||
|
||
\textbf{\emph{Arcane Focus}}. An arcane focus is a special item-an orb,
|
||
a crystal, a rod, a specially constructed staff, a wand-like length of
|
||
wood, or some similar item- designed to channel the power of arcane
|
||
spells. A sorcerer, warlock, or wizard can use such an item as a
|
||
spellcasting focus.
|
||
|
||
\textbf{\emph{Ball Bearings}}. As an action, you can spill these tiny
|
||
metal balls from their pouch to cover a level, square area that is 10
|
||
feet on a side. A creature moving across the covered area must succeed
|
||
on a DC 10 Dexterity saving throw or fall prone. A creature moving
|
||
through the area at half speed doesn't need to make the save.
|
||
|
||
\textbf{\emph{Block and Tackle}}. A set of pulleys with a cable threaded
|
||
through them and a hook to attach to objects, a block and tackle allows
|
||
you to hoist up to four times the weight you can normally lift.
|
||
|
||
\textbf{\emph{Book}}. A book might contain poetry, historical accounts,
|
||
information pertaining to a particular field of lore, diagrams and notes
|
||
on gnomish contraptions, or just about anything else that can be
|
||
represented using text or pictures. A book of spells is a spellbook
|
||
(described later in this section).
|
||
|
||
\textbf{\emph{Caltrops}}. As an action, you can spread a bag of caltrops
|
||
to cover a square area that is 5 feet on a side. Any creature that
|
||
enters the area must succeed on a DC 15 Dexterity saving throw or stop
|
||
moving this turn and take 1 piercing damage. Taking this damage reduces
|
||
the creature's walking speed by 10 feet until the creature regains at
|
||
least 1 hit point. A creature moving through the area at half speed
|
||
doesn't need to make the save.
|
||
|
||
\textbf{\emph{Candle}}. For 1 hour, a candle sheds bright light in a
|
||
5-foot radius and dim light for an additional 5 feet.
|
||
|
||
\textbf{\emph{Case, Crossbow Bolt}}. This wooden case can hold up to
|
||
twenty crossbow bolts.
|
||
|
||
\textbf{\emph{Case, Map or Scroll}}. This cylindrical leather case can
|
||
hold up to ten rolled-up sheets of paper or five rolled-up sheets of
|
||
parchment.
|
||
|
||
\textbf{\emph{Chain}}. A chain has 10 hit points. It can be burst with a
|
||
successful DC 20 Strength check.
|
||
|
||
\textbf{\emph{Climber's Kit}}. A climber's kit includes special pitons,
|
||
boot tips, gloves, and a harness. You can use the climber's kit as an
|
||
action to anchor yourself; when you do, you can't fall more than 25 feet
|
||
from the point where you anchored yourself, and you can't climb more
|
||
than 25 feet away from that point without undoing the anchor.
|
||
|
||
\textbf{\emph{Component Pouch}}. A component pouch is a small,
|
||
watertight leather belt pouch that has compartments to hold all the
|
||
material components and other special items you need to cast your
|
||
spells, except for those components that have a specific cost (as
|
||
indicated in a spell's description).
|
||
|
||
\textbf{\emph{Crowbar}}. Using a crowbar grants advantage to Strength
|
||
checks where the crowbar's leverage can be applied.
|
||
|
||
\textbf{\emph{Druidic Focus}}. A druidic focus might be a sprig of
|
||
mistletoe or holly, a wand or scepter made of yew or another special
|
||
wood, a staff drawn whole out of a living tree, or a totem object
|
||
incorporating feathers, fur, bones, and teeth from sacred animals. A
|
||
druid can use such an object as a spellcasting focus.
|
||
|
||
\textbf{\emph{Fishing Tackle}}. This kit includes a wooden rod, silken
|
||
line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and
|
||
narrow netting. Healer's Kit. This kit is a leather pouch containing
|
||
bandages, salves, and splints. The kit has ten uses. As an action, you
|
||
can expend one use of the kit to stabilize a creature that has 0 hit
|
||
points, without needing to make a Wisdom (Medicine) check.
|
||
|
||
\textbf{\emph{Holy Symbol}}. A holy symbol is a representation of a god
|
||
or pantheon. It might be an amulet depicting a symbol representing a
|
||
deity, the same symbol carefully engraved or inlaid as an emblem on a
|
||
shield, or a tiny box holding a fragment of a sacred relic. Appendix
|
||
PH-B ``Fantasy-Historical Pantheons'' lists the symbols commonly
|
||
associated with many gods in the multiverse. A cleric or paladin can use
|
||
a holy symbol as a spellcasting focus. To use the symbol in this way,
|
||
the caster must hold it in hand, wear it visibly, or bear it on a
|
||
shield.
|
||
|
||
\textbf{\emph{Holy Water}}. As an action, you can splash the contents of
|
||
this flask onto a creature within 5 feet of you or throw it up to 20
|
||
feet, shattering it on impact. In either case, make a ranged attack
|
||
against a target creature, treating the holy water as an improvised
|
||
weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
|
||
A cleric or paladin may create holy water by performing a special
|
||
ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered
|
||
silver, and requires the caster to expend a 1st-level spell slot.
|
||
|
||
\textbf{\emph{Hunting Trap}}. When you use your action to set it, this
|
||
trap forms a saw-toothed steel ring that snaps shut when a creature
|
||
steps on a pressure plate in the center. The trap is affixed by a heavy
|
||
chain to an immobile object, such as a tree or a spike driven into the
|
||
ground. A creature that steps on the plate must succeed on a DC 13
|
||
Dexterity saving throw or take 1d4 piercing damage and stop moving.
|
||
Thereafter, until the creature breaks free of the trap, its movement is
|
||
limited by the length of the chain (typically 3 feet long). A creature
|
||
can use its action to make a DC 13 Strength check, freeing itself or
|
||
another creature within its reach on a success. Each failed check deals
|
||
1 piercing damage to the trapped creature.
|
||
|
||
\textbf{\emph{Lamp}}. A lamp casts bright light in a 15-foot radius and
|
||
dim light for an additional 30 feet. Once lit, it burns for 6 hours on a
|
||
flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts
|
||
bright light in a 60-foot cone and dim light for an additional 60 feet.
|
||
Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern,
|
||
Hooded. A hooded lantern casts bright light in a 30-foot radius and dim
|
||
light for an additional 30 feet. Once lit, it burns for 6 hours on a
|
||
flask (1 pint) of oil. As an action, you can lower the hood, reducing
|
||
the light to dim light in a 5-foot radius.
|
||
|
||
\textbf{\emph{Lock}}. A key is provided with the lock. Without the key,
|
||
a creature proficient with thieves' tools can pick this lock with a
|
||
successful DC 15 Dexterity check. Your GM may decide that better locks
|
||
are available for higher prices.
|
||
|
||
\textbf{\emph{Magnifying Glass}}. This lens allows a closer look at
|
||
small objects. It is also useful as a substitute for flint and steel
|
||
when starting fires. Lighting a fire with a magnifying glass requires
|
||
light as bright as sunlight to focus, tinder to ignite, and about 5
|
||
minutes for the fire to ignite. A magnifying glass grants advantage on
|
||
any ability check made to appraise or inspect an item that is small or
|
||
highly detailed.
|
||
|
||
\textbf{\emph{Manacles}}. These metal restraints can bind a Small or
|
||
Medium creature. Escaping the manacles requires a successful DC 20
|
||
Dexterity check. Breaking them requires a successful DC 20 Strength
|
||
check. Each set of manacles comes with one key. Without the key, a
|
||
creature proficient with thieves' tools can pick the manacles' lock with
|
||
a successful DC 15 Dexterity check. Manacles have 15 hit points.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Potion of Healing}}. A character who drinks the magical
|
||
red fluid in this vial regains 2d4 + 2 hit points. Drinking or
|
||
administering a potion takes an action.
|
||
|
||
\textbf{\emph{Pouch}}. A cloth or leather pouch can hold up to 20 sling
|
||
bullets or 50 blowgun needles, among other things. A compartmentalized
|
||
pouch for holding spell components is called a component pouch
|
||
(described earlier in this section). Quiver. A quiver can hold up to 20
|
||
arrows. Ram, Portable. You can use a portable ram to break down doors.
|
||
When doing so, you gain a +4 bonus on the Strength check. One other
|
||
character can help you use the ram, giving you advantage on this check.
|
||
|
||
\textbf{\emph{Rations}}. Rations consist of dry foods suitable for
|
||
extended travel, including jerky, dried fruit, hardtack, and nuts.
|
||
|
||
\textbf{\emph{Rope}}. Rope, whether made of hemp or silk, has 2 hit
|
||
points and can be burst with a DC 17 Strength check.
|
||
|
||
\textbf{\emph{Scale, Merchant's}}. A scale includes a small balance,
|
||
pans, and a suitable assortment of weights up to 2 pounds. With it, you
|
||
can measure the exact weight of small objects, such as raw precious
|
||
metals or trade goods, to help determine their worth.
|
||
|
||
\textbf{\emph{Spellbook}}. Essential for wizards, a spellbook is a
|
||
leather-bound tome with 100 blank vellum pages suitable for recording
|
||
spells.
|
||
|
||
\textbf{\emph{Spyglass}}. Objects viewed through a spyglass are
|
||
magnified to twice their size.
|
||
|
||
\textbf{\emph{Tent}}. A simple and portable canvas shelter, a tent
|
||
sleeps two.
|
||
|
||
\textbf{\emph{Tinderbox}}. This small container holds flint, fire steel,
|
||
and tinder (usually dry cloth soaked in light oil) used to kindle a
|
||
fire. Using it to light a torch-or anything else with abundant, exposed
|
||
fuel-takes an action. Lighting any other fire takes 1 minute.
|
||
|
||
\textbf{\emph{Torch}}. A torch burns for 1 hour, providing bright light
|
||
in a 20-foot radius and dim light for an additional 20 feet. If you make
|
||
a melee attack with a burning torch and hit, it deals 1 fire damage.
|
||
|
||
\textbf{Equipment Packs}
|
||
|
||
The starting equipment you get from your class includes a collection of
|
||
useful adventuring gear, put together in a pack. The contents of these
|
||
packs are listed here. If you are buying your starting equipment, you
|
||
can purchase a pack for the price shown, which might be cheaper than
|
||
buying the items individually.
|
||
|
||
\textbf{\emph{Burglar's Pack (16 gp)}}. Includes a backpack, a bag of
|
||
1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
|
||
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a
|
||
tinderbox, and a waterskin. The pack also has 50 feet of hempen rope
|
||
strapped to the side of it.
|
||
|
||
\textbf{\emph{Diplomat's Pack (39 gp)}}. Includes a chest, 2 cases for
|
||
maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a
|
||
lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing
|
||
wax, and soap.
|
||
|
||
\textbf{\emph{Dungeoneer's Pack (12 gp)}}. Includes a backpack, a
|
||
crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of
|
||
rations, and a waterskin. The pack also has 50 feet of hempen rope
|
||
strapped to the side of it.
|
||
|
||
\textbf{\emph{Entertainer's Pack (40 gp)}}. Includes a backpack, a
|
||
bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a
|
||
disguise kit.
|
||
|
||
\textbf{\emph{Explorer's Pack (10 gp)}}. Includes a backpack, a bedroll,
|
||
a mess kit, a tinderbox, 10 torches, 10 days of rations, and a
|
||
waterskin. The pack also has 50 feet of hempen rope strapped to the side
|
||
of it.
|
||
|
||
\textbf{\emph{Priest's Pack (19 gp)}}. Includes a backpack, a blanket,
|
||
10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer,
|
||
vestments, 2 days of rations, and a waterskin.
|
||
|
||
\textbf{\emph{Scholar's Pack (40 gp)}}. Includes a backpack, a book of
|
||
lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag
|
||
of sand, and a small knife.
|
||
|
||
\textbf{Table- Adventuring Gear}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Item & Cost & Weight \\
|
||
\midrule
|
||
\endhead
|
||
Abacus & 2 gp & 2 lb. \\
|
||
Acid (vial) & 25 gp & 1 lb. \\
|
||
Alchemist's fire (flask) & 50 gp & 1 lb. \\
|
||
\emph{Ammunition} & & \\
|
||
\textasciitilde{} Arrows (20) & 1 gp & 1 lb. \\
|
||
\textasciitilde{} Blowgun needles (50) & 1 gp & 1 lb. \\
|
||
\textasciitilde{} Crossbow bolts (20) & 1 gp & 1½ lb. \\
|
||
\textasciitilde{} Sling bullets (20) & 4 cp & 1½ lb. \\
|
||
Antitoxin (vial) & 50 gp & - \\
|
||
\emph{Arcane focus} & & \\
|
||
\textasciitilde{} Crystal & 10 gp & 1 lb. \\
|
||
\textasciitilde{} Orb & 20 gp & 3 lb. \\
|
||
\textasciitilde{} Rod & 10 gp & 2 lb. \\
|
||
\textasciitilde{} Staff & 5 gp & 4 lb. \\
|
||
\textasciitilde{} Wand & 10 gp & 1 lb. \\
|
||
Backpack & 2 gp & 5 lb. \\
|
||
Ball bearings (bag of 1,000) & 1 gp & 2 lb. \\
|
||
Barrel & 2 gp & 70 lb. \\
|
||
Basket & 4 sp & 2 lb. \\
|
||
Bedroll & 1 gp & 7 lb. \\
|
||
Bell & 1 gp & - \\
|
||
Blanket & 5 sp & 3 lb. \\
|
||
Block and tackle & 1 gp & 5 lb. \\
|
||
Book & 25 gp & 5 lb. \\
|
||
Bottle, glass & 2 gp & 2 lb. \\
|
||
Bucket & 5 cp & 2 lb. \\
|
||
Caltrops (bag of 20) & 1 gp & 2 lb. \\
|
||
Candle & 1 cp & - \\
|
||
Case, crossbow bolt & 1 gp & 1 lb. \\
|
||
Case, map or scroll & 1 gp & 1 lb. \\
|
||
Chain (10 feet) & 5 gp & 10 lb. \\
|
||
Chalk (1 piece) & 1 cp & - \\
|
||
Chest & 5 gp & 25 lb. \\
|
||
Climber's kit & 25 gp & 12 lb. \\
|
||
Clothes, common & 5 sp & 3 lb. \\
|
||
Clothes, costume & 5 gp & 4 lb. \\
|
||
Clothes, fine & 15 gp & 6 lb. \\
|
||
Clothes, traveler's & 2 gp & 4 lb. \\
|
||
Component pouch & 25 gp & 2 lb. \\
|
||
Crowbar & 2 gp & 5 lb. \\
|
||
\emph{Druidic focus} & & \\
|
||
\textasciitilde{} Sprig of mistletoe & 1 gp & - \\
|
||
\textasciitilde{} Totem & 1 gp & - \\
|
||
\textasciitilde{} Wooden staff & 5 gp & 4 lb. \\
|
||
\textasciitilde{} Yew wand & 10 gp & 1 lb. \\
|
||
Fishing tackle & 1 gp & 4 lb. \\
|
||
Flask or tankard & 2 cp & 1 lb. \\
|
||
Grappling hook & 2 gp & 4 lb. \\
|
||
Hammer & 1 gp & 3 lb. \\
|
||
Hammer, sledge & 2 gp & 10 lb. \\
|
||
Healer's kit & 5 gp & 3 lb. \\
|
||
\emph{Holy symbol} & & \\
|
||
\textasciitilde{} Amulet & 5 gp & 1 lb. \\
|
||
\textasciitilde{} Emblem & 5 gp & - \\
|
||
\textasciitilde{} Reliquary & 5 gp & 2 lb. \\
|
||
Holy water (flask) & 25 gp & 1 lb. \\
|
||
Hourglass & 25 gp & 1 lb. \\
|
||
Hunting trap & 5 gp & 25 lb. \\
|
||
Ink (1 ounce bottle) & 10 gp & - \\
|
||
Ink pen & 2 cp & - \\
|
||
Jug or pitcher & 2 cp & 4 lb. \\
|
||
Ladder (10-foot) & 1 sp & 25 lb. \\
|
||
Lamp & 5 sp & 1 lb. \\
|
||
Lantern, bullseye & 10 gp & 2 lb. \\
|
||
Lantern, hooded & 5 gp & 2 lb. \\
|
||
Lock & 10 gp & 1 lb. \\
|
||
Magnifying glass & 100 gp & - \\
|
||
Manacles & 2 gp & 6 lb. \\
|
||
Mess kit & 2 sp & 1 lb. \\
|
||
Mirror, steel & 5 gp & 1/2 lb. \\
|
||
Oil (flask) & 1 sp & 1 lb. \\
|
||
Paper (one sheet) & 2 sp & - \\
|
||
Parchment (one sheet) & 1 sp & - \\
|
||
Perfume (vial) & 5 gp & - \\
|
||
Pick, miner's & 2 gp & 10 lb. \\
|
||
Piton & 5 cp & 1/4 lb. \\
|
||
Poison, basic (vial) & 100 gp & - \\
|
||
Pole (10-foot) & 5 cp & 7 lb. \\
|
||
Pot, iron & 2 gp & 10 lb. \\
|
||
Potion of healing 5 & 0 gp & 1/2 lb. \\
|
||
Pouch & 5 sp & 1 lb. \\
|
||
Quiver & 1 gp & 1 lb. \\
|
||
Ram, portable & 4 gp & 35 lb. \\
|
||
Rations (1 day) & 5 sp & 2 lb. \\
|
||
Robes & 1 gp & 4 lb. \\
|
||
Rope, hempen (50 feet) & 1 gp & 10 lb. \\
|
||
Rope, silk (50 feet) & 10 gp & 5 lb. \\
|
||
Sack & 1 cp & 1/2 lb. \\
|
||
Scale, merchant's & 5 gp & 3 lb. \\
|
||
Sealing wax & 5 sp & - \\
|
||
Shovel & 2 gp & 5 lb. \\
|
||
Signal whistle & 5 cp & - \\
|
||
Signet ring & 5 gp & - \\
|
||
Soap & 2 cp & - \\
|
||
Spellbook & 50 gp & 3 lb. \\
|
||
Spikes, iron (10) & 1 gp & 5 lb. \\
|
||
Spyglass & 1,000 gp & 1 lb. \\
|
||
Tent, two-person & 2 gp & 20 lb. \\
|
||
Tinderbox & 5 sp & 1 lb. \\
|
||
Torch & 1 cp & 1 lb. \\
|
||
Vial & 1 gp & - \\
|
||
Waterskin & 2 sp & 5 lb. (full) \\
|
||
Whetstone & 1 cp & 1 lb. \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Container Capacity}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Container & Capacity \\
|
||
\midrule
|
||
\endhead
|
||
Backpack* & 1 cubic foot/30 pounds of gear \\
|
||
Barrel & 40 gallons liquid, 4 cubic feet solid \\
|
||
Basket & 2 cubic feet/40 pounds of gear \\
|
||
Bottle & 1½ pints liquid \\
|
||
Bucket & 3 gallons liquid, 1/2 cubic foot solid \\
|
||
Chest & 12 cubic feet/300 pounds of gear \\
|
||
Flask or tankard & 1 pint liquid \\
|
||
Jug or pitcher & 1 gallon liquid \\
|
||
Pot, iron & 1 gallon liquid \\
|
||
Pouch & 1/5 cubic foot/6 pounds of gear \\
|
||
Sack & 1 cubic foot/30 pounds of gear \\
|
||
Vial & 4 ounces liquid \\
|
||
Waterskin & 4 pints liquid \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
* You can also strap items, such as a bedroll or a coil of rope, to the
|
||
outside of a backpack.
|
||
|
||
\hypertarget{tools}{%
|
||
\section{Tools}\label{tools}}
|
||
|
||
A tool helps you to do something you couldn't otherwise do, such as
|
||
craft or repair an item, forge a document, or pick a lock. Your race,
|
||
class, background, or feats give you proficiency with certain tools.
|
||
Proficiency with a tool allows you to add your proficiency bonus to any
|
||
ability check you make using that tool. Tool use is not tied to a single
|
||
ability, since proficiency with a tool represents broader knowledge of
|
||
its use. For example, the GM might ask you to make a Dexterity check to
|
||
carve a fine detail with your woodcarver's tools, or a Strength check to
|
||
make something out of particularly hard wood.
|
||
|
||
\textbf{Table- Tools}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Item & Cost & Weight \\
|
||
\midrule
|
||
\endhead
|
||
\emph{Artisan's tools} & & \\
|
||
\textasciitilde{} Alchemist's supplies & 50 gp & 8 lb. \\
|
||
\textasciitilde{} Brewer's supplies & 20 gp & 9 lb. \\
|
||
\textasciitilde{} Calligrapher's supplies & 10 gp & 5 lb. \\
|
||
\textasciitilde{} Carpenter's tools & 8 gp & 6 lb. \\
|
||
\textasciitilde{} Cartographer's tools & 15 gp & 6 lb. \\
|
||
\textasciitilde{} Cobbler's tools & 5 gp & 5 lb. \\
|
||
\textasciitilde{} Cook's utensils & 1 gp & 8 lb. \\
|
||
\textasciitilde{} Glassblower's tools & 30 gp & 5 lb. \\
|
||
\textasciitilde{} Jeweler's tools & 25 gp & 2 lb. \\
|
||
\textasciitilde{} Leatherworker's tools & 5 gp & 5 lb. \\
|
||
\textasciitilde{} Mason's tools & 10 gp & 8 lb. \\
|
||
\textasciitilde{} Painter's supplies & 10 gp & 5 lb. \\
|
||
\textasciitilde{} Potter's tools & 10 gp & 3 lb. \\
|
||
\textasciitilde{} Smith's tools & 20 gp & 8 lb. \\
|
||
\textasciitilde{} Tinker's tools & 50 gp & 10 lb. \\
|
||
\textasciitilde{} Weaver's tools & 1 gp & 5 lb. \\
|
||
\textasciitilde{} Woodcarver's tools & 1 gp & 5 lb. \\
|
||
Disguise kit & 25 gp & 3 lb. \\
|
||
Forgery kit & 15 gp & 5 lb. \\
|
||
\emph{Gaming set} & & \\
|
||
\textasciitilde{} Dice set & 1 sp & - \\
|
||
\textasciitilde{} Playing card set & 5 sp & - \\
|
||
Herbalism kit & 5 gp & 3 lb. \\
|
||
\emph{Musical instrument} & & \\
|
||
\textasciitilde{} Bagpipes & 30 gp & 6 lb. \\
|
||
\textasciitilde{} Drum & 6 gp & 3 lb. \\
|
||
\textasciitilde{} Dulcimer & 25 gp & 10 lb. \\
|
||
\textasciitilde{} Flute & 2 gp & 1 lb. \\
|
||
\textasciitilde{} Lute & 35 gp & 2 lb. \\
|
||
\textasciitilde{} Lyre & 30 gp & 2 lb. \\
|
||
\textasciitilde{} Horn & 3 gp & 2 lb. \\
|
||
\textasciitilde{} Pan flute & 12 gp & 2 lb. \\
|
||
\textasciitilde{} Shawm & 2 gp & 1 lb. \\
|
||
\textasciitilde{} Viol & 30 gp & 1 lb. \\
|
||
Navigator's tools & 25 gp & 2 lb. \\
|
||
Poisoner's kit & 50 gp & 2 lb. \\
|
||
Thieves' tools & 25 gp & 1 lb. \\
|
||
Vehicles (land or water) & * & * \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
* See the ``Mounts and Vehicles'' section.
|
||
|
||
\textbf{\emph{Artisan's Tools}}. These special tools include the items
|
||
needed to pursue a craft or trade. The table shows examples of the most
|
||
common types of tools, each providing items related to a single craft.
|
||
Proficiency with a set of artisan's tools lets you add your proficiency
|
||
bonus to any ability checks you make using the tools in your craft. Each
|
||
type of artisan's tools requires a separate proficiency.
|
||
|
||
\textbf{\emph{Disguise Kit}}. This pouch of cosmetics, hair dye, and
|
||
small props lets you create disguises that change your physical
|
||
appearance. Proficiency with this kit lets you add your proficiency
|
||
bonus to any ability checks you make to create a visual disguise.
|
||
|
||
\textbf{\emph{Forgery Kit}}. This small box contains a variety of papers
|
||
and parchments, pens and inks, seals and sealing wax, gold and silver
|
||
leaf, and other supplies necessary to create convincing forgeries of
|
||
physical documents. Proficiency with this kit lets you add your
|
||
proficiency bonus to any ability checks you make to create a physical
|
||
forgery of a document.
|
||
|
||
\textbf{\emph{Gaming Set}}. This item encompasses a wide range of game
|
||
pieces, including dice and decks of cards (for games such as
|
||
Three-Dragon Ante). A few common examples appear on the Tools table, but
|
||
other kinds of gaming sets exist. If you are proficient with a gaming
|
||
set, you can add your proficiency bonus to ability checks you make to
|
||
play a game with that set. Each type of gaming set requires a separate
|
||
proficiency.
|
||
|
||
\textbf{\emph{Herbalism Kit}}. This kit contains a variety of
|
||
instruments such as clippers, mortar and pestle, and pouches and vials
|
||
used by herbalists to create remedies and potions. Proficiency with this
|
||
kit lets you add your proficiency bonus to any ability checks you make
|
||
to identify or apply herbs. Also, proficiency with this kit is required
|
||
to create antitoxin and potions of healing.
|
||
|
||
\textbf{\emph{Musical Instrument}}. Several of the most common types of
|
||
musical instruments are shown on the table as examples. If you have
|
||
proficiency with a given musical instrument, you can add your
|
||
proficiency bonus to any ability checks you make to play music with the
|
||
instrument. A bard can use a musical instrument as a spellcasting focus.
|
||
Each type of musical instrument requires a separate proficiency.
|
||
|
||
\textbf{\emph{Navigator's Tools}}. This set of instruments is used for
|
||
navigation at sea. Proficiency with navigator's tools lets you chart a
|
||
ship's course and follow navigation charts. In addition, these tools
|
||
allow you to add your proficiency bonus to any ability check you make to
|
||
avoid getting lost at sea.
|
||
|
||
\textbf{\emph{Poisoner's Kit}}. A poisoner's kit includes the vials,
|
||
chemicals, and other equipment necessary for the creation of poisons.
|
||
Proficiency with this kit lets you add your proficiency bonus to any
|
||
ability checks you make to craft or use poisons.
|
||
|
||
\textbf{\emph{Thieves' Tools}}. This set of tools includes a small file,
|
||
a set of lock picks, a small mirror mounted on a metal handle, a set of
|
||
narrow-bladed scissors, and a pair of pliers. Proficiency with these
|
||
tools lets you add your proficiency bonus to any ability checks you make
|
||
to disarm traps or open locks.
|
||
|
||
\hypertarget{mounts-and-vehicles}{%
|
||
\section{Mounts and Vehicles}\label{mounts-and-vehicles}}
|
||
|
||
A good mount can help you move more quickly through the wilderness, but
|
||
its primary purpose is to carry the gear that would otherwise slow you
|
||
down. The Mounts and Other Animals table shows each animal's speed and
|
||
base carrying capacity.
|
||
|
||
An animal pulling a carriage, cart, chariot, sled, or wagon can move
|
||
weight up to five times its base carrying capacity, including the weight
|
||
of the vehicle. If multiple animals pull the same vehicle, they can add
|
||
their carrying capacity together.
|
||
|
||
Mounts other than those listed here are available in fantasy gaming
|
||
worlds, but they are rare and not normally available for purchase. These
|
||
include flying mounts (pegasi, griffons, hippogriffs, and similar
|
||
animals) and even aquatic mounts (giant sea horses, for example).
|
||
Acquiring such a mount often means securing an egg and raising the
|
||
creature yourself, making a bargain with a powerful entity, or
|
||
negotiating with the mount itself.
|
||
|
||
\textbf{\emph{Barding}}. Barding is armor designed to protect an
|
||
animal's head, neck, chest, and body. Any type of armor shown on the
|
||
Armor table can be purchased as barding. The cost is four times the
|
||
equivalent armor made for humanoids, and it weighs twice as much.
|
||
|
||
\textbf{\emph{Saddles}}. A military saddle braces the rider, helping you
|
||
keep your seat on an active mount in battle. It gives you advantage on
|
||
any check you make to remain mounted. An exotic saddle is required for
|
||
riding any aquatic or flying mount.
|
||
|
||
\textbf{\emph{Vehicle Proficiency}}. If you have proficiency with a
|
||
certain kind of vehicle (land or water), you can add your proficiency
|
||
bonus to any check you make to control that kind of vehicle in difficult
|
||
circumstances.
|
||
|
||
\textbf{\emph{Rowed Vessels}}. Keelboats and rowboats are used on lakes
|
||
and rivers. If going downstream, add the speed of the current (typically
|
||
3 miles per hour) to the speed of the vehicle. These vehicles can't be
|
||
rowed against any significant current, but they can be pulled upstream
|
||
by draft animals on the shores. A rowboat weighs 100 pounds, in case
|
||
adventurers carry it over land.
|
||
|
||
\textbf{Table- Mounts and Other Animals}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
Item & Cost & Speed & Carrying Capacity \\
|
||
\midrule
|
||
\endhead
|
||
Camel & 50 gp & 50 ft. & 480 lb. \\
|
||
Donkey or mule & 8 gp & 40 ft. & 420 lb. \\
|
||
Elephant & 200 gp & 40 ft. & 1,320 lb. \\
|
||
Horse, draft & 50 gp & 40 ft. & 540 lb. \\
|
||
Horse, riding & 75 gp & 60 ft. & 480 lb. \\
|
||
Mastiff & 25 gp & 40 ft. & 195 lb. \\
|
||
Pony & 30 gp & 40 ft. & 225 lb. \\
|
||
Warhorse & 400 gp & 60 ft. & 540 lb. \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Tack, Harness, and Drawn Vehicles}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Item & Cost & Weight \\
|
||
\midrule
|
||
\endhead
|
||
Barding & ×4 & ×2 \\
|
||
Bit and bridle & 2 gp & 1 lb. \\
|
||
Carriage & 100 gp & 600 lb. \\
|
||
Cart & 15 gp & 200 lb. \\
|
||
Chariot & 250 gp & 100 lb. \\
|
||
Feed (per day) & 5 cp & 10 lb. \\
|
||
\emph{Saddle} & & \\
|
||
\textasciitilde{} Exotic & 60 gp & 40 lb. \\
|
||
\textasciitilde{} Military & 20 gp & 30 lb. \\
|
||
\textasciitilde{} Pack & 5 gp & 15 lb. \\
|
||
\textasciitilde{} Riding & 10 gp & 25 lb. \\
|
||
Saddlebags & 4 gp & 8 lb. \\
|
||
Sled & 20 gp & 300 lb. \\
|
||
Stabling (per day) & 5 sp & - \\
|
||
Wagon & 35 gp & 400 lb. \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Waterborne Vehicles}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Item & Cost & Speed \\
|
||
\midrule
|
||
\endhead
|
||
Galley & 30,000 gp & 4 mph \\
|
||
Keelboat & 3,000 gp & 1 mph \\
|
||
Longship & 10,000 gp & 3 mph \\
|
||
Rowboat & 50 gp & 1½ mph \\
|
||
Sailing ship & 10,000 gp & 2 mph \\
|
||
Warship & 25,000 gp & 2½ mph \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{trade-goods}{%
|
||
\section{Trade Goods}\label{trade-goods}}
|
||
|
||
Most wealth is not in coins. It is measured in livestock, grain, land,
|
||
rights to collect taxes, or rights to resources (such as a mine or a
|
||
forest).
|
||
|
||
Guilds, nobles, and royalty regulate trade. Chartered companies are
|
||
granted rights to conduct trade along certain routes, to send merchant
|
||
ships to various ports, or to buy or sell specific goods. Guilds set
|
||
prices for the goods or services that they control, and determine who
|
||
may or may not offer those goods and services. Merchants commonly
|
||
exchange trade goods without using currency. The Trade Goods table shows
|
||
the value of commonly exchanged goods.
|
||
|
||
\textbf{Table- Cost of Trade Goods}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Cost & Goods \\
|
||
\midrule
|
||
\endhead
|
||
1 cp & 1 lb. of wheat \\
|
||
2 cp & 1 lb. of flour or one chicken \\
|
||
5 cp & 1 lb. of salt \\
|
||
1 sp & 1 lb. of iron or 1 sq. yd. of canvas \\
|
||
5 sp & 1 lb. of copper or 1 sq. yd. of cotton cloth \\
|
||
1 gp & 1 lb. of ginger or one goat \\
|
||
2 gp & 1 lb. of cinnamon or pepper, or one sheep \\
|
||
3 gp & 1 lb. of cloves or one pig \\
|
||
5 gp & 1 lb. of silver or 1 sq. yd. of linen \\
|
||
10 gp & 1 sq. yd. of silk or one cow \\
|
||
15 gp & 1 lb. of saffron or one ox \\
|
||
50 gp & 1 lb. of gold \\
|
||
500 gp & 1 lb. of platinum \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{expenses}{%
|
||
\section{Expenses}\label{expenses}}
|
||
|
||
When not descending into the depths of the earth, exploring ruins for
|
||
lost treasures, or waging war against the encroaching darkness,
|
||
adventurers face more mundane realities. Even in a fantastical world,
|
||
people require basic necessities such as shelter, sustenance, and
|
||
clothing. These things cost money, although some lifestyles cost more
|
||
than others.
|
||
|
||
\hypertarget{lifestyle-expenses}{%
|
||
\subsection{Lifestyle Expenses}\label{lifestyle-expenses}}
|
||
|
||
Lifestyle expenses provide you with a simple way to account for the cost
|
||
of living in a fantasy world. They cover your accommodations, food and
|
||
drink, and all your other necessities. Furthermore, expenses cover the
|
||
cost of maintaining your equipment so you can be ready when adventure
|
||
next calls.
|
||
|
||
At the start of each week or month (your choice), choose a lifestyle
|
||
from the Expenses table and pay the price to sustain that lifestyle. The
|
||
prices listed are per day, so if you wish to calculate the cost of your
|
||
chosen lifestyle over a thirty-day period, multiply the listed price by
|
||
30. Your lifestyle might change from one period to the next, based on
|
||
the funds you have at your disposal, or you might maintain the same
|
||
lifestyle throughout your character's career.
|
||
|
||
Your lifestyle choice can have consequences. Maintaining a wealthy
|
||
lifestyle might help you make contacts with the rich and powerful,
|
||
though you run the risk of attracting thieves. Likewise, living frugally
|
||
might help you avoid criminals, but you are unlikely to make powerful
|
||
connections.
|
||
|
||
\textbf{Table- Lifestyle Expenses}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Lifestyle & Price/Day \\
|
||
\midrule
|
||
\endhead
|
||
Wretched & - \\
|
||
Squalid & 1 sp \\
|
||
Poor & 2 sp \\
|
||
Modest & 1 gp \\
|
||
Comfortable & 2 gp \\
|
||
Wealthy & 4 gp \\
|
||
Aristocratic & 10 gp minimum \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Wretched}}. You live in inhumane conditions. With no place
|
||
to call home, you shelter wherever you can, sneaking into barns,
|
||
huddling in old crates, and relying on the good graces of people better
|
||
off than you. A wretched lifestyle presents abundant dangers. Violence,
|
||
disease, and hunger follow you wherever you go. Other wretched people
|
||
covet your armor, weapons, and adventuring gear, which represent a
|
||
fortune by their standards. You are beneath the notice of most people.
|
||
|
||
\textbf{\emph{Squalid}}. You live in a leaky stable, a mud-floored hut
|
||
just outside town, or a vermin-infested boarding house in the worst part
|
||
of town. You have shelter from the elements, but you live in a desperate
|
||
and often violent environment, in places rife with disease, hunger, and
|
||
misfortune. You are beneath the notice of most people, and you have few
|
||
legal protections. Most people at this lifestyle level have suffered
|
||
some terrible setback. They might be disturbed, marked as exiles, or
|
||
suffer from disease.
|
||
|
||
\textbf{\emph{Poor}}. A poor lifestyle means going without the comforts
|
||
available in a stable community. Simple food and lodgings, threadbare
|
||
clothing, and unpredictable conditions result in a sufficient, though
|
||
probably unpleasant, experience. Your accommodations might be a room in
|
||
a flophouse or in the common room above a tavern. You benefit from some
|
||
legal protections, but you still have to contend with violence, crime,
|
||
and disease. People at this lifestyle level tend to be unskilled
|
||
laborers, costermongers, peddlers, thieves, mercenaries, and other
|
||
disreputable types.
|
||
|
||
\textbf{\emph{Modest}}. A modest lifestyle keeps you out of the slums
|
||
and ensures that you can maintain your equipment. You live in an older
|
||
part of town, renting a room in a boarding house, inn, or temple. You
|
||
don't go hungry or thirsty, and your living conditions are clean, if
|
||
simple. Ordinary people living modest lifestyles include soldiers with
|
||
families, laborers, students, priests, hedge wizards, and the like.
|
||
|
||
\textbf{\emph{Comfortable}}. Choosing a comfortable lifestyle means that
|
||
you can afford nicer clothing and can easily maintain your equipment.
|
||
You live in a small cottage in a middle-class neighborhood or in a
|
||
private room at a fine inn. You associate with merchants, skilled
|
||
tradespeople, and military officers.
|
||
|
||
\textbf{\emph{Wealthy}}. Choosing a wealthy lifestyle means living a
|
||
life of luxury, though you might not have achieved the social status
|
||
associated with the old money of nobility or royalty. You live a
|
||
lifestyle comparable to that of a highly successful merchant, a favored
|
||
servant of the royalty, or the owner of a few small businesses. You have
|
||
respectable lodgings, usually a spacious home in a good part of town or
|
||
a comfortable suite at a fine inn. You likely have a small staff of
|
||
servants.
|
||
|
||
\textbf{\emph{Aristocratic}}. You live a life of plenty and comfort. You
|
||
move in circles populated by the most powerful people in the community.
|
||
You have excellent lodgings, perhaps a townhouse in the nicest part of
|
||
town or rooms in the finest inn. You dine at the best restaurants,
|
||
retain the most skilled and fashionable tailor, and have servants
|
||
attending to your every need. You receive invitations to the social
|
||
gatherings of the rich and powerful, and spend evenings in the company
|
||
of politicians, guild leaders, high priests, and nobility. You must also
|
||
contend with the highest levels of deceit and treachery. The wealthier
|
||
you are, the greater the chance you will be drawn into political
|
||
intrigue as a pawn or participant.
|
||
|
||
\hypertarget{food-drink-and-lodging}{%
|
||
\subsection{Food, Drink, and Lodging}\label{food-drink-and-lodging}}
|
||
|
||
The Food, Drink, and Lodging table gives prices for individual food
|
||
items and a single night's lodging. These prices are included in your
|
||
total lifestyle expenses.
|
||
|
||
\textbf{Table- Food, Drink, and Lodging}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Item & Cost \\
|
||
\midrule
|
||
\endhead
|
||
\emph{Ale} & \\
|
||
\textasciitilde{} Gallon & 2 sp \\
|
||
\textasciitilde{} Mug & 4 cp \\
|
||
Banquet (per person) & 10 gp \\
|
||
Bread, loaf & 2 cp \\
|
||
Cheese, hunk & 1 sp \\
|
||
\emph{Inn stay (per day)} & \\
|
||
\textasciitilde{} Squalid & 7 cp \\
|
||
\textasciitilde{} Poor & 1 sp \\
|
||
\textasciitilde{} Modest & 5 sp \\
|
||
\textasciitilde{} Comfortable & 8 sp \\
|
||
\textasciitilde{} Wealthy & 2 gp \\
|
||
\textasciitilde{} Aristocratic & 4 gp \\
|
||
\emph{Meals (per day)} & \\
|
||
\textasciitilde{} Squalid & 3 cp \\
|
||
\textasciitilde{} Poor & 6 cp \\
|
||
\textasciitilde{} Modest & 3 sp \\
|
||
\textasciitilde{} Comfortable & 5 sp \\
|
||
\textasciitilde{} Wealthy & 8 sp \\
|
||
\textasciitilde{} Aristocratic & 2 gp \\
|
||
Meat, chunk & 3 sp \\
|
||
\emph{Wine} & \\
|
||
\textasciitilde{} Common (pitcher) & 2 sp \\
|
||
\textasciitilde{} Fine (bottle) & 10 gp \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\begin{quote}
|
||
\textbf{Self-Sufficiency}
|
||
|
||
The expenses and lifestyles described here assume that you are spending
|
||
your time between adventures in town, availing yourself of whatever
|
||
services you can afford-paying for food and shelter, paying townspeople
|
||
to sharpen your sword and repair your armor, and so on. Some characters,
|
||
though, might prefer to spend their time away from civilization,
|
||
sustaining themselves in the wild by hunting, foraging, and repairing
|
||
their own gear.
|
||
|
||
Maintaining this kind of lifestyle doesn't require you to spend any
|
||
coin, but it is time-consuming. If you spend your time between
|
||
adventures practicing a profession, you can eke out the equivalent of a
|
||
poor lifestyle. Proficiency in the Survival skill lets you live at the
|
||
equivalent of a comfortable lifestyle.
|
||
\end{quote}
|
||
|
||
\hypertarget{services}{%
|
||
\subsection{Services}\label{services}}
|
||
|
||
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
|
||
\emph{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.
|
||
|
||
Skilled hirelings include anyone hired to perform a service that
|
||
involves a proficiency (including weapon, tool, or skill): a mercenary,
|
||
artisan, scribe, and so on. The pay shown is a minimum; some expert
|
||
hirelings require more pay. Untrained hirelings are hired for menial
|
||
work that requires no particular skill and can include laborers,
|
||
porters, maids, and similar workers.
|
||
|
||
\textbf{Table- Services}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Service Pay & Pay \\
|
||
\midrule
|
||
\endhead
|
||
\emph{Coach cab} & \\
|
||
\textasciitilde{} Between towns & 3 cp per mile \\
|
||
\textasciitilde{} Within a city & 1 cp \\
|
||
\emph{Hireling} & \\
|
||
\textasciitilde{} Skilled & 2 gp per day \\
|
||
\textasciitilde{} Untrained & 2 sp per day \\
|
||
Messenger & 2 cp per mile \\
|
||
Road or gate toll & 1 cp \\
|
||
Ship's passage & 1 sp per mile \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{spellcasting-services}{%
|
||
\subsection{Spellcasting Services}\label{spellcasting-services}}
|
||
|
||
People who are able to cast spells don't 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 \emph{cure wounds} or \emph{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.
|
||
|
||
\hypertarget{abilities}{%
|
||
\section{ABILITIES}\label{abilities}}
|
||
|
||
Six abilities provide a quick description of every creature's physical
|
||
and mental characteristics:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\textbf{Strength}, measuring physical power
|
||
\item
|
||
\textbf{Dexterity}, measuring agility
|
||
\item
|
||
\textbf{Constitution}, measuring endurance
|
||
\item
|
||
\textbf{Intelligence}, measuring reasoning and memory
|
||
\item
|
||
\textbf{Wisdom}, measuring perception and insight
|
||
\item
|
||
\textbf{Charisma}, measuring force of personality
|
||
\end{itemize}
|
||
|
||
Is a character muscle-bound and insightful? Brilliant and charming?
|
||
Nimble and hardy? Ability scores define these qualities-a creature's
|
||
assets as well as weaknesses.
|
||
|
||
The three main rolls of the game-the ability check, the saving throw,
|
||
and the attack roll-rely on the six ability scores. The book's
|
||
introduction describes the basic rule behind these rolls: roll a d20,
|
||
add an ability modifier derived from one of the six ability scores, and
|
||
compare the total to a target number.
|
||
|
||
\hypertarget{ability-scores-and-modifiers}{%
|
||
\subsection{Ability Scores and
|
||
Modifiers}\label{ability-scores-and-modifiers}}
|
||
|
||
Each of a creature's abilities has a score, a number that defines the
|
||
magnitude of that ability. An ability score is not just a measure of
|
||
innate capabilities, but also encompasses a creature's training and
|
||
competence in activities related to that ability.
|
||
|
||
A score of 10 or 11 is the normal human average, but adventurers and
|
||
many monsters are a cut above average in most abilities. A score of 18
|
||
is the highest that a person usually reaches. Adventurers can have
|
||
scores as high as 20, and monsters and divine beings can have scores as
|
||
high as 30.
|
||
|
||
Each ability also has a modifier, derived from the score and ranging
|
||
from -5 (for an ability score of 1) to +10 (for a score of 30). The
|
||
Ability Scores and Modifiers table notes the ability modifiers for the
|
||
range of possible ability scores, from 1 to 30.
|
||
|
||
\textbf{Table- Ability Scores and Modifiers}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Score & Modifier \\
|
||
\midrule
|
||
\endhead
|
||
1 & -5 \\
|
||
2-3 & -4 \\
|
||
4-5 & -3 \\
|
||
6-7 & -2 \\
|
||
8-9 & -1 \\
|
||
10-11 & +0 \\
|
||
12-13 & +1 \\
|
||
14-15 & +2 \\
|
||
16-17 & +3 \\
|
||
18-19 & +4 \\
|
||
20-21 & +5 \\
|
||
22-23 & +6 \\
|
||
24-25 & +7 \\
|
||
26-27 & +8 \\
|
||
28-29 & +9 \\
|
||
30 & +10 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
To determine an ability modifier without consulting the table, subtract
|
||
10 from the ability score and then divide the total by 2 (round down).
|
||
|
||
Because ability modifiers affect almost every attack roll, ability
|
||
check, and saving throw, ability modifiers come up in play more often
|
||
than their associated scores.
|
||
|
||
\hypertarget{advantage-and-disadvantage}{%
|
||
\section{Advantage and Disadvantage}\label{advantage-and-disadvantage}}
|
||
|
||
Sometimes a special ability or spell tells you that you have advantage
|
||
or disadvantage on an ability check, a saving throw, or an attack roll.
|
||
When that happens, you roll a second d20 when you make the roll. Use the
|
||
higher of the two rolls if you have advantage, and use the lower roll if
|
||
you have disadvantage. For example, if you have disadvantage and roll a
|
||
17 and a 5, you use the 5. If you instead have advantage and roll those
|
||
numbers, you use the 17.
|
||
|
||
If multiple situations affect a roll and each one grants advantage or
|
||
imposes disadvantage on it, you don't roll more than one additional d20.
|
||
If two favorable situations grant advantage, for example, you still roll
|
||
only one additional d20.
|
||
|
||
If circumstances cause a roll to have both advantage and disadvantage,
|
||
you are considered to have neither of them, and you roll one d20. This
|
||
is true even if multiple circumstances impose disadvantage and only one
|
||
grants advantage or vice versa. In such a situation, you have neither
|
||
advantage nor disadvantage.
|
||
|
||
When you have advantage or disadvantage and something in the game, such
|
||
as the halfling's Lucky trait, lets you reroll or replace the d20, you
|
||
can reroll or replace only one of the dice. You choose which one. For
|
||
example, if a halfling has advantage or disadvantage on an ability check
|
||
and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll
|
||
the 1.
|
||
|
||
You usually gain advantage or disadvantage through the use of special
|
||
abilities, actions, or spells. Inspiration can also give a character
|
||
advantage. The
|
||
|
||
GM can also decide that circumstances influence a roll in one direction
|
||
or the other and grant advantage or impose disadvantage as a result.
|
||
|
||
\hypertarget{proficiency-bonus-1}{%
|
||
\section{Proficiency Bonus}\label{proficiency-bonus-1}}
|
||
|
||
Characters have a proficiency bonus determined by level. Monsters also
|
||
have this bonus, which is incorporated in their stat blocks. The bonus
|
||
is used in the rules on ability checks, saving throws, and attack rolls.
|
||
|
||
Your proficiency bonus can't be added to a single die roll or other
|
||
number more than once. For example, if two different rules say you can
|
||
add your proficiency bonus to a Wisdom saving throw, you nevertheless
|
||
add the bonus only once when you make the save.
|
||
|
||
Occasionally, your proficiency bonus might be multiplied or divided
|
||
(doubled or halved, for example) before you apply it. For example, the
|
||
rogue's Expertise feature doubles the proficiency bonus for certain
|
||
ability checks. If a circumstance suggests that your proficiency bonus
|
||
applies more than once to the same roll, you still add it only once and
|
||
multiply or divide it only once.
|
||
|
||
By the same token, if a feature or effect allows you to multiply your
|
||
proficiency bonus when making an ability check that wouldn't normally
|
||
benefit from your proficiency bonus, you still don't add the bonus to
|
||
the check. For that check your proficiency bonus is 0, given the fact
|
||
that multiplying 0 by any number is still 0. For instance, if you lack
|
||
proficiency in the History skill, you gain no benefit from a feature
|
||
that lets you double your proficiency bonus when you make Intelligence
|
||
(History) checks.
|
||
|
||
In general, you don't multiply your proficiency bonus for attack rolls
|
||
or saving throws. If a feature or effect allows you to do so, these same
|
||
rules apply.
|
||
|
||
\hypertarget{ability-checks}{%
|
||
\section{Ability Checks}\label{ability-checks}}
|
||
|
||
An ability check tests a character's or monster's innate talent and
|
||
training in an effort to overcome a challenge. The GM calls for an
|
||
ability check when a character or monster attempts an action (other than
|
||
an attack) that has a chance of failure. When the outcome is uncertain,
|
||
the dice determine the results.
|
||
|
||
For every ability check, the GM decides which of the six abilities is
|
||
relevant to the task at hand and the difficulty of the task, represented
|
||
by a Difficulty Class.
|
||
|
||
The more difficult a task, the higher its DC. The Typical Difficulty
|
||
Classes table shows the most common DCs.
|
||
|
||
\textbf{Table- Difficulty Classes}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Task Difficulty & DC \\
|
||
\midrule
|
||
\endhead
|
||
Very easy & 5 \\
|
||
Easy & 10 \\
|
||
Medium & 15 \\
|
||
Hard & 20 \\
|
||
Very hard & 25 \\
|
||
Nearly impossible & 30 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
To make an ability check, roll a d20 and add the relevant ability
|
||
modifier. As with other d20 rolls, apply bonuses and penalties, and
|
||
compare the total to the DC. If the total equals or exceeds the DC, the
|
||
ability check is a success-the creature overcomes the challenge at hand.
|
||
Otherwise, it's a failure, which means the character or monster makes no
|
||
progress toward the objective or makes progress combined with a setback
|
||
determined by the GM.
|
||
|
||
\hypertarget{contests}{%
|
||
\subsection{Contests}\label{contests}}
|
||
|
||
Sometimes one character's or monster's efforts are directly opposed to
|
||
another's. This can occur when both of them are trying to do the same
|
||
thing and only one can succeed, such as attempting to snatch up a magic
|
||
ring that has fallen on the floor. This situation also applies when one
|
||
of them is trying to prevent the other one from accomplishing a goal-
|
||
for example, when a monster tries to force open a door that an
|
||
adventurer is holding closed. In situations like these, the outcome is
|
||
determined by a special form of ability check, called a contest.
|
||
|
||
Both participants in a contest make ability checks appropriate to their
|
||
efforts. They apply all appropriate bonuses and penalties, but instead
|
||
of comparing the total to a DC, they compare the totals of their two
|
||
checks. The participant with the higher check total wins the contest.
|
||
That character or monster either succeeds at the action or prevents the
|
||
other one from succeeding.
|
||
|
||
If the contest results in a tie, the situation remains the same as it
|
||
was before the contest. Thus, one contestant might win the contest by
|
||
default. If two characters tie in a contest to snatch a ring off the
|
||
floor, neither character grabs it. In a contest between a monster trying
|
||
to open a door and an adventurer trying to keep the door closed, a tie
|
||
means that the door remains shut.
|
||
|
||
\hypertarget{skills}{%
|
||
\subsection{Skills}\label{skills}}
|
||
|
||
Each ability covers a broad range of capabilities, including skills that
|
||
a character or a monster can be proficient in. A skill represents a
|
||
specific aspect of an ability score, and an individual's proficiency in
|
||
a skill demonstrates a focus on that aspect. (A character's starting
|
||
skill proficiencies are determined at character creation, and a
|
||
monster's skill proficiencies appear in the monster's stat block.)
|
||
|
||
For example, a Dexterity check might reflect a character's attempt to
|
||
pull off an acrobatic stunt, to palm an object, or to stay hidden. Each
|
||
of these aspects of Dexterity has an associated skill: Acrobatics,
|
||
Sleight of Hand, and Stealth, respectively. So a character who has
|
||
proficiency in the Stealth skill is particularly good at Dexterity
|
||
checks related to sneaking and hiding.
|
||
|
||
The skills related to each ability score are shown in the following
|
||
list. (No skills are related to Constitution.) See an ability's
|
||
description in the later sections of this section for examples of how to
|
||
use a skill associated with an ability.
|
||
|
||
\textbf{Table- Related Skills}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1486}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2297}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2027}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2297}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1892}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Strength
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Dexterity
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Intelligence
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Wisdom
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Charisma
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
Athletics & Acrobatics & Arcana & Animal Handling & Deception \\
|
||
& Sleight of Hand & History & Insight & Intimidation \\
|
||
& Stealth & Investigation & Medicine & Performance \\
|
||
& & Nature & Perception & Persuasion \\
|
||
& & Religion & Survival & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Sometimes, the GM might ask for an ability check using a specific
|
||
skill-for example, ``Make a Wisdom (Perception) check.'' At other times,
|
||
a player might ask the GM if proficiency in a particular skill applies
|
||
to a check. In either case, proficiency in a skill means an individual
|
||
can add his or her proficiency bonus to ability checks that involve that
|
||
skill. Without proficiency in the skill, the individual makes a normal
|
||
ability check.
|
||
|
||
For example, if a character attempts to climb up a dangerous cliff, the
|
||
GM might ask for a Strength (Athletics) check. If the character is
|
||
proficient in Athletics, the character's proficiency bonus is added to
|
||
the Strength check. If the character lacks that proficiency, he or she
|
||
just makes a Strength check.
|
||
|
||
\hypertarget{variant-skills-with-different-abilities}{%
|
||
\subsubsection{Variant: Skills with Different
|
||
Abilities}\label{variant-skills-with-different-abilities}}
|
||
|
||
Normally, your proficiency in a skill applies only to a specific kind of
|
||
ability check. Proficiency in Athletics, for example, usually applies to
|
||
Strength checks. In some situations, though, your proficiency might
|
||
reasonably apply to a different kind of check. In such cases, the GM
|
||
might ask for a check using an unusual combination of ability and skill,
|
||
or you might ask your GM if you can apply a proficiency to a different
|
||
check. For example, if you have to swim from an offshore island to the
|
||
mainland, your GM might call for a Constitution check to see if you have
|
||
the stamina to make it that far. In this case, your GM might allow you
|
||
to apply your proficiency in Athletics and ask for a Constitution
|
||
(Athletics) check. So if you're proficient in Athletics, you apply your
|
||
proficiency bonus to the Constitution check just as you would normally
|
||
do for a Strength (Athletics) check. Similarly, when your half-orc
|
||
barbarian uses a display of raw strength to intimidate an enemy, your GM
|
||
might ask for a Strength (Intimidation) check, even though Intimidation
|
||
is normally associated with Charisma.
|
||
|
||
\hypertarget{passive-checks}{%
|
||
\subsection{Passive Checks}\label{passive-checks}}
|
||
|
||
A passive check is a special kind of ability check that doesn't involve
|
||
any die rolls. Such a check can represent the average result for a task
|
||
done repeatedly, such as searching for secret doors over and over again,
|
||
or can be used when the GM wants to secretly determine whether the
|
||
characters succeed at something without rolling dice, such as noticing a
|
||
hidden monster.
|
||
|
||
Here's how to determine a character's total for a passive check:
|
||
|
||
10 + all modifiers that normally apply to the check
|
||
|
||
If the character has advantage on the check, add 5. For disadvantage,
|
||
subtract 5. The game refers to a passive check total as a
|
||
\textbf{score}.
|
||
|
||
For example, if a 1st-level character has a Wisdom of 15 and proficiency
|
||
in Perception, he or she has a passive Wisdom (Perception) score of 14.
|
||
|
||
The rules on hiding in the ``Dexterity'' section below rely on passive
|
||
checks, as do the exploration rules.
|
||
|
||
\hypertarget{working-together}{%
|
||
\subsection{Working Together}\label{working-together}}
|
||
|
||
Sometimes two or more characters team up to attempt a task. The
|
||
character who's leading the effort-or the one with the highest ability
|
||
modifier-can make an ability check with advantage, reflecting the help
|
||
provided by the other characters. In combat, this requires the Help
|
||
action.
|
||
|
||
A character can only provide help if the task is one that he or she
|
||
could attempt alone. For example, trying to open a lock requires
|
||
proficiency with thieves' tools, so a character who lacks that
|
||
proficiency can't help another character in that task. Moreover, a
|
||
character can help only when two or more individuals working together
|
||
would actually be productive. Some tasks, such as threading a needle,
|
||
are no easier with help.
|
||
|
||
\hypertarget{group-checks}{%
|
||
\subsubsection{Group Checks}\label{group-checks}}
|
||
|
||
When a number of individuals are trying to accomplish something as a
|
||
group, the GM might ask for a group ability check. In such a situation,
|
||
the characters who are skilled at a particular task help cover those who
|
||
aren't.
|
||
|
||
To make a group ability check, everyone in the group makes the ability
|
||
check. If at least half the group succeeds, the whole group succeeds.
|
||
Otherwise, the group fails.
|
||
|
||
Group checks don't come up very often, and they're most useful when all
|
||
the characters succeed or fail as a group. For example, when adventurers
|
||
are navigating a swamp, the GM might call for a group Wisdom (Survival)
|
||
check to see if the characters can avoid the quicksand, sinkholes, and
|
||
other natural hazards of the environment. If at least half the group
|
||
succeeds, the successful characters are able to guide their companions
|
||
out of danger. Otherwise, the group stumbles into one of these hazards.
|
||
|
||
\hypertarget{using-each-ability}{%
|
||
\subsection{Using Each Ability}\label{using-each-ability}}
|
||
|
||
Every task that a character or monster might attempt in the game is
|
||
covered by one of the six abilities. This section explains in more
|
||
detail what those abilities mean and the ways they are used in the game.
|
||
|
||
\hypertarget{strength}{%
|
||
\subsubsection{Strength}\label{strength}}
|
||
|
||
Strength measures bodily power, athletic training, and the extent to
|
||
which you can exert raw physical force.
|
||
|
||
\hypertarget{strength-checks}{%
|
||
\paragraph{Strength Checks}\label{strength-checks}}
|
||
|
||
A Strength check can model any attempt to lift, push, pull, or break
|
||
something, to force your body through a space, or to otherwise apply
|
||
brute force to a situation. The Athletics skill reflects aptitude in
|
||
certain kinds of Strength checks.
|
||
|
||
\textbf{\emph{Athletics}}. Your Strength (Athletics) check covers
|
||
difficult situations you encounter while climbing, jumping, or swimming.
|
||
Examples include the following activities:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You attempt to climb a sheer or slippery cliff, avoid hazards while
|
||
scaling a wall, or cling to a surface while something is trying to
|
||
knock you off.
|
||
\item
|
||
You try to jump an unusually long distance or pull off a stunt
|
||
midjump.
|
||
\item
|
||
You struggle to swim or stay afloat in treacherous currents,
|
||
storm-tossed waves, or areas of thick seaweed. Or another creature
|
||
tries to push or pull you underwater or otherwise interfere with your
|
||
swimming.
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{Other Strength Checks}}. The GM might also call for a
|
||
Strength check when you try to accomplish tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Force open a stuck, locked, or barred door
|
||
\item
|
||
Break free of bonds
|
||
\item
|
||
Push through a tunnel that is too small
|
||
\item
|
||
Hang on to a wagon while being dragged behind it
|
||
\item
|
||
Tip over a statue
|
||
\item
|
||
Keep a boulder from rolling
|
||
\end{itemize}
|
||
|
||
\hypertarget{attack-rolls-and-damage}{%
|
||
\paragraph{Attack Rolls and Damage}\label{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.
|
||
|
||
\hypertarget{lifting-and-carrying}{%
|
||
\paragraph{Lifting and Carrying}\label{lifting-and-carrying}}
|
||
|
||
Your Strength score determines the amount of weight you can bear. The
|
||
following terms define what you can lift or carry.
|
||
|
||
\textbf{\emph{Carrying Capacity}}. Your carrying capacity is your
|
||
Strength score multiplied by 15. This is the weight (in pounds) that you
|
||
can carry, which is high enough that most characters don't usually have
|
||
to worry about it.
|
||
|
||
\textbf{\emph{Push, Drag, or Lift}}. You can push, drag, or lift a
|
||
weight in pounds up to twice your carrying capacity (or 30 times your
|
||
Strength score). While pushing or dragging weight in excess of your
|
||
carrying capacity, your speed drops to 5 feet.
|
||
|
||
\textbf{\emph{Size and Strength}}. Larger creatures can bear more
|
||
weight, whereas Tiny creatures can carry less. For each size category
|
||
above Medium, double the creature's carrying capacity and the amount it
|
||
can push, drag, or lift. For a Tiny creature, halve these weights.
|
||
|
||
\hypertarget{variant-encumbrance}{%
|
||
\paragraph{Variant: Encumbrance}\label{variant-encumbrance}}
|
||
|
||
The rules for lifting and carrying are intentionally simple. Here is a
|
||
variant if you are looking for more detailed rules for determining how a
|
||
character is hindered by the weight of equipment. When you use this
|
||
variant, ignore the Strength column of the Armor table.
|
||
|
||
If you carry weight in excess of 5 times your Strength score, you are
|
||
\textbf{encumbered}, which means your speed drops by 10 feet.
|
||
|
||
If you carry weight in excess of 10 times your Strength score, up to
|
||
your maximum carrying capacity, you are instead \textbf{heavily
|
||
encumbered}, which means your speed drops by 20 feet and you have
|
||
disadvantage on ability checks, attack rolls, and saving throws that use
|
||
Strength, Dexterity, or Constitution.
|
||
|
||
\hypertarget{dexterity}{%
|
||
\subsubsection{Dexterity}\label{dexterity}}
|
||
|
||
Dexterity measures agility, reflexes, and balance.
|
||
|
||
\hypertarget{dexterity-checks}{%
|
||
\paragraph{Dexterity Checks}\label{dexterity-checks}}
|
||
|
||
A Dexterity check can model any attempt to move nimbly, quickly, or
|
||
quietly, or to keep from falling on tricky footing. The Acrobatics,
|
||
Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of
|
||
Dexterity checks.
|
||
|
||
\textbf{\emph{Acrobatics}}. Your Dexterity (Acrobatics) check covers
|
||
your attempt to stay on your feet in a tricky situation, such as when
|
||
you're trying to run across a sheet of ice, balance on a tightrope, or
|
||
stay upright on a rocking ship's deck. The GM might also call for a
|
||
Dexterity (Acrobatics) check to see if you can perform acrobatic stunts,
|
||
including dives, rolls, somersaults, and flips.
|
||
|
||
\textbf{\emph{Sleight of Hand}}. Whenever you attempt an act of
|
||
legerdemain or manual trickery, such as planting something on someone
|
||
else or concealing an object on your person, make a Dexterity (Sleight
|
||
of Hand) check. The GM might also call for a Dexterity (Sleight of Hand)
|
||
check to determine whether you can lift a coin purse off another person
|
||
or slip something out of another person's pocket.
|
||
|
||
\textbf{\emph{Stealth}}. Make a Dexterity (Stealth) check when you
|
||
attempt to conceal yourself from enemies, slink past guards, slip away
|
||
without being noticed, or sneak up on someone without being seen or
|
||
heard.
|
||
|
||
\textbf{\emph{Other Dexterity Checks}}. The GM might call for a
|
||
Dexterity check when you try to accomplish tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Control a heavily laden cart on a steep descent
|
||
\item
|
||
Steer a chariot around a tight turn
|
||
\item
|
||
Pick a lock
|
||
\item
|
||
Disable a trap
|
||
\item
|
||
Securely tie up a prisoner
|
||
\item
|
||
Wriggle free of bonds
|
||
\item
|
||
Play a stringed instrument
|
||
\item
|
||
Craft a small or detailed object
|
||
\end{itemize}
|
||
|
||
\hypertarget{attack-rolls-and-damage-1}{%
|
||
\paragraph{Attack Rolls and Damage}\label{attack-rolls-and-damage-1}}
|
||
|
||
You add your Dexterity modifier to your attack roll and your damage roll
|
||
when attacking with a ranged weapon, such as a sling or a longbow. You
|
||
can also add your Dexterity modifier to your attack roll and your damage
|
||
roll when attacking with a melee weapon that has the finesse property,
|
||
such as a dagger or a rapier.
|
||
|
||
\hypertarget{armor-class}{%
|
||
\paragraph{Armor Class}\label{armor-class}}
|
||
|
||
Depending on the armor you wear, you might add some or all of your
|
||
Dexterity modifier to your Armor Class.
|
||
|
||
\hypertarget{initiative}{%
|
||
\paragraph{Initiative}\label{initiative}}
|
||
|
||
At the beginning of every combat, you roll initiative by making a
|
||
Dexterity check. Initiative determines the order of creatures' turns in
|
||
combat.
|
||
|
||
\begin{quote}
|
||
\textbf{Hiding}
|
||
|
||
The DM decides when circumstances are appropriate for hiding. When you
|
||
try to hide, make a Dexterity (Stealth) check. Until you are discovered
|
||
or you stop hiding, that check's total is contested by the Wisdom
|
||
(Perception) check of any creature that actively searches for signs of
|
||
your presence.
|
||
|
||
You can't hide from a creature that can see you clearly, and you give
|
||
away your position if you make noise, such as shouting a warning or
|
||
knocking over a vase.
|
||
|
||
An invisible creature can always try to hide. Signs of its passage might
|
||
still be noticed, and it does have to stay quiet.
|
||
|
||
In combat, most creatures stay alert for signs of danger all around, so
|
||
if you come out of hiding and approach a creature, it usually sees you.
|
||
However, under certain circumstances, the DM might allow you to stay
|
||
hidden as you approach a creature that is distracted, allowing you to
|
||
gain advantage on an attack roll before you are seen.
|
||
|
||
\textbf{\emph{Passive Perception}}. When you hide, there's a chance
|
||
someone will notice you even if they aren't searching. To determine
|
||
whether such a creature notices you, the DM compares your Dexterity
|
||
(Stealth) check with that creature's passive Wisdom (Perception) score,
|
||
which equals 10 + the creature's Wisdom modifier, as well as any other
|
||
bonuses or penalties. If the creature has advantage, add 5. For
|
||
disadvantage, subtract 5. For example, if a 1st-level character (with a
|
||
proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and
|
||
proficiency in Perception, he or she has a passive Wisdom (Perception)
|
||
of 14.
|
||
|
||
\textbf{\emph{What Can You See?}} One of the main factors in determining
|
||
whether you can find a hidden creature or object is how well you can see
|
||
in an area, which might be \textbf{lightly} or \textbf{heavily
|
||
obscured}, as explained in the ``Adventuring'' section.
|
||
\end{quote}
|
||
|
||
\hypertarget{constitution}{%
|
||
\subsubsection{Constitution}\label{constitution}}
|
||
|
||
Constitution measures health, stamina, and vital force.
|
||
|
||
\hypertarget{constitution-checks}{%
|
||
\paragraph{Constitution Checks}\label{constitution-checks}}
|
||
|
||
Constitution checks are uncommon, and no skills apply to Constitution
|
||
checks, because the endurance this ability represents is largely passive
|
||
rather than involving a specific effort on the part of a character or
|
||
monster. A Constitution check can model your attempt to push beyond
|
||
normal limits, however.
|
||
|
||
The GM might call for a Constitution check when you try to accomplish
|
||
tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Hold your breath
|
||
\item
|
||
March or labor for hours without rest
|
||
\item
|
||
Go without sleep
|
||
\item
|
||
Survive without food or water
|
||
\item
|
||
Quaff an entire stein of ale in one go
|
||
\end{itemize}
|
||
|
||
\hypertarget{hit-points-12}{%
|
||
\paragraph{Hit Points}\label{hit-points-12}}
|
||
|
||
Your Constitution modifier contributes to your hit points. Typically,
|
||
you add your Constitution modifier to each Hit Die you roll for your hit
|
||
points.
|
||
|
||
If your Constitution modifier changes, your hit point maximum changes as
|
||
well, as though you had the new modifier from 1st level. For example, if
|
||
you raise your Constitution score when you reach 4th level and your
|
||
Constitution modifier increases from +1 to +2, you adjust your hit point
|
||
maximum as though the modifier had always been +2. So you add 3 hit
|
||
points for your first three levels, and then roll your hit points for
|
||
4th level using your new modifier. Or if you're 7th level and some
|
||
effect lowers your Constitution score so as to reduce your Constitution
|
||
modifier by 1, your hit point maximum is reduced by 7.
|
||
|
||
\hypertarget{intelligence}{%
|
||
\subsubsection{Intelligence}\label{intelligence}}
|
||
|
||
Intelligence measures mental acuity, accuracy of recall, and the ability
|
||
to reason.
|
||
|
||
\hypertarget{intelligence-checks}{%
|
||
\paragraph{Intelligence Checks}\label{intelligence-checks}}
|
||
|
||
An Intelligence check comes into play when you need to draw on logic,
|
||
education, memory, or deductive reasoning. The Arcana, History,
|
||
Investigation, Nature, and Religion skills reflect aptitude in certain
|
||
kinds of Intelligence checks.
|
||
|
||
\textbf{\emph{Arcana}}. Your Intelligence (Arcana) check measures your
|
||
ability to recall lore about spells, magic items, eldritch symbols,
|
||
magical traditions, the planes of existence, and the inhabitants of
|
||
those planes.
|
||
|
||
\textbf{\emph{History}}. Your Intelligence (History) check measures your
|
||
ability to recall lore about historical events, legendary people,
|
||
ancient kingdoms, past disputes, recent wars, and lost civilizations.
|
||
|
||
\textbf{\emph{Investigation}}. When you look around for clues and make
|
||
deductions based on those clues, you make an Intelligence
|
||
(Investigation) check. You might deduce the location of a hidden object,
|
||
discern from the appearance of a wound what kind of weapon dealt it, or
|
||
determine the weakest point in a tunnel that could cause it to collapse.
|
||
Poring through ancient scrolls in search of a hidden fragment of
|
||
knowledge might also call for an Intelligence (Investigation) check.
|
||
|
||
\textbf{\emph{Nature}}. Your Intelligence (Nature) check measures your
|
||
ability to recall lore about terrain, plants and animals, the weather,
|
||
and natural cycles.
|
||
|
||
\textbf{\emph{Religion}}. Your Intelligence (Religion) check measures
|
||
your ability to recall lore about deities, rites and prayers, religious
|
||
hierarchies, holy symbols, and the practices of secret cults.
|
||
|
||
\textbf{\emph{Other Intelligence Checks}}. The GM might call for an
|
||
Intelligence check when you try to accomplish tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Communicate with a creature without using words
|
||
\item
|
||
Estimate the value of a precious item
|
||
\item
|
||
Pull together a disguise to pass as a city guard
|
||
\item
|
||
Forge a document
|
||
\item
|
||
Recall lore about a craft or trade
|
||
\item
|
||
Win a game of skill
|
||
\end{itemize}
|
||
|
||
\hypertarget{spellcasting-ability-8}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-8}}
|
||
|
||
Wizards use Intelligence as their spellcasting ability, which helps
|
||
determine the saving throw DCs of spells they cast.
|
||
|
||
\hypertarget{wisdom}{%
|
||
\subsubsection{Wisdom}\label{wisdom}}
|
||
|
||
Wisdom reflects how attuned you are to the world around you and
|
||
represents perceptiveness and intuition.
|
||
|
||
\hypertarget{wisdom-checks}{%
|
||
\paragraph{Wisdom Checks}\label{wisdom-checks}}
|
||
|
||
A Wisdom check might reflect an effort to read body language, understand
|
||
someone's feelings, notice things about the environment, or care for an
|
||
injured person. The Animal Handling, Insight, Medicine, Perception, and
|
||
Survival skills reflect aptitude in certain kinds of Wisdom checks.
|
||
|
||
\textbf{\emph{Animal Handling}}. When there is any question whether you
|
||
can calm down a domesticated animal, keep a mount from getting spooked,
|
||
or intuit an animal's intentions, the GM might call for a Wisdom (Animal
|
||
Handling) check. You also make a Wisdom (Animal Handling) check to
|
||
control your mount when you attempt a risky maneuver.
|
||
|
||
\textbf{\emph{Insight}}. Your Wisdom (Insight) check decides whether you
|
||
can determine the true intentions of a creature, such as when searching
|
||
out a lie or predicting someone's next move. Doing so involves gleaning
|
||
clues from body language, speech habits, and changes in mannerisms.
|
||
|
||
\textbf{\emph{Medicine}}. A Wisdom (Medicine) check lets you try to
|
||
stabilize a dying companion or diagnose an illness.
|
||
|
||
\textbf{\emph{Perception}}. Your Wisdom (Perception) check lets you
|
||
spot, hear, or otherwise detect the presence of something. It measures
|
||
your general awareness of your surroundings and the keenness of your
|
||
senses. For example, you might try to hear a conversation through a
|
||
closed door, eavesdrop under an open window, or hear monsters moving
|
||
stealthily in the forest. Or you might try to spot things that are
|
||
obscured or easy to miss, whether they are orcs lying in ambush on a
|
||
road, thugs hiding in the shadows of an alley, or candlelight under a
|
||
closed secret door.
|
||
|
||
\textbf{\emph{Survival}}. The GM might ask you to make a Wisdom
|
||
(Survival) check to follow tracks, hunt wild game, guide your group
|
||
through frozen wastelands, identify signs that owlbears live nearby,
|
||
predict the weather, or avoid quicksand and other natural hazards.
|
||
|
||
\textbf{\emph{Other Wisdom Checks}}. The GM might call for a Wisdom
|
||
check when you try to accomplish tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Get a gut feeling about what course of action to follow
|
||
\item
|
||
Discern whether a seemingly dead or living creature is undead
|
||
\end{itemize}
|
||
|
||
\hypertarget{spellcasting-ability-9}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-9}}
|
||
|
||
Clerics, druids, and rangers use Wisdom as their spellcasting ability,
|
||
which helps determine the saving throw DCs of spells they cast.
|
||
|
||
\hypertarget{charisma}{%
|
||
\subsubsection{Charisma}\label{charisma}}
|
||
|
||
Charisma measures your ability to interact effectively with others. It
|
||
includes such factors as confidence and eloquence, and it can represent
|
||
a charming or commanding personality.
|
||
|
||
\hypertarget{charisma-checks}{%
|
||
\paragraph{Charisma Checks}\label{charisma-checks}}
|
||
|
||
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.
|
||
|
||
\textbf{\emph{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 someone's suspicions
|
||
with false assurances, or maintain a straight face while telling a
|
||
blatant lie.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Performance}}. Your Charisma (Performance) check
|
||
determines how well you can delight an audience with music, dance,
|
||
acting, storytelling, or some other form of entertainment.
|
||
|
||
\textbf{\emph{Persuasion}}. When you attempt to influence someone or a
|
||
group of people with tact, social graces, or good nature, the GM might
|
||
ask you to make a Charisma (Persuasion) check. Typically, you use
|
||
persuasion when acting in good faith, to foster friendships, make
|
||
cordial requests, or exhibit proper etiquette. Examples of persuading
|
||
others include convincing a chamberlain to let your party see the king,
|
||
negotiating peace between warring tribes, or inspiring a crowd of
|
||
townsfolk.
|
||
|
||
\textbf{\emph{Other Charisma Checks}}. The GM might call for a Charisma
|
||
check when you try to accomplish tasks like the following:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Find the best person to talk to for news, rumors, and gossip
|
||
\item
|
||
Blend into a crowd to get the sense of key topics of conversation
|
||
\end{itemize}
|
||
|
||
\hypertarget{spellcasting-ability-10}{%
|
||
\paragraph{Spellcasting Ability}\label{spellcasting-ability-10}}
|
||
|
||
Bards, paladins, sorcerers, and warlocks use Charisma as their
|
||
spellcasting ability, which helps determine the saving throw DCs of
|
||
spells they cast.
|
||
|
||
\hypertarget{saving-throws}{%
|
||
\section{Saving Throws}\label{saving-throws}}
|
||
|
||
A saving throw-also called a save-represents an attempt to resist a
|
||
spell, a trap, a poison, a disease, or a similar threat. You don't
|
||
normally decide to make a saving throw; you are forced to make one
|
||
because your character or monster is at risk of harm.
|
||
|
||
To make a saving throw, roll a d20 and add the appropriate ability
|
||
modifier. For example, you use your Dexterity modifier for a Dexterity
|
||
saving throw.
|
||
|
||
A saving throw can be modified by a situational bonus or penalty and can
|
||
be affected by advantage and disadvantage, as determined by the GM.
|
||
|
||
Each class gives proficiency in at least two saving throws. The wizard,
|
||
for example, is proficient in Intelligence saves. As with skill
|
||
proficiencies, proficiency in a saving throw lets a character add his or
|
||
her proficiency bonus to saving throws made using a particular ability
|
||
score. Some monsters have saving throw proficiencies as well.
|
||
|
||
The Difficulty Class for a saving throw is determined by the effect that
|
||
causes it. For example, the DC for a saving throw allowed by a spell is
|
||
determined by the caster's spellcasting ability and proficiency bonus.
|
||
|
||
The result of a successful or failed saving throw is also detailed in
|
||
the effect that allows the save. Usually, a successful save means that a
|
||
creature suffers no harm, or reduced harm, from an effect.
|
||
|
||
\hypertarget{adventuring}{%
|
||
\section{ADVENTURING}\label{adventuring}}
|
||
|
||
\hypertarget{time}{%
|
||
\section{Time}\label{time}}
|
||
|
||
In situations where keeping track of the passage of time is important,
|
||
the GM determines the time a task requires. The GM might use a different
|
||
time scale depending on the context of the situation at hand. In a
|
||
dungeon environment, the adventurers' movement happens on a scale of
|
||
\textbf{minutes}. It takes them about a minute to creep down a long
|
||
hallway, another minute to check for traps on the door at the end of the
|
||
hall, and a good ten minutes to search the chamber beyond for anything
|
||
interesting or valuable.
|
||
|
||
In a city or wilderness, a scale of \textbf{hours} is often more
|
||
appropriate. Adventurers eager to reach the lonely tower at the heart of
|
||
the forest hurry across those fifteen miles in just under four hours'
|
||
time.
|
||
|
||
For long journeys, a scale of \textbf{days} works best.
|
||
|
||
Following the road from Baldur's Gate to Waterdeep, the adventurers
|
||
spend four uneventful days before a goblin ambush interrupts their
|
||
journey.
|
||
|
||
In combat and other fast-paced situations, the game relies on
|
||
\textbf{rounds}, a 6-second span of time.
|
||
|
||
\hypertarget{movement}{%
|
||
\section{Movement}\label{movement}}
|
||
|
||
Swimming across a rushing river, sneaking down a dungeon corridor,
|
||
scaling a treacherous mountain slope-all sorts of movement play a key
|
||
role in fantasy gaming adventures.
|
||
|
||
The GM can summarize the adventurers' movement without calculating exact
|
||
distances or travel times: ``You travel through the forest and find the
|
||
dungeon entrance late in the evening of the third day.'' Even in a
|
||
dungeon, particularly a large dungeon or a cave network, the GM can
|
||
summarize movement between encounters: ``After killing the guardian at
|
||
the entrance to the ancient dwarven stronghold, you consult your map,
|
||
which leads you through miles of echoing corridors to a chasm bridged by
|
||
a narrow stone arch.''
|
||
|
||
Sometimes it's important, though, to know how long it takes to get from
|
||
one spot to another, whether the answer is in days, hours, or minutes.
|
||
The rules for determining travel time depend on two factors: the speed
|
||
and travel pace of the creatures moving and the terrain they're moving
|
||
over.
|
||
|
||
\hypertarget{speed-1}{%
|
||
\subsection{Speed}\label{speed-1}}
|
||
|
||
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.
|
||
|
||
\hypertarget{travel-pace}{%
|
||
\subsubsection{Travel Pace}\label{travel-pace}}
|
||
|
||
While traveling, a group of adventurers can move at a normal, fast, or
|
||
slow pace, as shown on the Travel Pace table. The table states how far
|
||
the party can move in a period of time and whether the pace has any
|
||
effect. A fast pace makes characters less perceptive, while a slow pace
|
||
makes it possible to sneak around and to search an area more carefully.
|
||
|
||
\textbf{\emph{Forced March}}. The Travel Pace table assumes that
|
||
characters travel for 8 hours in day. They can push on beyond that
|
||
limit, at the risk of exhaustion.
|
||
|
||
For each additional hour of travel beyond 8 hours, the characters cover
|
||
the distance shown in the Hour column for their pace, and each character
|
||
must make a Constitution saving throw at the end of the hour. The DC is
|
||
10 + 1 for each hour past 8 hours. On a failed saving throw, a character
|
||
suffers one level of exhaustion (see appendix \#\#).
|
||
|
||
\textbf{\emph{Mounts and Vehicles}}. For short spans of time (up to an
|
||
hour), many animals move much faster than humanoids. A mounted character
|
||
can ride at a gallop for about an hour, covering twice the usual
|
||
distance for a fast pace. If fresh mounts are available every 8 to 10
|
||
miles, characters can cover larger distances at this pace, but this is
|
||
very rare except in densely populated areas.
|
||
|
||
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 don't 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 \emph{carpet of flying}, allow you to travel more
|
||
swiftly.
|
||
|
||
\textbf{Table- Travel Pace}
|
||
|
||
\textbf{Distance Traveled Per \ldots{}}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0920}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1149}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1034}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1149}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.5747}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Pace
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Minute
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Hour
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Day
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
& & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{difficult-terrain}{%
|
||
\subsubsection{Difficult Terrain}\label{difficult-terrain}}
|
||
|
||
The travel speeds given in the Travel Pace table assume relatively
|
||
simple terrain: roads, open plains, or clear dungeon corridors. But
|
||
adventurers often face dense forests, deep swamps, rubble-filled ruins,
|
||
steep mountains, and ice-covered ground-all considered difficult
|
||
terrain.
|
||
|
||
You move at half speed in difficult terrain- moving 1 foot in difficult
|
||
terrain costs 2 feet of speed-so you can cover only half the normal
|
||
distance in a minute, an hour, or a day.
|
||
|
||
\hypertarget{special-types-of-movement}{%
|
||
\subsection{Special Types of Movement}\label{special-types-of-movement}}
|
||
|
||
Movement through dangerous dungeons or wilderness areas often involves
|
||
more than simply walking. Adventurers might have to climb, crawl, swim,
|
||
or jump to get where they need to go.
|
||
|
||
\hypertarget{climbing-swimming-and-crawling}{%
|
||
\subsubsection{Climbing, Swimming, and
|
||
Crawling}\label{climbing-swimming-and-crawling}}
|
||
|
||
While climbing or swimming, each foot of movement costs 1 extra foot (2
|
||
extra feet in difficult terrain), unless a creature has a climbing or
|
||
swimming speed. At the GM's option, climbing a slippery vertical surface
|
||
or one with few handholds requires a successful Strength (Athletics)
|
||
check. Similarly, gaining any distance in rough water might require a
|
||
successful Strength (Athletics) check.
|
||
|
||
\hypertarget{jumping}{%
|
||
\subsubsection{Jumping}\label{jumping}}
|
||
|
||
Your Strength determines how far you can jump.
|
||
|
||
\textbf{\emph{Long Jump}}. When you make a long jump, you cover a number
|
||
of feet up to your Strength score if you move at least 10 feet on foot
|
||
immediately before the jump. When you make a standing long jump, you can
|
||
leap only half that distance. Either way, each foot you clear on the
|
||
jump costs a foot of movement.
|
||
|
||
This rule assumes that the height of your jump doesn't matter, such as a
|
||
jump across a stream or chasm. At your GM's option, you must succeed on
|
||
a DC 10 Strength (Athletics) check to clear a low obstacle (no taller
|
||
than a quarter of the jump's distance), such as a hedge or low wall.
|
||
Otherwise, you hit it.
|
||
|
||
When you land in difficult terrain, you must succeed on a DC 10
|
||
Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
|
||
prone.
|
||
|
||
\textbf{\emph{High Jump}}. When you make a high jump, you leap into the
|
||
air a number of feet equal to 3 + your Strength modifier if you move at
|
||
least 10 feet on foot immediately before the jump. When you make a
|
||
standing high jump, you can jump only half that distance. Either way,
|
||
each foot you clear on the jump costs a foot of movement. In some
|
||
circumstances, your GM might allow you to make a Strength (Athletics)
|
||
check to jump higher than you normally can.
|
||
|
||
You can extend your arms half your height above yourself during the
|
||
jump. Thus, you can reach above you a distance equal to the height of
|
||
the jump plus 1½ times your height.
|
||
|
||
\hypertarget{the-environment}{%
|
||
\section{The Environment}\label{the-environment}}
|
||
|
||
By its nature, adventuring involves delving into places that are dark,
|
||
dangerous, and full of mysteries to be explored. The rules in this
|
||
section cover some of the most important ways in which adventurers
|
||
interact with the environment in such places.
|
||
|
||
\hypertarget{falling}{%
|
||
\subsection{Falling}\label{falling}}
|
||
|
||
A fall from a great height is one of the most common hazards facing an
|
||
adventurer. At the end of a fall, a creature takes 1d6 bludgeoning
|
||
damage for every 10 feet it fell, to a maximum of 20d6. The creature
|
||
lands prone, unless it avoids taking damage from the fall.
|
||
|
||
\hypertarget{suffocating}{%
|
||
\subsection{Suffocating}\label{suffocating}}
|
||
|
||
A creature can hold its breath for a number of minutes equal to 1 + its
|
||
Constitution modifier (minimum of 30 seconds).
|
||
|
||
When a creature runs out of breath or is choking, it can survive for a
|
||
number of rounds equal to its Constitution modifier (minimum of 1
|
||
round). At the start of its next turn, it drops to 0 hit points and is
|
||
dying, and it can't regain hit points or be stabilized until it can
|
||
breathe again.
|
||
|
||
For example, a creature with a Constitution of 14 can hold its breath
|
||
for 3 minutes. If it starts suffocating, it has 2 rounds to reach air
|
||
before it drops to 0 hit points.
|
||
|
||
\hypertarget{vision-and-light}{%
|
||
\subsection{Vision and Light}\label{vision-and-light}}
|
||
|
||
The most fundamental tasks of adventuring- noticing danger, finding
|
||
hidden objects, hitting an enemy in combat, and targeting a spell, to
|
||
name just a few-rely heavily on a character's ability to see. Darkness
|
||
and other effects that obscure vision can prove a significant hindrance.
|
||
|
||
A given area might be lightly or heavily obscured. In a \textbf{lightly
|
||
obscured} area, such as dim light, patchy fog, or moderate foliage,
|
||
creatures have disadvantage on Wisdom (Perception) checks that rely on
|
||
sight.
|
||
|
||
A \textbf{heavily obscured} area-such as darkness, opaque fog, or dense
|
||
foliage-blocks vision entirely. A creature effectively suffers from the
|
||
blinded condition (see appendix \#\#) when trying to see something in
|
||
that area.
|
||
|
||
The presence or absence of light in an environment creates three
|
||
categories of illumination: bright light, dim light, and darkness.
|
||
|
||
\textbf{Bright light} lets most creatures see normally.
|
||
|
||
Even gloomy days provide bright light, as do torches, lanterns, fires,
|
||
and other sources of illumination within a specific radius.
|
||
|
||
\textbf{Dim light}, also called shadows, creates a lightly obscured
|
||
area. An area of dim light is usually a boundary between a source of
|
||
bright light, such as a torch, and surrounding darkness. The soft light
|
||
of twilight and dawn also counts as dim light. A particularly brilliant
|
||
full moon might bathe the land in dim light.
|
||
|
||
\textbf{Darkness} creates a heavily obscured area.
|
||
|
||
Characters face darkness outdoors at night (even most moonlit nights),
|
||
within the confines of an unlit dungeon or a subterranean vault, or in
|
||
an area of magical darkness.
|
||
|
||
\hypertarget{blindsight}{%
|
||
\subsubsection{Blindsight}\label{blindsight}}
|
||
|
||
A creature with blindsight can perceive its surroundings without relying
|
||
on sight, within a specific radius. Creatures without eyes, such as
|
||
oozes, and creatures with echolocation or heightened senses, such as
|
||
bats and true dragons, have this sense.
|
||
|
||
\hypertarget{darkvision}{%
|
||
\subsubsection{Darkvision}\label{darkvision}}
|
||
|
||
Many creatures in fantasy gaming worlds, especially those that dwell
|
||
underground, have darkvision. Within a specified range, a creature with
|
||
darkvision can see in darkness as if the darkness were dim light, so
|
||
areas of darkness are only lightly obscured as far as that creature is
|
||
concerned. However, the creature can't discern color in darkness, only
|
||
shades of gray.
|
||
|
||
\hypertarget{truesight}{%
|
||
\subsubsection{Truesight}\label{truesight}}
|
||
|
||
A creature with truesight can, out to a specific range, see in normal
|
||
and magical darkness, see invisible creatures and objects, automatically
|
||
detect visual illusions and succeed on saving throws against them, and
|
||
perceives the original form of a shapechanger or a creature that is
|
||
transformed by magic. Furthermore, the creature can see into the
|
||
Ethereal Plane.
|
||
|
||
\hypertarget{food-and-water}{%
|
||
\subsection{Food and Water}\label{food-and-water}}
|
||
|
||
Characters who don't eat or drink suffer the effects of exhaustion (see
|
||
appendix \#\#). Exhaustion caused by lack of food or water can't be
|
||
removed until the character eats and drinks the full required amount.
|
||
|
||
\hypertarget{food}{%
|
||
\subsubsection{Food}\label{food}}
|
||
|
||
A character needs one pound of food per day and can make food last
|
||
longer by subsisting on half rations. Eating half a pound of food in a
|
||
day counts as half a day without food.
|
||
|
||
A character can go without food for a number of days equal to 3 + his or
|
||
her Constitution modifier (minimum 1). At the end of each day beyond
|
||
that limit, a character automatically suffers one level of exhaustion.
|
||
|
||
A normal day of eating resets the count of days without food to zero.
|
||
|
||
\hypertarget{water}{%
|
||
\subsubsection{Water}\label{water}}
|
||
|
||
A character needs one gallon of water per day, or two gallons per day if
|
||
the weather is hot. A character who drinks only half that much water
|
||
must succeed on a DC 15 Constitution saving throw or suffer one level of
|
||
exhaustion at the end of the day. A character with access to even less
|
||
water automatically suffers one level of exhaustion at the end of the
|
||
day.
|
||
|
||
If the character already has one or more levels of exhaustion, the
|
||
character takes two levels in either case.
|
||
|
||
\hypertarget{interacting-with-objects}{%
|
||
\subsection{Interacting with Objects}\label{interacting-with-objects}}
|
||
|
||
A character's interaction with objects in an environment is often simple
|
||
to resolve in the game. The player tells the GM that his or her
|
||
character is doing something, such as moving a lever, and the GM
|
||
describes what, if anything, happens.
|
||
|
||
For example, a character might decide to pull a lever, which might, in
|
||
turn, raise a portcullis, cause a room to flood with water, or open a
|
||
secret door in a nearby wall. If the lever is rusted in position,
|
||
though, a character might need to force it. In such a situation, the GM
|
||
might call for a Strength check to see whether the character can wrench
|
||
the lever into place. The GM sets the DC for any such check based on the
|
||
difficulty of the task.
|
||
|
||
Characters can also damage objects with their weapons and spells.
|
||
Objects are immune to poison and psychic damage, but otherwise they can
|
||
be affected by physical and magical attacks much like creatures can. The
|
||
GM determines an object's Armor Class and hit points, and might decide
|
||
that certain objects have resistance or immunity to certain kinds of
|
||
attacks. (It's hard to cut a rope with a club, for example.) Objects
|
||
always fail Strength and Dexterity saving throws, and they are immune to
|
||
effects that require other saves. When an object drops to 0 hit points,
|
||
it breaks.
|
||
|
||
A character can also attempt a Strength check to break an object. The GM
|
||
sets the DC for any such check.
|
||
|
||
\hypertarget{resting}{%
|
||
\section{Resting}\label{resting}}
|
||
|
||
Heroic though they might be, adventurers can't spend every hour of the
|
||
day in the thick of exploration, social interaction, and combat. They
|
||
need rest-time to sleep and eat, tend their wounds, refresh their minds
|
||
and spirits for spellcasting, and brace themselves for further
|
||
adventure.
|
||
|
||
Adventurers can take short rests in the midst of an adventuring day and
|
||
a long rest to end the day.
|
||
|
||
\hypertarget{short-rest}{%
|
||
\subsection{Short Rest}\label{short-rest}}
|
||
|
||
A short rest is a period of downtime, at least 1 hour long, during which
|
||
a character does nothing more strenuous than eating, drinking, reading,
|
||
and tending to wounds.
|
||
|
||
A character can spend one or more Hit Dice at the end of a short rest,
|
||
up to the character's maximum number of Hit Dice, which is equal to the
|
||
character's level. For each Hit Die spent in this way, the player rolls
|
||
the die and adds the character's Constitution modifier to it. The
|
||
character regains hit points equal to the total (minimum of 0). The
|
||
player can decide to spend an additional Hit Die after each roll. A
|
||
character regains some spent Hit Dice upon finishing a long rest, as
|
||
explained below.
|
||
|
||
\hypertarget{long-rest}{%
|
||
\subsection{Long Rest}\label{long-rest}}
|
||
|
||
A long rest is a period of extended downtime, at least 8 hours long,
|
||
during which a character sleeps for at least 6 hours and performs no
|
||
more than 2 hours of light activity, such as reading, talking, eating,
|
||
or standing watch. If the rest is interrupted by a period of strenuous
|
||
activity-at least 1 hour of walking, fighting, casting spells, or
|
||
similar adventuring activity-the characters must begin the rest again to
|
||
gain any benefit from it.
|
||
|
||
At the end of a long rest, a character regains all lost hit points. The
|
||
character also regains spent Hit Dice, up to a number of dice equal to
|
||
half of the character's total number of them (minimum of one die). For
|
||
example, if a character has eight Hit Dice, he or she can regain four
|
||
spent Hit Dice upon finishing a long rest.
|
||
|
||
A character can't benefit from more than one long rest in a 24-hour
|
||
period, and a character must have at least 1 hit point at the start of
|
||
the rest to gain its benefits.
|
||
|
||
\hypertarget{between-adventures}{%
|
||
\section{Between Adventures}\label{between-adventures}}
|
||
|
||
Between trips to dungeons and battles against ancient evils, adventurers
|
||
need time to rest, recuperate, and prepare for their next adventure.
|
||
Many adventurers also use this time to perform other tasks, such as
|
||
crafting arms and armor, performing research, or spending their
|
||
hard-earned gold.
|
||
|
||
In some cases, the passage of time is something that occurs with little
|
||
fanfare or description. When starting a new adventure, the GM might
|
||
simply declare that a certain amount of time has passed and allow you to
|
||
describe in general terms what your character has been doing. At other
|
||
times, the GM might want to keep track of just how much time is passing
|
||
as events beyond your perception stay in motion.
|
||
|
||
\hypertarget{lifestyle-expenses-1}{%
|
||
\subsection{Lifestyle Expenses}\label{lifestyle-expenses-1}}
|
||
|
||
Between adventures, you choose a particular quality of life and pay the
|
||
cost of maintaining that lifestyle.
|
||
|
||
Living a particular lifestyle doesn't have a huge effect on your
|
||
character, but your lifestyle can affect the way other individuals and
|
||
groups react to you. For example, when you lead an aristocratic
|
||
lifestyle, it might be easier for you to influence the nobles of the
|
||
city than if you live in poverty.
|
||
|
||
\hypertarget{downtime-activities}{%
|
||
\subsection{Downtime Activities}\label{downtime-activities}}
|
||
|
||
Between adventures, the GM might ask you what your character is doing
|
||
during his or her downtime. Periods of downtime can vary in duration,
|
||
but each downtime activity requires a certain number of days to complete
|
||
before you gain any benefit, and at least 8 hours of each day must be
|
||
spent on the downtime activity for the day to count. The days do not
|
||
need to be consecutive. If you have more than the minimum amount of days
|
||
to spend, you can keep doing the same thing for a longer period of time,
|
||
or switch to a new downtime activity.
|
||
|
||
Downtime activities other than the ones presented below are possible. If
|
||
you want your character to spend his or her downtime performing an
|
||
activity not covered here, discuss it with your GM.
|
||
|
||
\hypertarget{crafting}{%
|
||
\subsubsection{Crafting}\label{crafting}}
|
||
|
||
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 artisan's tools). You might also
|
||
need access to special materials or locations necessary to create it.
|
||
For example, someone proficient with smith's 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.
|
||
|
||
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.
|
||
|
||
While crafting, you can maintain a modest lifestyle without having to
|
||
pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
|
||
|
||
\hypertarget{practicing-a-profession}{%
|
||
\subsubsection{Practicing a Profession}\label{practicing-a-profession}}
|
||
|
||
You can work between adventures, allowing you to maintain a modest
|
||
lifestyle without having to pay 1 gp per day. This benefit lasts as long
|
||
you continue to practice your profession.
|
||
|
||
If you are a member of an organization that can provide gainful
|
||
employment, such as a temple or a thieves' guild, you earn enough to
|
||
support a comfortable lifestyle instead.
|
||
|
||
If you have proficiency in the Performance skill and put your
|
||
performance skill to use during your downtime, you earn enough to
|
||
support a wealthy lifestyle instead.
|
||
|
||
\hypertarget{recuperating}{%
|
||
\subsubsection{Recuperating}\label{recuperating}}
|
||
|
||
You can use downtime between adventures to recover from a debilitating
|
||
injury, disease, or poison.
|
||
|
||
After three days of downtime spent recuperating, you can make a DC 15
|
||
Constitution saving throw. On a successful save, you can choose one of
|
||
the following results:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
End one effect on you that prevents you from regaining hit points.
|
||
\item
|
||
For the next 24 hours, gain advantage on saving throws against one
|
||
disease or poison currently affecting you.
|
||
\end{itemize}
|
||
|
||
\hypertarget{researching}{%
|
||
\subsubsection{Researching}\label{researching}}
|
||
|
||
The time between adventures is a great chance to perform research,
|
||
gaining insight into mysteries that have unfurled over the course of the
|
||
campaign. Research can include poring over dusty tomes and crumbling
|
||
scrolls in a library or buying drinks for the locals to pry rumors and
|
||
gossip from their lips.
|
||
|
||
When you begin your research, the GM determines whether the information
|
||
is available, how many days of downtime it will take to find it, and
|
||
whether there are any restrictions on your research (such as needing to
|
||
seek out a specific individual, tome, or location). The GM might also
|
||
require you to make one or more ability checks, such as an Intelligence
|
||
(Investigation) check to find clues pointing toward the information you
|
||
seek, or a Charisma (Persuasion) check to secure someone's aid. Once
|
||
those conditions are met, you learn the information if it is available.
|
||
|
||
For each day of research, you must spend 1 gp to cover your expenses.
|
||
This cost is in addition to your normal lifestyle expenses.
|
||
|
||
\hypertarget{training}{%
|
||
\subsubsection{Training}\label{training}}
|
||
|
||
You can spend time between adventures learning a new language or
|
||
training with a set of tools. Your GM might allow additional training
|
||
options.
|
||
|
||
First, you must find an instructor willing to teach you. The GM
|
||
determines how long it takes, and whether one or more ability checks are
|
||
required.
|
||
|
||
The training lasts for 250 days and costs 1 gp per day. After you spend
|
||
the requisite amount of time and money, you learn the new language or
|
||
gain proficiency with the new tool.
|
||
|
||
\hypertarget{combat}{%
|
||
\section{COMBAT}\label{combat}}
|
||
|
||
A typical combat encounter is a clash between two sides, a flurry of
|
||
weapon swings, feints, parries, footwork, and spellcasting. The game
|
||
organizes the chaos of combat into a cycle of rounds and turns. A
|
||
\textbf{round} represents about 6 seconds in the game world. During a
|
||
round, each participant in a battle takes a \textbf{turn}. The order of
|
||
turns is determined at the beginning of a combat encounter, when
|
||
everyone rolls initiative. Once everyone has taken a turn, the fight
|
||
continues to the next round if neither side has defeated the other.
|
||
|
||
\begin{quote}
|
||
\hypertarget{combat-step-by-step}{%
|
||
\section{Combat Step by Step}\label{combat-step-by-step}}
|
||
|
||
\begin{enumerate}
|
||
\def\labelenumi{\arabic{enumi}.}
|
||
\tightlist
|
||
\item
|
||
\textbf{Determine surprise.} The GM determines whether anyone involved
|
||
in the combat encounter is surprised.
|
||
\item
|
||
\textbf{Establish positions.} The GM decides where all the characters
|
||
and monsters are located. Given the adventurers' marching order or
|
||
their stated positions in the room or other location, the GM figures
|
||
out where the adversaries are̶how far away and in what direction.
|
||
\item
|
||
\textbf{Roll initiative.} Everyone involved in the combat encounter
|
||
rolls initiative, determining the order of combatants' turns.
|
||
\item
|
||
\textbf{Take turns.} Each participant in the battle takes a turn in
|
||
initiative order.
|
||
\item
|
||
\textbf{Begin the next round.} When everyone involved in the combat
|
||
has had a turn, the round ends. Repeat step 4 until the fighting
|
||
stops.
|
||
\end{enumerate}
|
||
\end{quote}
|
||
|
||
\hypertarget{surprise}{%
|
||
\subsection{Surprise}\label{surprise}}
|
||
|
||
A band of adventurers sneaks up on a bandit camp, springing from the
|
||
trees to attack them. A gelatinous cube glides down a dungeon passage,
|
||
unnoticed by the adventurers until the cube engulfs one of them. In
|
||
these situations, one side of the battle gains surprise over the other.
|
||
|
||
The GM determines who might be surprised. If neither side tries to be
|
||
stealthy, they automatically notice each other. Otherwise, the GM
|
||
compares the Dexterity (Stealth) checks of anyone hiding with the
|
||
passive Wisdom (Perception) score of each creature on the opposing side.
|
||
Any character or monster that doesn't notice a threat is surprised at
|
||
the start of the encounter.
|
||
|
||
If you're surprised, you can't move or take an action on your first turn
|
||
of the combat, and you can't take a reaction until that turn ends. A
|
||
member of a group can be surprised even if the other members aren't.
|
||
|
||
\hypertarget{initiative-1}{%
|
||
\subsection{Initiative}\label{initiative-1}}
|
||
|
||
Initiative determines the order of turns during combat. When combat
|
||
starts, every participant makes a Dexterity check to determine their
|
||
place in the initiative order. The GM makes one roll for an entire group
|
||
of identical creatures, so each member of the group acts at the same
|
||
time.
|
||
|
||
The GM ranks the combatants in order from the one with the highest
|
||
Dexterity check total to the one with the lowest. This is the order
|
||
(called the initiative order) in which they act during each round. The
|
||
initiative order remains the same from round to round.
|
||
|
||
If a tie occurs, the GM decides the order among tied GM-controlled
|
||
creatures, and the players decide the order among their tied characters.
|
||
The GM can decide the order if the tie is between a monster and a player
|
||
character. Optionally, the GM can have the tied characters and monsters
|
||
each roll a d20 to determine the order, highest roll going first.
|
||
|
||
\hypertarget{your-turn}{%
|
||
\subsection{Your Turn}\label{your-turn}}
|
||
|
||
On your turn, you can \textbf{move} a distance up to your speed and
|
||
\textbf{take one action}. You decide whether to move first or take your
|
||
action first. Your speed- sometimes called your walking speed-is noted
|
||
on your character sheet.
|
||
|
||
The most common actions you can take are described in the ``Actions in
|
||
Combat'' section later in this chapter. Many class features and other
|
||
abilities provide additional options for your action.
|
||
|
||
The ``Movement and Position'' section later in this chapter gives the
|
||
rules for your move.
|
||
|
||
You can forgo moving, taking an action, or doing anything at all on your
|
||
turn. If you can't decide what to do on your turn, consider taking the
|
||
Dodge or Ready action, as described in ``Actions in Combat.''
|
||
|
||
\hypertarget{bonus-actions}{%
|
||
\subsection{Bonus Actions}\label{bonus-actions}}
|
||
|
||
Various class features, spells, and other abilities let you take an
|
||
additional action on your turn called a bonus action. The Cunning Action
|
||
feature, for example, allows a rogue to take a bonus action. You can
|
||
take a bonus action only when a special ability, spell, or other feature
|
||
of the game states that you can do something as a bonus action. You
|
||
otherwise don't have a bonus action to take.
|
||
|
||
You can take only one bonus action on your turn, so you must choose
|
||
which bonus action to use when you have more than one available.
|
||
|
||
You choose when to take a bonus action during your turn, unless the
|
||
bonus action's timing is specified, and anything that deprives you of
|
||
your ability to take actions also prevents you from taking a bonus
|
||
action.
|
||
|
||
\hypertarget{other-activity-on-your-turn}{%
|
||
\subsection{Other Activity on Your
|
||
Turn}\label{other-activity-on-your-turn}}
|
||
|
||
Your turn can include a variety of flourishes that require neither your
|
||
action nor your move.
|
||
|
||
You can communicate however you are able, through brief utterances and
|
||
gestures, as you take your turn.
|
||
|
||
You can also interact with one object or feature of the environment for
|
||
free, during either your move or your action. For example, you could
|
||
open a door during your move as you stride toward a foe, or you could
|
||
draw your weapon as part of the same action you use to attack.
|
||
|
||
If you want to interact with a second object, you need to use your
|
||
action. Some magic items and other special objects always require an
|
||
action to use, as stated in their descriptions.
|
||
|
||
The GM might require you to use an action for any of these activities
|
||
when it needs special care or when it presents an unusual obstacle. For
|
||
instance, the GM could reasonably expect you to use an action to open a
|
||
stuck door or turn a crank to lower a drawbridge.
|
||
|
||
\hypertarget{reactions}{%
|
||
\section{Reactions}\label{reactions}}
|
||
|
||
Certain special abilities, spells, and situations allow you to take a
|
||
special action called a reaction. A reaction is an instant response to a
|
||
trigger of some kind, which can occur on your turn or on someone else's.
|
||
The opportunity attack, described later in this chapter, is the most
|
||
common type of reaction.
|
||
|
||
When you take a reaction, you can't take another one until the start of
|
||
your next turn. If the reaction interrupts another creature's turn, that
|
||
creature can continue its turn right after the reaction.
|
||
|
||
\hypertarget{movement-and-position}{%
|
||
\section{Movement and Position}\label{movement-and-position}}
|
||
|
||
In combat, characters and monsters are in constant motion, often using
|
||
movement and position to gain the upper hand.
|
||
|
||
On your turn, you can move a distance up to your speed. You can use as
|
||
much or as little of your speed as you like on your turn, following the
|
||
rules here.
|
||
|
||
Your movement can include jumping, climbing, and swimming. These
|
||
different modes of movement can be combined with walking, or they can
|
||
constitute your entire move. However you're moving, you deduct the
|
||
distance of each part of your move from your speed until it is used up
|
||
or until you are done moving.
|
||
|
||
\hypertarget{breaking-up-your-move}{%
|
||
\subsection{Breaking Up Your Move}\label{breaking-up-your-move}}
|
||
|
||
You can break up your movement on your turn, using some of your speed
|
||
before and after your action. For example, if you have a speed of 30
|
||
feet, you can move 10 feet, take your action, and then move 20 feet.
|
||
|
||
\hypertarget{moving-between-attacks}{%
|
||
\subsubsection{Moving between Attacks}\label{moving-between-attacks}}
|
||
|
||
If you take an action that includes more than one weapon attack, you can
|
||
break up your movement even further by moving between those attacks. For
|
||
example, a fighter who can make two attacks with the Extra Attack
|
||
feature and who has a speed of 25 feet could move 10 feet, make an
|
||
attack, move 15 feet, and then attack again.
|
||
|
||
\hypertarget{using-different-speeds}{%
|
||
\subsubsection{Using Different Speeds}\label{using-different-speeds}}
|
||
|
||
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 you've already moved
|
||
from the new speed. The result determines how much farther you can move.
|
||
If the result is 0 or less, you can't 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 \emph{fly} spell on you, you could fly 20 feet, then
|
||
walk 10 feet, and then leap into the air to fly 30 feet more.
|
||
|
||
\hypertarget{difficult-terrain-1}{%
|
||
\subsection{Difficult Terrain}\label{difficult-terrain-1}}
|
||
|
||
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.
|
||
|
||
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs
|
||
are examples of difficult terrain. The space of another creature,
|
||
whether hostile or not, also counts as difficult terrain.
|
||
|
||
\hypertarget{being-prone}{%
|
||
\subsection{Being Prone}\label{being-prone}}
|
||
|
||
Combatants often find themselves lying on the ground, either because
|
||
they are knocked down or because they throw themselves down. In the
|
||
game, they are prone, a condition described in appendix A.
|
||
|
||
You can \textbf{drop prone} without using any of your speed.
|
||
\textbf{Standing up} takes more effort; doing so costs an amount of
|
||
movement equal to half your speed. For example, if your speed is 30
|
||
feet, you must spend
|
||
|
||
15 feet of movement to stand up. You can't stand up if you don't have
|
||
enough movement left or if your speed is 0.
|
||
|
||
To move while prone, you must \textbf{crawl} or use magic such as
|
||
teleportation. Every foot of movement while crawling costs 1 extra foot.
|
||
Crawling 1 foot in difficult terrain, therefore, costs 3 feet of
|
||
movement.
|
||
|
||
\begin{quote}
|
||
\textbf{Interacting with Objects Around You}
|
||
|
||
Here are a few examples of the sorts of thing you can do in tandem with
|
||
your movement and action:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
draw or sheathe a sword
|
||
\item
|
||
open or close a door
|
||
\item
|
||
withdraw a potion from your backpack
|
||
\item
|
||
pick up a dropped axe
|
||
\item
|
||
take a bauble from a table
|
||
\item
|
||
remove a ring from your finger
|
||
\item
|
||
stuff some food into your mouth
|
||
\item
|
||
plant a banner in the ground
|
||
\item
|
||
fish a few coins from your belt pouch
|
||
\item
|
||
drink all the ale in a flagon
|
||
\item
|
||
throw a lever or a switch
|
||
\item
|
||
pull a torch from a sconce
|
||
\item
|
||
take a book from a shelf you can reach
|
||
\item
|
||
extinguish a small flame
|
||
\item
|
||
don a mask
|
||
\item
|
||
pull the hood of your cloak up and over your head
|
||
\item
|
||
put your ear to a door
|
||
\item
|
||
kick a small stone
|
||
\item
|
||
turn a key in a lock
|
||
\item
|
||
tap the floor with a 10-foot pole
|
||
\item
|
||
hand an item to another character
|
||
\end{itemize}
|
||
\end{quote}
|
||
|
||
\hypertarget{moving-around-other-creatures}{%
|
||
\subsection{Moving Around Other
|
||
Creatures}\label{moving-around-other-creatures}}
|
||
|
||
You can move through a nonhostile creature's space. In contrast, you can
|
||
move through a hostile creature's space only if the creature is at least
|
||
two sizes larger or smaller than you. Remember that another creature's
|
||
space is difficult terrain for you.
|
||
|
||
Whether a creature is a friend or an enemy, you can't willingly end your
|
||
move in its space.
|
||
|
||
If you leave a hostile creature's reach during your move, you provoke an
|
||
opportunity attack, as explained later in the chapter.
|
||
|
||
\hypertarget{flying-movement}{%
|
||
\subsection{Flying Movement}\label{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 \emph{fly} spell.
|
||
|
||
\hypertarget{creature-size}{%
|
||
\subsection{Creature Size}\label{creature-size}}
|
||
|
||
Each creature takes up a different amount of space. The Size Categories
|
||
table shows how much space a creature of a particular size controls in
|
||
combat. Objects sometimes use the same size categories.
|
||
|
||
\textbf{Table- Creature Size}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Size & Space \\
|
||
\midrule
|
||
\endhead
|
||
Tiny & 2 1/2 by 2 1/2 ft. \\
|
||
Small & 5 by 5 ft. \\
|
||
Medium & 5 by 5 ft. \\
|
||
Large & 10 by 10 ft. \\
|
||
Huge & 15 by 15 ft. \\
|
||
Gargantuan & 20 by 20 ft. or larger \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{space}{%
|
||
\subsubsection{Space}\label{space}}
|
||
|
||
A creature's space is the area in feet that it effectively controls in
|
||
combat, not an expression of its physical dimensions. A typical Medium
|
||
creature isn't 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 can't get through unless the hobgoblin lets them.
|
||
|
||
A creature's space also reflects the area it needs to fight effectively.
|
||
For that reason, there's 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.
|
||
|
||
Because larger creatures take up more space, fewer of them can surround
|
||
a creature. If four Large creatures crowd around a Medium or smaller
|
||
one, there's little room for anyone else. In contrast, as many as twenty
|
||
Medium creatures can surround a Gargantuan one.
|
||
|
||
\hypertarget{squeezing-into-a-smaller-space}{%
|
||
\paragraph{Squeezing into a Smaller
|
||
Space}\label{squeezing-into-a-smaller-space}}
|
||
|
||
A creature can squeeze through a space that is large enough for a
|
||
creature one size smaller than it. Thus, a Large creature can squeeze
|
||
through a passage that's only 5 feet wide. While squeezing through a
|
||
space, a creature must spend 1 extra foot for every foot it moves there,
|
||
and it has disadvantage on attack rolls and Dexterity saving throws.
|
||
Attack rolls against the creature have advantage while it's in the
|
||
smaller space.
|
||
|
||
\hypertarget{actions-in-combat}{%
|
||
\section{Actions in Combat}\label{actions-in-combat}}
|
||
|
||
When you take your action on your turn, you can take one of the actions
|
||
presented here, an action you gained from your class or a special
|
||
feature, or an action that you improvise. Many monsters have action
|
||
options of their own in their stat blocks.
|
||
|
||
When you describe an action not detailed elsewhere in the rules, the GM
|
||
tells you whether that action is possible and what kind of roll you need
|
||
to make, if any, to determine success or failure.
|
||
|
||
\hypertarget{attack}{%
|
||
\subsection{Attack}\label{attack}}
|
||
|
||
The most common action to take in combat is the Attack action, whether
|
||
you are swinging a sword, firing an arrow from a bow, or brawling with
|
||
your fists.
|
||
|
||
With this action, you make one melee or ranged attack. See the ``Making
|
||
an Attack'' section for the rules that govern attacks.
|
||
|
||
Certain features, such as the Extra Attack feature of the fighter, allow
|
||
you to make more than one attack with this action.
|
||
|
||
\hypertarget{cast-a-spell}{%
|
||
\subsection{Cast a Spell}\label{cast-a-spell}}
|
||
|
||
Spellcasters such as wizards and clerics, as well as many monsters, have
|
||
access to spells and can use them to great effect in combat. Each spell
|
||
has a casting time, which specifies whether the caster must use an
|
||
action, a reaction, minutes, or even hours to cast the spell. Casting a
|
||
spell is, therefore, not necessarily an action. Most spells do have a
|
||
casting time of 1 action, so a spellcaster often uses his or her action
|
||
in combat to cast such a spell.
|
||
|
||
\hypertarget{dash}{%
|
||
\subsection{Dash}\label{dash}}
|
||
|
||
When you take the Dash action, you gain extra movement for the current
|
||
turn. The increase equals your speed, after applying any modifiers. With
|
||
a speed of 30 feet, for example, you can move up to 60 feet on your turn
|
||
if you dash.
|
||
|
||
Any increase or decrease to your speed changes this additional movement
|
||
by the same amount. If your speed of 30 feet is reduced to 15 feet, for
|
||
instance, you can move up to 30 feet this turn if you dash.
|
||
|
||
\hypertarget{disengage}{%
|
||
\subsection{Disengage}\label{disengage}}
|
||
|
||
If you take the Disengage action, your movement doesn't provoke
|
||
opportunity attacks for the rest of the turn.
|
||
|
||
\hypertarget{dodge}{%
|
||
\subsection{Dodge}\label{dodge}}
|
||
|
||
When you take the Dodge action, you focus entirely on avoiding attacks.
|
||
Until the start of your next turn, any attack roll made against you has
|
||
disadvantage if you can see the attacker, and you make Dexterity saving
|
||
throws with advantage. You lose this benefit if you are incapacitated
|
||
(as explained in appendix A) or if your speed drops to 0.
|
||
|
||
\hypertarget{help}{%
|
||
\subsection{Help}\label{help}}
|
||
|
||
You can lend your aid to another creature in the completion of a task.
|
||
When you take the Help action, the creature you aid gains advantage on
|
||
the next ability check it makes to perform the task you are helping
|
||
with, provided that it makes the check before the start of your next
|
||
turn.
|
||
|
||
Alternatively, you can aid a friendly creature in attacking a creature
|
||
within 5 feet of you. You feint, distract the target, or in some other
|
||
way team up to make your ally's attack more effective. If your ally
|
||
attacks the target before your next turn, the first attack roll is made
|
||
with advantage.
|
||
|
||
\hypertarget{hide}{%
|
||
\subsection{Hide}\label{hide}}
|
||
|
||
When you take the Hide action, you make a Dexterity (Stealth) check in
|
||
an attempt to hide, following the rules for hiding. If you succeed, you
|
||
gain certain benefits, as described in the ``Unseen Attackers and
|
||
Targets'' section later in this chapter.
|
||
|
||
\hypertarget{ready}{%
|
||
\subsection{Ready}\label{ready}}
|
||
|
||
Sometimes you want to get the jump on a foe or wait for a particular
|
||
circumstance before you act. To do so, you can take the Ready action on
|
||
your turn, which lets you act using your reaction before the start of
|
||
your next turn.
|
||
|
||
First, you decide what perceivable circumstance will trigger your
|
||
reaction. Then, you choose the action you will take in response to that
|
||
trigger, or you choose to move up to your speed in response to it.
|
||
Examples include ``If the cultist steps on the trapdoor, I'll pull the
|
||
lever that opens it,'' and ``If the goblin steps next to me, I move
|
||
away.''
|
||
|
||
When the trigger occurs, you can either take your reaction right after
|
||
the trigger finishes or ignore the trigger. Remember that you can take
|
||
only one reaction per round.
|
||
|
||
When you ready a spell, you cast it as normal but hold its energy, which
|
||
you release with your reaction when the trigger occurs. To be readied, a
|
||
spell must have a casting time of 1 action, and holding onto the spell's
|
||
magic requires concentration. If your concentration is broken, the spell
|
||
dissipates without taking effect. For example, if you are concentrating
|
||
on the \emph{web} spell and ready \emph{magic missile}, your \emph{web}
|
||
spell ends, and if you take damage before you release \emph{magic
|
||
missile} with your reaction, your concentration might be broken.
|
||
|
||
\hypertarget{search}{%
|
||
\subsection{Search}\label{search}}
|
||
|
||
When you take the Search action, you devote your attention to finding
|
||
something. Depending on the nature of your search, the GM might have you
|
||
make a Wisdom (Perception) check or an Intelligence (Investigation)
|
||
check.
|
||
|
||
\hypertarget{use-an-object}{%
|
||
\subsection{Use an Object}\label{use-an-object}}
|
||
|
||
You normally interact with an object while doing something else, such as
|
||
when you draw a sword as part of an attack. When an object requires your
|
||
action for its use, you take the Use an Object action. This action is
|
||
also useful when you want to interact with more than one object on your
|
||
turn.
|
||
|
||
\hypertarget{making-an-attack}{%
|
||
\section{Making an Attack}\label{making-an-attack}}
|
||
|
||
Whether you're 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.
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\textbf{Choose a target}. Pick a target within your attack's
|
||
\textbf{Range:} a creature, an object, or a location.
|
||
\item
|
||
\textbf{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.
|
||
\item
|
||
\textbf{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.
|
||
\end{itemize}
|
||
|
||
If there's ever any question whether something you're doing counts as an
|
||
attack, the rule is simple: if you're making an attack roll, you're
|
||
making an attack.
|
||
|
||
\hypertarget{attack-rolls}{%
|
||
\subsection{Attack Rolls}\label{attack-rolls}}
|
||
|
||
When you make an attack, your attack roll determines whether the attack
|
||
hits or misses. To make an attack roll, roll a d20 and add the
|
||
appropriate modifiers. If the total of the roll plus modifiers equals or
|
||
exceeds the target's Armor Class (AC), the attack hits. The AC of a
|
||
character is determined at character creation, whereas the AC of a
|
||
monster is in its stat block.
|
||
|
||
\hypertarget{modifiers-to-the-roll}{%
|
||
\subsubsection{Modifiers to the Roll}\label{modifiers-to-the-roll}}
|
||
|
||
When a character makes an attack roll, the two most common modifiers to
|
||
the roll are an ability modifier and the character's proficiency bonus.
|
||
When a monster makes an attack roll, it uses whatever modifier is
|
||
provided in its stat block.
|
||
|
||
\textbf{\emph{Ability Modifier.}} The ability modifier used for a melee
|
||
weapon attack is Strength, and the ability modifier used for a ranged
|
||
weapon attack is Dexterity. Weapons that have the finesse or thrown
|
||
property break this rule.
|
||
|
||
Some spells also require an attack roll. The ability modifier used for a
|
||
spell attack depends on the spellcasting ability of the spellcaster.
|
||
|
||
\textbf{\emph{Proficiency Bonus.}} You add your proficiency bonus to
|
||
your attack roll when you attack using a weapon with which you have
|
||
proficiency, as well as when you attack with a spell.
|
||
|
||
\hypertarget{rolling-1-or-20}{%
|
||
\subsubsection{Rolling 1 or 20}\label{rolling-1-or-20}}
|
||
|
||
Sometimes fate blesses or curses a combatant, causing the novice to hit
|
||
and the veteran to miss.
|
||
|
||
If the d20 roll for an attack is a 20, the attack hits regardless of any
|
||
modifiers or the target's AC. This is called a critical hit, which is
|
||
explained later in this chapter.
|
||
|
||
If the d20 roll for an attack is a 1, the attack misses regardless of
|
||
any modifiers or the target's AC.
|
||
|
||
\hypertarget{unseen-attackers-and-targets}{%
|
||
\subsection{Unseen Attackers and
|
||
Targets}\label{unseen-attackers-and-targets}}
|
||
|
||
Combatants often try to escape their foes' notice by hiding, casting the
|
||
invisibility spell, or lurking in darkness.
|
||
|
||
When you attack a target that you can't see, you have disadvantage on
|
||
the attack roll. This is true whether you're guessing the target's
|
||
location or you're targeting a creature you can hear but not see. If the
|
||
target isn't in the location you targeted, you automatically miss, but
|
||
the GM typically just says that the attack missed, not whether you
|
||
guessed the target's location correctly.
|
||
|
||
When a creature can't see you, you have advantage on attack rolls
|
||
against it. If you are hidden-both unseen and unheard-when you make an
|
||
attack, you give away your location when the attack hits or misses.
|
||
|
||
\hypertarget{ranged-attacks}{%
|
||
\subsection{Ranged Attacks}\label{ranged-attacks}}
|
||
|
||
When you make a ranged attack, you fire a bow or a crossbow, hurl a
|
||
handaxe, or otherwise send projectiles to strike a foe at a distance. A
|
||
monster might shoot spines from its tail. Many spells also involve
|
||
making a ranged attack.
|
||
|
||
\hypertarget{range}{%
|
||
\subsubsection{Range}\label{range}}
|
||
|
||
You can make ranged attacks only against targets within a specified
|
||
range.
|
||
|
||
If a ranged attack, such as one made with a spell, has a single range,
|
||
you can't attack a target beyond this range.
|
||
|
||
Some ranged attacks, such as those made with a longbow or a shortbow,
|
||
have two ranges. The smaller number is the normal range, and the larger
|
||
number is the long range. Your attack roll has disadvantage when your
|
||
target is beyond normal range, and you can't attack a target beyond the
|
||
long range.
|
||
|
||
\hypertarget{ranged-attacks-in-close-combat}{%
|
||
\subsubsection{Ranged Attacks in Close
|
||
Combat}\label{ranged-attacks-in-close-combat}}
|
||
|
||
Aiming a ranged attack is more difficult when a foe is next to you. When
|
||
you make a ranged attack with a weapon, a spell, or some other means,
|
||
you have disadvantage on the attack roll if you are within 5 feet of a
|
||
hostile creature who can see you and who isn't incapacitated.
|
||
|
||
\hypertarget{melee-attacks}{%
|
||
\subsection{Melee Attacks}\label{melee-attacks}}
|
||
|
||
Used in hand-to-hand combat, a melee attack allows you to attack a foe
|
||
within your reach. A melee attack typically uses a handheld weapon such
|
||
as a sword, a warhammer, or an axe. A typical monster makes a melee
|
||
attack when it strikes with its claws, horns, teeth, tentacles, or other
|
||
body part. A few spells also involve making a melee attack.
|
||
|
||
Most creatures have a 5-foot \textbf{reach} and can thus attack targets
|
||
within 5 feet of them when making a melee attack. Certain creatures
|
||
(typically those larger than Medium) have melee attacks with a greater
|
||
reach than 5 feet, as noted in their descriptions.
|
||
|
||
Instead of using a weapon to make a melee weapon attack, you can use an
|
||
\textbf{unarmed strike}: a punch, kick, head-butt, or similar forceful
|
||
blow (none of which count as weapons). On a hit, an unarmed strike deals
|
||
bludgeoning damage equal to 1 + your Strength modifier. You are
|
||
proficient with your unarmed strikes.
|
||
|
||
\begin{quote}
|
||
\textbf{\emph{Contests in Combat}}
|
||
|
||
Battle often involves pitting your prowess against that of your foe.
|
||
Such a challenge is represented by a contest. This section includes the
|
||
most common contests that require an action in combat: grappling and
|
||
shoving a creature. The GM can use these contests as models for
|
||
improvising others.
|
||
\end{quote}
|
||
|
||
\hypertarget{opportunity-attacks}{%
|
||
\paragraph{Opportunity Attacks}\label{opportunity-attacks}}
|
||
|
||
In a fight, everyone is constantly watching for a chance to strike an
|
||
enemy who is fleeing or passing by. Such a strike is called an
|
||
opportunity attack.
|
||
|
||
You can make an opportunity attack when a hostile creature that you can
|
||
see moves out of your reach. To make the opportunity attack, you use
|
||
your reaction to make one melee attack against the provoking creature.
|
||
The attack occurs right before the creature leaves your reach.
|
||
|
||
You can avoid provoking an opportunity attack by taking the Disengage
|
||
action. You also don't provoke an opportunity attack when you teleport
|
||
or when someone or something moves you without using your movement,
|
||
action, or reaction. For example, you don't provoke an opportunity
|
||
attack if an explosion hurls you out of a foe's reach or if gravity
|
||
causes you to fall past an enemy.
|
||
|
||
\hypertarget{two-weapon-fighting-2}{%
|
||
\subsubsection{Two-Weapon Fighting}\label{two-weapon-fighting-2}}
|
||
|
||
When you take the Attack action and attack with a light melee weapon
|
||
that you're holding in one hand, you can use a bonus action to attack
|
||
with a different light melee weapon that you're holding in the other
|
||
hand. You don't add your ability modifier to the damage of the bonus
|
||
attack, unless that modifier is negative.
|
||
|
||
If either weapon has the thrown property, you can throw the weapon,
|
||
instead of making a melee attack with it.
|
||
|
||
\hypertarget{grappling}{%
|
||
\subsubsection{Grappling}\label{grappling}}
|
||
|
||
When you want to grab a creature or wrestle with it, you can use the
|
||
Attack action to make a special melee attack, a grapple. If you're able
|
||
to make multiple attacks with the Attack action, this attack replaces
|
||
one of them.
|
||
|
||
The target of your grapple must be no more than one size larger than you
|
||
and must be within your reach. Using at least one free hand, you try to
|
||
seize the target by making a grapple check instead of an attack roll: a
|
||
Strength (Athletics) check contested by the target's Strength
|
||
(Athletics) or Dexterity (Acrobatics) check (the target chooses the
|
||
ability to use). You succeed automatically if the target is
|
||
incapacitated. If you succeed, you subject the target to the grappled
|
||
condition (see appendix \#\#). The condition specifies the things that
|
||
end it, and you can release the target whenever you like (no action
|
||
required).
|
||
|
||
\textbf{\emph{Escaping a Grapple}}. A grappled creature can use its
|
||
action to escape. To do so, it must succeed on a Strength (Athletics) or
|
||
Dexterity (Acrobatics) check contested by your Strength (Athletics)
|
||
check.
|
||
|
||
\textbf{\emph{Moving a Grappled Creature}}. When you move, you can drag
|
||
or carry the grappled creature with you, but your speed is halved,
|
||
unless the creature is two or more sizes smaller than you.
|
||
|
||
\hypertarget{shoving-a-creature}{%
|
||
\subsubsection{Shoving a Creature}\label{shoving-a-creature}}
|
||
|
||
Using the Attack action, you can make a special melee attack to shove a
|
||
creature, either to knock it prone or push it away from you. If you're
|
||
able to make multiple attacks with the Attack action, this attack
|
||
replaces one of them.
|
||
|
||
The target must be no more than one size larger than you and must be
|
||
within your reach. Instead of making an attack roll, you make a Strength
|
||
(Athletics) check contested by the target's Strength (Athletics) or
|
||
Dexterity (Acrobatics) check (the target chooses the ability to use).
|
||
You succeed automatically if the target is incapacitated. If you
|
||
succeed, you either knock the target prone or push it 5 feet away from
|
||
you.
|
||
|
||
\hypertarget{cover}{%
|
||
\subsection{Cover}\label{cover}}
|
||
|
||
Walls, trees, creatures, and other obstacles can provide cover during
|
||
combat, making a target more difficult to harm. A target can benefit
|
||
from cover only when an attack or other effect originates on the
|
||
opposite side of the cover.
|
||
|
||
There are three degrees of cover. If a target is behind multiple sources
|
||
of cover, only the most protective degree of cover applies; the degrees
|
||
aren't added together. For example, if a target is behind a creature
|
||
that gives half cover and a tree trunk that gives three-quarters cover,
|
||
the target has three-quarters cover.
|
||
|
||
A target with \textbf{half cover} has a +2 bonus to AC and Dexterity
|
||
saving throws. A target has half cover if an obstacle blocks at least
|
||
half of its body. The obstacle might be a low wall, a large piece of
|
||
furniture, a narrow tree trunk, or a creature, whether that creature is
|
||
an enemy or a friend.
|
||
|
||
A target with \textbf{three-quarters cover} has a +5 bonus to AC and
|
||
Dexterity saving throws. A target has three-quarters cover if about
|
||
three-quarters of it is covered by an obstacle. The obstacle might be a
|
||
portcullis, an arrow slit, or a thick tree trunk.
|
||
|
||
A target with \textbf{total cover} can't be targeted directly by an
|
||
attack or a spell, although some spells can reach such a target by
|
||
including it in an area of effect. A target has total cover if it is
|
||
completely concealed by an obstacle.
|
||
|
||
\hypertarget{damage-and-healing}{%
|
||
\subsection{Damage and Healing}\label{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 \emph{fireball} spell all have the
|
||
potential to damage, or even kill, the hardiest of creatures.
|
||
|
||
\hypertarget{hit-points-13}{%
|
||
\subsubsection{Hit Points}\label{hit-points-13}}
|
||
|
||
Hit points represent a combination of physical and mental durability,
|
||
the will to live, and luck. Creatures with more hit points are more
|
||
difficult to kill. Those with fewer hit points are more fragile.
|
||
|
||
A creature's current hit points (usually just called hit points) can be
|
||
any number from the creature's hit point maximum down to 0. This number
|
||
changes frequently as a creature takes damage or receives healing.
|
||
|
||
Whenever a creature takes damage, that damage is subtracted from its hit
|
||
points. The loss of hit points has no effect on a creature's
|
||
capabilities until the creature drops to 0 hit points.
|
||
|
||
\hypertarget{damage-rolls}{%
|
||
\subsubsection{Damage Rolls}\label{damage-rolls}}
|
||
|
||
Each weapon, spell, and harmful monster ability specifies the damage it
|
||
deals. You roll the damage die or dice, add any modifiers, and apply the
|
||
damage to your target. Magic weapons, special abilities, and other
|
||
factors can grant a bonus to damage. With a penalty, it is possible to
|
||
deal 0 damage, but never negative damage.
|
||
|
||
When attacking with a \textbf{weapon}, you add your ability modifier-the
|
||
same modifier used for the attack roll-to the damage. A \textbf{spell}
|
||
tells you which dice to roll for damage and whether to add any
|
||
modifiers.
|
||
|
||
If a spell or other effect deals damage to \textbf{more than one target}
|
||
at the same time, roll the damage once for all of them. For example,
|
||
when a wizard casts \emph{fireball} or a cleric casts \emph{flame
|
||
strike}, the spell's damage is rolled once for all creatures caught in
|
||
the blast.
|
||
|
||
\hypertarget{critical-hits}{%
|
||
\subsubsection{Critical Hits}\label{critical-hits}}
|
||
|
||
When you score a critical hit, you get to roll extra dice for the
|
||
attack's damage against the target. Roll all of the attack's damage dice
|
||
twice and add them together. Then add any relevant modifiers as normal.
|
||
To speed up play, you can roll all the damage dice at once.
|
||
|
||
For example, if you score a critical hit with a dagger, roll 2d4 for the
|
||
damage, rather than 1d4, and then add your relevant ability modifier. If
|
||
the attack involves other damage dice, such as from the rogue's Sneak
|
||
Attack feature, you roll those dice twice as well.
|
||
|
||
\hypertarget{damage-types}{%
|
||
\subsubsection{Damage Types}\label{damage-types}}
|
||
|
||
Different attacks, damaging spells, and other harmful effects deal
|
||
different types of damage. Damage types have no rules of their own, but
|
||
other rules, such as damage resistance, rely on the types.
|
||
|
||
The damage types follow, with examples to help a GM assign a damage type
|
||
to a new effect.
|
||
|
||
\textbf{\emph{Acid}}. The corrosive spray of a black dragon's breath and
|
||
the dissolving enzymes secreted by a black pudding deal acid damage.
|
||
|
||
\textbf{\emph{Bludgeoning}}. Blunt force attacks-hammers, falling,
|
||
constriction, and the like-deal bludgeoning damage.
|
||
|
||
\textbf{\emph{Cold}}. The infernal chill radiating from an ice devil's
|
||
spear and the frigid blast of a white dragon's breath deal cold damage.
|
||
|
||
\textbf{\emph{Fire}}. Red dragons breathe fire, and many spells conjure
|
||
flames to deal fire damage.
|
||
|
||
\textbf{\emph{Force}}. Force is pure magical energy focused into a
|
||
damaging form. Most effects that deal force damage are spells, including
|
||
\emph{magic missile} and \emph{spiritual weapon}.
|
||
|
||
\textbf{\emph{Lightning}}. A \emph{lightning bolt} spell and a blue
|
||
dragon's breath deal lightning damage.
|
||
|
||
\textbf{\emph{Necrotic}}. Necrotic damage, dealt by certain undead and a
|
||
spell such as \emph{chill touch}, withers matter and even the soul.
|
||
|
||
\textbf{\emph{Piercing}}. Puncturing and impaling attacks, including
|
||
spears and monsters' bites, deal piercing damage.
|
||
|
||
\textbf{\emph{Poison}}. Venomous stings and the toxic gas of a green
|
||
dragon's breath deal poison damage.
|
||
|
||
\textbf{\emph{Psychic}}. Mental abilities such as a mind flayer's
|
||
psionic blast deal psychic damage.
|
||
|
||
\textbf{\emph{Radiant}}. Radiant damage, dealt by a cleric's \emph{flame
|
||
strike} spell or an angel's smiting weapon, sears the flesh like fire
|
||
and overloads the spirit with power.
|
||
|
||
\textbf{\emph{Slashing}}. Swords, axes, and monsters' claws deal
|
||
slashing damage.
|
||
|
||
\textbf{\emph{Thunder}}. A concussive burst of sound, such as the effect
|
||
of the \emph{thunderwave} spell, deals thunder damage.
|
||
|
||
\hypertarget{damage-resistance-and-vulnerability}{%
|
||
\subsubsection{Damage Resistance and
|
||
Vulnerability}\label{damage-resistance-and-vulnerability}}
|
||
|
||
Some creatures and objects are exceedingly difficult or unusually easy
|
||
to hurt with certain types of damage.
|
||
|
||
If a creature or an object has \textbf{resistance} to a damage type,
|
||
damage of that type is halved against it. If a creature or an object has
|
||
\textbf{vulnerability} to a damage type, damage of that type is doubled
|
||
against it.
|
||
|
||
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.
|
||
|
||
\hypertarget{healing}{%
|
||
\subsubsection{Healing}\label{healing}}
|
||
|
||
Unless it results in death, damage isn't permanent. Even death is
|
||
reversible through powerful magic. Rest can restore a creature's hit
|
||
points, and magical methods such as a \emph{cure wounds} spell or a
|
||
\emph{potion of healing} can remove damage in an instant.
|
||
|
||
When a creature receives healing of any kind, hit points regained are
|
||
added to its current hit points. A creature's hit points can't exceed
|
||
its hit point maximum, so any hit points regained in excess of this
|
||
number are lost. For example, a druid grants a ranger 8 hit points of
|
||
healing. If the ranger has 14 current hit points and has a hit point
|
||
maximum of 20, the ranger regains 6 hit points from the druid, not 8.
|
||
|
||
A creature that has died can't regain hit points until magic such as the
|
||
\emph{revivify} spell has restored it to life.
|
||
|
||
\hypertarget{dropping-to-0-hit-points}{%
|
||
\subsubsection{Dropping to 0 Hit
|
||
Points}\label{dropping-to-0-hit-points}}
|
||
|
||
When you drop to 0 hit points, you either die outright or fall
|
||
unconscious, as explained in the following sections.
|
||
|
||
\hypertarget{instant-death}{%
|
||
\subsubsection{Instant Death}\label{instant-death}}
|
||
|
||
Massive damage can kill you instantly. When damage reduces you to 0 hit
|
||
points and there is damage remaining, you die if the remaining damage
|
||
equals or exceeds your hit point maximum.
|
||
|
||
For example, a cleric with a maximum of 12 hit points currently has 6
|
||
hit points. If she takes 18 damage from an attack, she is reduced to 0
|
||
hit points, but 12 damage remains. Because the remaining damage equals
|
||
her hit point maximum, the cleric dies.
|
||
|
||
\hypertarget{falling-unconscious}{%
|
||
\subsubsection{Falling Unconscious}\label{falling-unconscious}}
|
||
|
||
If damage reduces you to 0 hit points and fails to kill you, you fall
|
||
unconscious (see appendix \#\#). This unconsciousness ends if you regain
|
||
any hit points.
|
||
|
||
\hypertarget{death-saving-throws}{%
|
||
\subsubsection{Death Saving Throws}\label{death-saving-throws}}
|
||
|
||
Whenever you start your turn with 0 hit points, you must make a special
|
||
saving throw, called a death saving throw, to determine whether you
|
||
creep closer to death or hang onto life. Unlike other saving throws,
|
||
this one isn't tied to any ability score. You are in the hands of fate
|
||
now, aided only by spells and features that improve your chances of
|
||
succeeding on a saving throw.
|
||
|
||
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you
|
||
fail. A success or failure has no effect by itself. On your third
|
||
success, you become stable (see below). On your third failure, you die.
|
||
The successes and failures don't need to be consecutive; keep track of
|
||
both until you collect three of a kind. The number of both is reset to
|
||
zero when you regain any hit points or become stable.
|
||
|
||
\textbf{\emph{Rolling 1 or 20}}. When you make a death saving throw and
|
||
roll a 1 on the d20, it counts as two failures. If you roll a 20 on the
|
||
d20, you regain 1 hit point.
|
||
|
||
\textbf{\emph{Damage at 0 Hit Points}}. If you take any damage while you
|
||
have 0 hit points, you suffer a death saving throw failure. If the
|
||
damage is from a critical hit, you suffer two failures instead. If the
|
||
damage equals or exceeds your hit point maximum, you suffer instant
|
||
death.
|
||
|
||
\hypertarget{stabilizing-a-creature}{%
|
||
\paragraph{Stabilizing a Creature}\label{stabilizing-a-creature}}
|
||
|
||
The best way to save a creature with 0 hit points is to heal it. If
|
||
healing is unavailable, the creature can at least be stabilized so that
|
||
it isn't killed by a failed death saving throw.
|
||
|
||
You can use your action to administer first aid to an unconscious
|
||
creature and attempt to stabilize it, which requires a successful DC 10
|
||
Wisdom (Medicine) check.
|
||
|
||
A \textbf{stable} creature doesn't make death saving throws, even though
|
||
it has 0 hit points, but it does remain unconscious. The creature stops
|
||
being stable, and must start making death saving throws again, if it
|
||
takes any damage. A stable creature that isn't healed regains 1 hit
|
||
point after 1d4 hours.
|
||
|
||
\hypertarget{monsters-and-death}{%
|
||
\subsubsection{Monsters and Death}\label{monsters-and-death}}
|
||
|
||
Most GMs have a monster die the instant it drops to 0 hit points, rather
|
||
than having it fall unconscious and make death saving throws.
|
||
|
||
Mighty villains and special nonplayer characters are common exceptions;
|
||
the GM might have them fall unconscious and follow the same rules as
|
||
player characters.
|
||
|
||
\hypertarget{knocking-a-creature-out}{%
|
||
\subsection{Knocking a Creature Out}\label{knocking-a-creature-out}}
|
||
|
||
Sometimes an attacker wants to incapacitate a foe, rather than deal a
|
||
killing blow. When an attacker reduces a creature to 0 hit points with a
|
||
melee attack, the attacker can knock the creature out. The attacker can
|
||
make this choice the instant the damage is dealt. The creature falls
|
||
unconscious and is stable.
|
||
|
||
\hypertarget{temporary-hit-points}{%
|
||
\subsection{Temporary Hit Points}\label{temporary-hit-points}}
|
||
|
||
Some spells and special abilities confer temporary hit points to a
|
||
creature. Temporary hit points aren't actual hit points; they are a
|
||
buffer against damage, a pool of hit points that protect you from
|
||
injury.
|
||
|
||
When you have temporary hit points and take damage, the temporary hit
|
||
points are lost first, and any leftover damage carries over to your
|
||
normal hit points. For example, if you have 5 temporary hit points and
|
||
take 7 damage, you lose the temporary hit points and then take 2 damage.
|
||
|
||
Because temporary hit points are separate from your actual hit points,
|
||
they can exceed your hit point maximum. A character can, therefore, be
|
||
at full hit points and receive temporary hit points.
|
||
|
||
Healing can't restore temporary hit points, and they can't be added
|
||
together. If you have temporary hit points and receive more of them, you
|
||
decide whether to keep the ones you have or to gain the new ones. For
|
||
example, if a spell grants you 12 temporary hit points when you already
|
||
have 10, you can have 12 or 10, not 22.
|
||
|
||
If you have 0 hit points, receiving temporary hit points doesn't restore
|
||
you to consciousness or stabilize you. They can still absorb damage
|
||
directed at you while you're in that state, but only true healing can
|
||
save you.
|
||
|
||
Unless a feature that grants you temporary hit points has a duration,
|
||
they last until they're depleted or you finish a long rest.
|
||
|
||
\hypertarget{mounted-combat}{%
|
||
\section{Mounted Combat}\label{mounted-combat}}
|
||
|
||
A knight charging into battle on a warhorse, a wizard casting spells
|
||
from the back of a griffon, or a cleric soaring through the sky on a
|
||
pegasus all enjoy the benefits of speed and mobility that a mount can
|
||
provide.
|
||
|
||
A willing creature that is at least one size larger than you and that
|
||
has an appropriate anatomy can serve as a mount, using the following
|
||
rules.
|
||
|
||
\hypertarget{mounting-and-dismounting}{%
|
||
\subsection{Mounting and Dismounting}\label{mounting-and-dismounting}}
|
||
|
||
Once during your move, you can mount a creature that is within 5 feet of
|
||
you or dismount. Doing so costs an amount of movement equal to half your
|
||
speed. For example, if your speed is 30 feet, you must spend 15 feet of
|
||
movement to mount a horse. Therefore, you can't mount it if you don't
|
||
have 15 feet of movement left or if your speed is 0.
|
||
|
||
If an effect moves your mount against its will while you're on it, you
|
||
must succeed on a DC 10 Dexterity saving throw or fall off the mount,
|
||
landing prone in a space within 5 feet of it. If you're knocked prone
|
||
while mounted, you must make the same saving throw.
|
||
|
||
If your mount is knocked prone, you can use your reaction to dismount it
|
||
as it falls and land on your feet. Otherwise, you are dismounted and
|
||
fall prone in a space within 5 feet it.
|
||
|
||
\hypertarget{controlling-a-mount}{%
|
||
\subsection{Controlling a Mount}\label{controlling-a-mount}}
|
||
|
||
While you're mounted, you have two options. You can either control the
|
||
mount or allow it to act independently. Intelligent creatures, such as
|
||
dragons, act independently.
|
||
|
||
You can control a mount only if it has been trained to accept a rider.
|
||
Domesticated horses, donkeys, and similar creatures are assumed to have
|
||
such training. The initiative of a controlled mount changes to match
|
||
yours when you mount it. It moves as you direct it, and it has only
|
||
three action options: Dash, Disengage, and Dodge. A controlled mount can
|
||
move and act even on the turn that you mount it.
|
||
|
||
An independent mount retains its place in the initiative order. Bearing
|
||
a rider puts no restrictions on the actions the mount can take, and it
|
||
moves and acts as it wishes. It might flee from combat, rush to attack
|
||
and devour a badly injured foe, or otherwise act against your wishes.
|
||
|
||
In either case, if the mount provokes an opportunity attack while you're
|
||
on it, the attacker can target you or the mount.
|
||
|
||
\hypertarget{underwater-combat}{%
|
||
\section{Underwater Combat}\label{underwater-combat}}
|
||
|
||
When adventurers pursue sahuagin back to their undersea homes, fight off
|
||
sharks in an ancient shipwreck, or find themselves in a flooded dungeon
|
||
room, they must fight in a challenging environment. Underwater the
|
||
following rules apply.
|
||
|
||
When making a \textbf{melee weapon attack}, a creature that doesn't have
|
||
a swimming speed (either natural or granted by magic) has disadvantage
|
||
on the attack roll unless the weapon is a dagger, javelin, shortsword,
|
||
spear, or trident.
|
||
|
||
A \textbf{ranged weapon attack} automatically misses a target beyond the
|
||
weapon's normal range. Even against a target within normal range, the
|
||
attack roll has disadvantage unless the weapon is a crossbow, a net, or
|
||
a weapon that is thrown like a javelin (including a spear, trident, or
|
||
dart).
|
||
|
||
Creatures and objects that are fully immersed in water have resistance
|
||
to fire damage.
|
||
|
||
\hypertarget{spellcasting-8}{%
|
||
\section{SPELLCASTING}\label{spellcasting-8}}
|
||
|
||
Magic permeates fantasy gaming worlds and often appears in the form of a
|
||
spell.
|
||
|
||
This chapter provides the rules for casting spells. Different character
|
||
classes have distinctive ways of learning and preparing their spells,
|
||
and monsters use spells in unique ways. Regardless of its source, a
|
||
spell follows the rules here.
|
||
|
||
\hypertarget{what-is-a-spell}{%
|
||
\section{What Is a Spell?}\label{what-is-a-spell}}
|
||
|
||
A spell is a discrete magical effect, a single shaping of the magical
|
||
energies that suffuse the multiverse into a specific, limited
|
||
expression. In casting a spell, a character carefully plucks at the
|
||
invisible strands of raw magic suffusing the world, pins them in place
|
||
in a particular pattern, sets them vibrating in a specific way, and then
|
||
releases them to unleash the desired effect-in most cases, all in the
|
||
span of seconds.
|
||
|
||
Spells can be versatile tools, weapons, or protective wards. They can
|
||
deal damage or undo it, impose or remove conditions (see appendix \#\#),
|
||
drain life energy away, and restore life to the dead.
|
||
|
||
Uncounted thousands of spells have been created over the course of the
|
||
multiverse's history, and many of them are long forgotten. Some might
|
||
yet lie recorded in crumbling spellbooks hidden in ancient ruins or
|
||
trapped in the minds of dead gods. Or they might someday be reinvented
|
||
by a character who has amassed enough power and wisdom to do so.
|
||
|
||
\hypertarget{spell-level}{%
|
||
\subsection{Spell Level}\label{spell-level}}
|
||
|
||
Every spell has a level from 0 to 9. A spell's level is a general
|
||
indicator of how powerful it is, with the lowly (but still impressive)
|
||
\emph{magic missile} at 1st level and the earth-shaking \emph{wish} at
|
||
9th. Cantrips-simple but powerful spells that characters can cast almost
|
||
by rote-are level 0. The higher a spell's level, the higher level a
|
||
spellcaster must be to use that spell.
|
||
|
||
Spell level and character level don't correspond directly. Typically, a
|
||
character has to be at least 17th level, not 9th level, to cast a
|
||
9th-level spell.
|
||
|
||
\hypertarget{known-and-prepared-spells}{%
|
||
\subsection{Known and Prepared Spells}\label{known-and-prepared-spells}}
|
||
|
||
Before a spellcaster can use a spell, he or she must have the spell
|
||
firmly fixed in mind, or must have access to the spell in a magic item.
|
||
Members of a few classes, including bards and sorcerers, have a limited
|
||
list of spells they know that are always fixed in mind. The same thing
|
||
is true of many magic-using monsters. Other spellcasters, such as
|
||
clerics and wizards, undergo a process of preparing spells. This process
|
||
varies for different classes, as detailed in their descriptions.
|
||
|
||
In every case, the number of spells a caster can have fixed in mind at
|
||
any given time depends on the character's level.
|
||
|
||
\hypertarget{spell-slots-4}{%
|
||
\subsection{Spell Slots}\label{spell-slots-4}}
|
||
|
||
Regardless of how many spells a caster knows or prepares, he or she can
|
||
cast only a limited number of spells before resting. Manipulating the
|
||
fabric of magic and channeling its energy into even a simple spell is
|
||
physically and mentally taxing, and higher level spells are even more
|
||
so. Thus, each spellcasting class's description (except that of the
|
||
warlock) includes a table showing how many spell slots of each spell
|
||
level a character can use at each character level. For example, the
|
||
3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level
|
||
slots.
|
||
|
||
When a character casts a spell, he or she expends a slot of that spell's
|
||
level or higher, effectively ``filling'' a slot with the spell. You can
|
||
think of a spell slot as a groove of a certain size-small for a
|
||
1st-level slot, larger for a spell of higher level. A 1st-level spell
|
||
fits into a slot of any size, but a 9th-level spell fits only in a
|
||
9th-level slot. So when Umara casts \emph{magic missile}, a 1st-level
|
||
spell, she spends one of her four 1st-level slots and has three
|
||
remaining.
|
||
|
||
Finishing a long rest restores any expended spell slots.
|
||
|
||
Some characters and monsters have special abilities that let them cast
|
||
spells without using spell slots. For example, a monk who follows the
|
||
Way of the Four Elements, a warlock who chooses certain eldritch
|
||
invocations, and a pit fiend from the Nine Hells can all cast spells in
|
||
such a way.
|
||
|
||
\hypertarget{casting-a-spell-at-a-higher-level}{%
|
||
\subsubsection{Casting a Spell at a Higher
|
||
Level}\label{casting-a-spell-at-a-higher-level}}
|
||
|
||
When a spellcaster casts a spell using a slot that is of a higher level
|
||
than the spell, the spell assumes the higher level for that casting. For
|
||
instance, if Umara casts \emph{magic missile} using one of her 2nd-level
|
||
slots, that \emph{magic missile} is 2nd level. Effectively, the spell
|
||
expands to fill the slot it is put into.
|
||
|
||
Some spells, such as \emph{magic missile} and \emph{cure wounds}, have
|
||
more powerful effects when cast at a higher level, as detailed in a
|
||
spell's description.
|
||
|
||
\begin{quote}
|
||
\textbf{Casting in Armor}
|
||
|
||
Because of the mental focus and precise gestures required for
|
||
spellcasting, you must be proficient with the armor you are wearing to
|
||
cast a spell. You are otherwise too distracted and physically hampered
|
||
by your armor for spellcasting.
|
||
\end{quote}
|
||
|
||
\hypertarget{cantrips-6}{%
|
||
\section{Cantrips}\label{cantrips-6}}
|
||
|
||
A cantrip is a spell that can be cast at will, without using a spell
|
||
slot and without being prepared in advance. Repeated practice has fixed
|
||
the spell in the caster's mind and infused the caster with the magic
|
||
needed to produce the effect over and over. A cantrip's spell level is
|
||
0.
|
||
|
||
\hypertarget{rituals}{%
|
||
\section{Rituals}\label{rituals}}
|
||
|
||
Certain spells have a special tag: ritual. Such a spell can be cast
|
||
following the normal rules for spellcasting, or the spell can be cast as
|
||
a ritual. The ritual version of a spell takes 10 minutes longer to cast
|
||
than normal. It also doesn't expend a spell slot, which means the ritual
|
||
version of a spell can't be cast at a higher level.
|
||
|
||
To cast a spell as a ritual, a spellcaster must have a feature that
|
||
grants the ability to do so. The cleric and the druid, for example, have
|
||
such a feature. The caster must also have the spell prepared or on his
|
||
or her list of spells known, unless the character's ritual feature
|
||
specifies otherwise, as the wizard's does.
|
||
|
||
\begin{quote}
|
||
\textbf{\emph{The Schools of Magic}}
|
||
|
||
Academies of magic group spells into eight categories called schools of
|
||
magic. Scholars, particularly wizards, apply these categories to all
|
||
spells, believing that all magic functions in essentially the same way,
|
||
whether it derives from rigorous study or is bestowed by a deity.
|
||
|
||
The schools of magic help describe spells; they have no rules of their
|
||
own, although some rules refer to the schools.
|
||
|
||
\textbf{Abjuration} spells are protective in nature, though some of them
|
||
have aggressive uses. They create magical barriers, negate harmful
|
||
effects, harm trespassers, or banish creatures to other planes of
|
||
existence.
|
||
|
||
\textbf{Conjuration} spells involve the transportation of objects and
|
||
creatures from one location to another. Some spells summon creatures or
|
||
objects to the caster's side, whereas others allow the caster to
|
||
teleport to another location. Some conjurations create objects or
|
||
effects out of nothing.
|
||
|
||
\textbf{Divination} spells reveal information, whether in the form of
|
||
secrets long forgotten, glimpses of the future, the locations of hidden
|
||
things, the truth behind illusions, or visions of distant people or
|
||
places.
|
||
|
||
\textbf{Enchantment} spells affect the minds of others, influencing or
|
||
controlling their behavior. Such spells can make enemies see the caster
|
||
as a friend, force creatures to take a course of action, or even control
|
||
another creature like a puppet.
|
||
|
||
\textbf{Evocation} spells manipulate magical energy to produce a desired
|
||
effect. Some call up blasts of fire or lightning. Others channel
|
||
positive energy to heal wounds.
|
||
|
||
\textbf{Illusion} spells deceive the senses or minds of others. They
|
||
cause people to see things that are not there, to miss things that are
|
||
there, to hear phantom noises, or to remember things that never
|
||
happened. Some illusions create phantom images that any creature can
|
||
see, but the most insidious illusions plant an image directly in the
|
||
mind of a creature.
|
||
|
||
\textbf{Necromancy} spells manipulate the energies of life and death.
|
||
Such spells can grant an extra reserve of life force, drain the life
|
||
energy from another creature, create the undead, or even bring the dead
|
||
back to life.
|
||
|
||
Creating the undead through the use of necromancy spells such as animate
|
||
dead is not a good act, and only evil casters use such spells
|
||
frequently.
|
||
|
||
\textbf{Transmutation} spells change the properties of a creature,
|
||
object, or environment. They might turn an enemy into a harmless
|
||
creature, bolster the strength of an ally, make an object move at the
|
||
caster's command, or enhance a creature's innate healing abilities to
|
||
rapidly recover from injury.
|
||
\end{quote}
|
||
|
||
\hypertarget{casting-a-spell}{%
|
||
\section{Casting a Spell}\label{casting-a-spell}}
|
||
|
||
When a character casts any spell, the same basic rules are followed,
|
||
regardless of the character's class or the spell's effects.
|
||
|
||
Each spell description begins with a block of information, including the
|
||
spell's name, level, school of magic, casting time, range, components,
|
||
and duration. The rest of a spell entry describes the spell's effect.
|
||
|
||
\hypertarget{casting-time}{%
|
||
\subsection{Casting Time}\label{casting-time}}
|
||
|
||
Most spells require a single action to cast, but some spells require a
|
||
bonus action, a reaction, or much more time to cast.
|
||
|
||
\hypertarget{bonus-action}{%
|
||
\subsubsection{Bonus Action}\label{bonus-action}}
|
||
|
||
A spell cast with a bonus action is especially swift. You must use a
|
||
bonus action on your turn to cast the spell, provided that you haven't
|
||
already taken a bonus action this turn. You can't cast another spell
|
||
during the same turn, except for a cantrip with a casting time of 1
|
||
action.
|
||
|
||
\hypertarget{reactions-1}{%
|
||
\subsubsection{Reactions}\label{reactions-1}}
|
||
|
||
Some spells can be cast as reactions. These spells take a fraction of a
|
||
second to bring about and are cast in response to some event. If a spell
|
||
can be cast as a reaction, the spell description tells you exactly when
|
||
you can do so.
|
||
|
||
\hypertarget{longer-casting-times}{%
|
||
\subsubsection{Longer Casting Times}\label{longer-casting-times}}
|
||
|
||
Certain spells (including spells cast as rituals) require more time to
|
||
cast: minutes or even hours. When you cast a spell with a casting time
|
||
longer than a single action or reaction, you must spend your action each
|
||
turn casting the spell, and you must maintain your concentration while
|
||
you do so (see ``Concentration'' below). If your concentration is
|
||
broken, the spell fails, but you don't expend a spell slot. If you want
|
||
to try casting the spell again, you must start over.
|
||
|
||
\hypertarget{spell-range}{%
|
||
\subsection{Spell Range}\label{spell-range}}
|
||
|
||
The target of a spell must be within the spell's range. For a spell like
|
||
\emph{magic missile}, the target is a creature. For a spell like
|
||
\emph{fireball}, the target is the point in space where the ball of fire
|
||
erupts.
|
||
|
||
Most spells have ranges expressed in feet. Some spells can target only a
|
||
creature (including you) that you touch. Other spells, such as the
|
||
\emph{shield} spell, affect only you. These spells have a range of self.
|
||
|
||
Spells that create cones or lines of effect that originate from you also
|
||
have a range of self, indicating that the origin point of the spell's
|
||
effect must be you (see ``Areas of Effect'' later in the this chapter).
|
||
|
||
Once a spell is cast, its effects aren't limited by its range, unless
|
||
the spell's description says otherwise.
|
||
|
||
\hypertarget{components}{%
|
||
\subsection{Components}\label{components}}
|
||
|
||
A spell's components are the physical requirements you must meet in
|
||
order to cast it. Each spell's description indicates whether it requires
|
||
verbal (V), somatic (S), or material (M) components. If you can't
|
||
provide one or more of a spell's components, you are unable to cast the
|
||
spell.
|
||
|
||
\hypertarget{verbal-v}{%
|
||
\subsubsection{Verbal (V)}\label{verbal-v}}
|
||
|
||
Most spells require the chanting of mystic words. The words themselves
|
||
aren't the source of the spell's power; rather, the particular
|
||
combination of sounds, with specific pitch and resonance, sets the
|
||
threads of magic in motion. Thus, a character who is gagged or in an
|
||
area of silence, such as one created by the \emph{silence} spell, can't
|
||
cast a spell with a verbal component.
|
||
|
||
\hypertarget{somatic-s}{%
|
||
\subsubsection{Somatic (S)}\label{somatic-s}}
|
||
|
||
Spellcasting gestures might include a forceful gesticulation or an
|
||
intricate set of gestures. If a spell requires a somatic component, the
|
||
caster must have free use of at least one hand to perform these
|
||
gestures.
|
||
|
||
\hypertarget{material-m}{%
|
||
\subsubsection{Material (M)}\label{material-m}}
|
||
|
||
Casting some spells requires particular objects, specified in
|
||
parentheses in the component entry. A character can use a
|
||
\textbf{component pouch} or a \textbf{spellcasting focus} (found in
|
||
``Equipment'') in place of the components specified for a spell. But if
|
||
a cost is indicated for a component, a character must have that specific
|
||
component before he or she can cast the spell.
|
||
|
||
If a spell states that a material component is consumed by the spell,
|
||
the caster must provide this component for each casting of the spell.
|
||
|
||
A spellcaster must have a hand free to access a spell's material
|
||
components-or to hold a spellcasting focus-but it can be the same hand
|
||
that he or she uses to perform somatic components.
|
||
|
||
\hypertarget{duration}{%
|
||
\subsection{Duration}\label{duration}}
|
||
|
||
A spell's duration is the length of time the spell persists. A duration
|
||
can be expressed in rounds, minutes, hours, or even years. Some spells
|
||
specify that their effects last until the spells are dispelled or
|
||
destroyed.
|
||
|
||
\hypertarget{instantaneous}{%
|
||
\subsubsection{Instantaneous}\label{instantaneous}}
|
||
|
||
Many spells are instantaneous. The spell harms, heals, creates, or
|
||
alters a creature or an object in a way that can't be dispelled, because
|
||
its magic exists only for an instant.
|
||
|
||
\hypertarget{concentration}{%
|
||
\subsubsection{Concentration}\label{concentration}}
|
||
|
||
Some spells require you to maintain concentration in order to keep their
|
||
magic active. If you lose concentration, such a spell ends.
|
||
|
||
If a spell must be maintained with concentration, that fact appears in
|
||
its Duration entry, and the spell specifies how long you can concentrate
|
||
on it. You can end concentration at any time (no action required).
|
||
|
||
Normal activity, such as moving and attacking, doesn't interfere with
|
||
concentration. The following factors can break concentration:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\textbf{Casting another spell that requires concentration.} You lose
|
||
concentration on a spell if you cast another spell that requires
|
||
concentration. You can't concentrate on two spells at once.
|
||
\item
|
||
\textbf{Taking damage.} Whenever you take damage while you are
|
||
concentrating on a spell, you must make a Constitution saving throw to
|
||
maintain your concentration. The DC equals 10 or half the damage you
|
||
take, whichever number is higher. If you take damage from multiple
|
||
sources, such as an arrow and a dragon's breath, you make a separate
|
||
saving throw for each source of damage.
|
||
\item
|
||
\textbf{Being incapacitated or killed.} You lose concentration on a
|
||
spell if you are incapacitated or if you die.
|
||
\end{itemize}
|
||
|
||
The GM might also decide that certain environmental phenomena, such as a
|
||
wave crashing over you while you're on a storm-tossed ship, require you
|
||
to succeed on a DC 10 Constitution saving throw to maintain
|
||
concentration on a spell.
|
||
|
||
\hypertarget{targets}{%
|
||
\subsection{Targets}\label{targets}}
|
||
|
||
A typical spell requires you to pick one or more targets to be affected
|
||
by the spell's magic. A spell's description tells you whether the spell
|
||
targets creatures, objects, or a point of origin for an area of effect
|
||
(described below).
|
||
|
||
Unless a spell has a perceptible effect, a creature might not know it
|
||
was targeted by a spell at all. An effect like crackling lightning is
|
||
obvious, but a more subtle effect, such as an attempt to read a
|
||
creature's thoughts, typically goes unnoticed, unless a spell says
|
||
otherwise.
|
||
|
||
\hypertarget{a-clear-path-to-the-target}{%
|
||
\subsubsection{A Clear Path to the
|
||
Target}\label{a-clear-path-to-the-target}}
|
||
|
||
To target something, you must have a clear path to it, so it can't be
|
||
behind total cover.
|
||
|
||
If you place an area of effect at a point that you can't see and an
|
||
obstruction, such as a wall, is between you and that point, the point of
|
||
origin comes into being on the near side of that obstruction.
|
||
|
||
\hypertarget{targeting-yourself}{%
|
||
\subsubsection{Targeting Yourself}\label{targeting-yourself}}
|
||
|
||
If a spell targets a creature of your choice, you can choose yourself,
|
||
unless the creature must be hostile or specifically a creature other
|
||
than you. If you are in the area of effect of a spell you cast, you can
|
||
target yourself.
|
||
|
||
\hypertarget{areas-of-effect}{%
|
||
\subsection{Areas of Effect}\label{areas-of-effect}}
|
||
|
||
Spells such as \emph{burning hands} and \emph{cone of cold} cover an
|
||
area, allowing them to affect multiple creatures at once.
|
||
|
||
A spell's description specifies its area of effect, which typically has
|
||
one of five different shapes: cone, cube, cylinder, line, or sphere.
|
||
Every area of effect has a \textbf{point of origin}, a location from
|
||
which the spell's energy erupts. The rules for each shape specify how
|
||
you position its point of origin. Typically, a point of origin is a
|
||
point in space, but some spells have an area whose origin is a creature
|
||
or an object.
|
||
|
||
A spell's effect expands in straight lines from the point of origin. If
|
||
no unblocked straight line extends from the point of origin to a
|
||
location within the area of effect, that location isn't included in the
|
||
spell's area. To block one of these imaginary lines, an obstruction must
|
||
provide total cover.
|
||
|
||
\hypertarget{cone}{%
|
||
\subsubsection{Cone}\label{cone}}
|
||
|
||
A cone extends in a direction you choose from its point of origin. A
|
||
cone's width at a given point along its length is equal to that point's
|
||
distance from the point of origin. A cone's area of effect specifies its
|
||
maximum length.
|
||
|
||
A cone's point of origin is not included in the cone's area of effect,
|
||
unless you decide otherwise.
|
||
|
||
\hypertarget{cube}{%
|
||
\subsubsection{Cube}\label{cube}}
|
||
|
||
You select a cube's point of origin, which lies anywhere on a face of
|
||
the cubic effect. The cube's size is expressed as the length of each
|
||
side.
|
||
|
||
A cube's point of origin is not included in the cube's area of effect,
|
||
unless you decide otherwise.
|
||
|
||
\hypertarget{cylinder}{%
|
||
\subsubsection{Cylinder}\label{cylinder}}
|
||
|
||
A cylinder's point of origin is the center of a circle of a particular
|
||
radius, as given in the spell description. The circle must either be on
|
||
the ground or at the height of the spell effect. The energy in a
|
||
cylinder expands in straight lines from the point of origin to the
|
||
perimeter of the circle, forming the base of the cylinder. The spell's
|
||
effect then shoots up from the base or down from the top, to a distance
|
||
equal to the height of the cylinder.
|
||
|
||
A cylinder's point of origin is included in the cylinder's area of
|
||
effect.
|
||
|
||
\hypertarget{line}{%
|
||
\subsubsection{Line}\label{line}}
|
||
|
||
A line extends from its point of origin in a straight path up to its
|
||
length and covers an area defined by its width.
|
||
|
||
A line's point of origin is not included in the line's area of effect,
|
||
unless you decide otherwise.
|
||
|
||
\hypertarget{sphere}{%
|
||
\subsubsection{Sphere}\label{sphere}}
|
||
|
||
You select a sphere's point of origin, and the sphere extends outward
|
||
from that point. The sphere's size is expressed as a radius in feet that
|
||
extends from the point.
|
||
|
||
A sphere's point of origin is included in the sphere's area of effect.
|
||
|
||
\hypertarget{spell-saving-throws}{%
|
||
\section{Spell Saving Throws}\label{spell-saving-throws}}
|
||
|
||
Many spells specify that a target can make a saving throw to avoid some
|
||
or all of a spell's effects. The spell specifies the ability that the
|
||
target uses for the save and what happens on a success or failure.
|
||
|
||
The DC to resist one of your spells = 8 + your spellcasting ability
|
||
modifier + your proficiency bonus + any special modifiers.
|
||
|
||
\hypertarget{spell-attack-rolls}{%
|
||
\section{Spell Attack Rolls}\label{spell-attack-rolls}}
|
||
|
||
Some spells require the caster to make an attack roll to determine
|
||
whether the spell effect hits the intended target. Your attack bonus
|
||
with a spell attack equals your spellcasting ability modifier + your
|
||
proficiency bonus.
|
||
|
||
Most spells that require attack rolls involve ranged attacks. Remember
|
||
that you have disadvantage on a ranged attack roll if you are within 5
|
||
feet of a hostile creature that can see you and that isn't
|
||
incapacitated.
|
||
|
||
\hypertarget{combining-magical-effects}{%
|
||
\section{Combining Magical Effects}\label{combining-magical-effects}}
|
||
|
||
The effects of different spells add together while the durations of
|
||
those spells overlap. The effects of the same spell cast multiple times
|
||
don't combine, however. Instead, the most potent effect-such as the
|
||
highest bonus-from those castings applies while their durations overlap.
|
||
|
||
For example, if two clerics cast \emph{bless} on the same target, that
|
||
character gains the spell's benefit only once; he or she doesn't get to
|
||
roll two bonus dice.
|
||
|
||
\hypertarget{spells}{%
|
||
\section{SPELLS}\label{spells}}
|
||
|
||
\hypertarget{bard-spells}{%
|
||
\subsection{Bard Spells}\label{bard-spells}}
|
||
|
||
\hypertarget{cantrips-0-level}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Dancing Lights
|
||
\item
|
||
Light
|
||
\item
|
||
Mage Hand
|
||
\item
|
||
Mending
|
||
\item
|
||
Message
|
||
\item
|
||
Minor Illusion
|
||
\item
|
||
Prestidigitation
|
||
\item
|
||
True Strike
|
||
\item
|
||
Vicious Mockery
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level}{%
|
||
\paragraph{1st Level}\label{st-level}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Friendship
|
||
\item
|
||
Bane
|
||
\item
|
||
Charm Person
|
||
\item
|
||
Comprehend Languages
|
||
\item
|
||
Cure Wounds
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Disguise Self
|
||
\item
|
||
Faerie Fire
|
||
\item
|
||
Feather Fall
|
||
\item
|
||
Healing Word
|
||
\item
|
||
Heroism
|
||
\item
|
||
Hideous Laughter
|
||
\item
|
||
Identify
|
||
\item
|
||
Illusory Script
|
||
\item
|
||
Longstrider
|
||
\item
|
||
Silent Image
|
||
\item
|
||
Sleep
|
||
\item
|
||
Speak with Animals
|
||
\item
|
||
Thunderwave
|
||
\item
|
||
Unseen Servant
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level}{%
|
||
\paragraph{2nd Level}\label{nd-level}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Messenger
|
||
\item
|
||
Blindness/Deafness
|
||
\item
|
||
Calm Emotions
|
||
\item
|
||
Detect Thoughts
|
||
\item
|
||
Enhance Ability
|
||
\item
|
||
Enthrall
|
||
\item
|
||
Heat Metal
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Invisibility
|
||
\item
|
||
Knock
|
||
\item
|
||
Lesser Restoration
|
||
\item
|
||
Locate Animals or Plants
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Magic Mouth
|
||
\item
|
||
See Invisibility
|
||
\item
|
||
Shatter
|
||
\item
|
||
Silence
|
||
\item
|
||
Suggestion
|
||
\item
|
||
Zone of Truth
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level}{%
|
||
\paragraph{3rd Level}\label{rd-level}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Bestow Curse
|
||
\item
|
||
Clairvoyance
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Fear
|
||
\item
|
||
Glyph of Warding
|
||
\item
|
||
Hypnotic Pattern
|
||
\item
|
||
Major Image
|
||
\item
|
||
Nondetection
|
||
\item
|
||
Plant Growth
|
||
\item
|
||
Sending
|
||
\item
|
||
Speak with Dead
|
||
\item
|
||
Speak with Plants
|
||
\item
|
||
Stinking Cloud
|
||
\item
|
||
Tiny Hut
|
||
\item
|
||
Tongues
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level}{%
|
||
\paragraph{4th Level}\label{th-level}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Compulsion
|
||
\item
|
||
Confusion
|
||
\item
|
||
Dimension Door
|
||
\item
|
||
Freedom of Movement
|
||
\item
|
||
Greater Invisibility
|
||
\item
|
||
Hallucinatory Terrain
|
||
\item
|
||
Locate Creature
|
||
\item
|
||
Polymorph
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-1}{%
|
||
\paragraph{5th Level}\label{th-level-1}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animate Objects
|
||
\item
|
||
Awaken
|
||
\item
|
||
Dominate Person
|
||
\item
|
||
Dream
|
||
\item
|
||
Geas
|
||
\item
|
||
Greater Restoration
|
||
\item
|
||
Hold Monster
|
||
\item
|
||
Legend Lore
|
||
\item
|
||
Mass Cure Wounds
|
||
\item
|
||
Mislead
|
||
\item
|
||
Modify Memory
|
||
\item
|
||
Planar Binding
|
||
\item
|
||
Raise Dead
|
||
\item
|
||
Scrying
|
||
\item
|
||
Seeming
|
||
\item
|
||
Teleportation Circle
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-2}{%
|
||
\paragraph{6th Level}\label{th-level-2}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Eyebite
|
||
\item
|
||
Find the Path
|
||
\item
|
||
Guards and Wards
|
||
\item
|
||
Irresistible Dance
|
||
\item
|
||
Mass Suggestion
|
||
\item
|
||
Programmed Illusion
|
||
\item
|
||
True Seeing
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-3}{%
|
||
\paragraph{7th Level}\label{th-level-3}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Arcane Sword
|
||
\item
|
||
Etherealness
|
||
\item
|
||
Forcecage
|
||
\item
|
||
Magnificent Mansion
|
||
\item
|
||
Mirage Arcane
|
||
\item
|
||
Project Image
|
||
\item
|
||
Regenerate
|
||
\item
|
||
Resurrection
|
||
\item
|
||
Symbol
|
||
\item
|
||
Teleport
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-4}{%
|
||
\paragraph{8th Level}\label{th-level-4}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Dominate Monster
|
||
\item
|
||
Feeblemind
|
||
\item
|
||
Glibness
|
||
\item
|
||
Mind Blank
|
||
\item
|
||
Power Word Stun
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-5}{%
|
||
\paragraph{9th Level}\label{th-level-5}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Foresight
|
||
\item
|
||
Power Word Kill
|
||
\item
|
||
True Polymorph
|
||
\end{itemize}
|
||
|
||
\hypertarget{cleric-spells}{%
|
||
\subsection{Cleric Spells}\label{cleric-spells}}
|
||
|
||
\hypertarget{cantrips-0-level-1}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-1}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Guidance
|
||
\item
|
||
Light
|
||
\item
|
||
Mending
|
||
\item
|
||
Resistance
|
||
\item
|
||
Sacred Flame
|
||
\item
|
||
Spare the Dying
|
||
\item
|
||
Thaumaturgy
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level-1}{%
|
||
\paragraph{1st Level}\label{st-level-1}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Bane
|
||
\item
|
||
Bless
|
||
\item
|
||
Command
|
||
\item
|
||
Create or Destroy Water
|
||
\item
|
||
Cure Wounds
|
||
\item
|
||
Detect Evil and Good
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Detect Poison and Disease
|
||
\item
|
||
Guiding Bolt
|
||
\item
|
||
Healing Word
|
||
\item
|
||
Inflict Wounds
|
||
\item
|
||
Protection from Evil and Good
|
||
\item
|
||
Purify Food and Drink
|
||
\item
|
||
Sanctuary
|
||
\item
|
||
Shield of Faith
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-1}{%
|
||
\paragraph{2nd Level}\label{nd-level-1}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Aid
|
||
\item
|
||
Augury
|
||
\item
|
||
Blindness/Deafness
|
||
\item
|
||
Calm Emotions
|
||
\item
|
||
Continual Flame
|
||
\item
|
||
Enhance Ability
|
||
\item
|
||
Find Traps
|
||
\item
|
||
Gentle Repose
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Lesser Restoration
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Prayer of Healing
|
||
\item
|
||
Protection from Poison
|
||
\item
|
||
Silence
|
||
\item
|
||
Spiritual Weapon
|
||
\item
|
||
Warding Bond
|
||
\item
|
||
Zone of Truth
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-1}{%
|
||
\paragraph{3rd Level}\label{rd-level-1}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animate Dead
|
||
\item
|
||
Beacon of Hope
|
||
\item
|
||
Bestow Curse
|
||
\item
|
||
Clairvoyance
|
||
\item
|
||
Create Food and Water
|
||
\item
|
||
Daylight
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Glyph of Warding
|
||
\item
|
||
Magic Circle
|
||
\item
|
||
Mass Healing Word
|
||
\item
|
||
Meld into Stone
|
||
\item
|
||
Protection from Energy
|
||
\item
|
||
Remove Curse
|
||
\item
|
||
Revivify
|
||
\item
|
||
Sending
|
||
\item
|
||
Speak with Dead
|
||
\item
|
||
Spirit Guardians
|
||
\item
|
||
Tongues
|
||
\item
|
||
Water Walk
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-6}{%
|
||
\paragraph{4th Level}\label{th-level-6}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Banishment
|
||
\item
|
||
Control Water
|
||
\item
|
||
Death Ward
|
||
\item
|
||
Divination
|
||
\item
|
||
Freedom of Movement
|
||
\item
|
||
Guardian of Faith
|
||
\item
|
||
Locate Creature
|
||
\item
|
||
Stone Shape
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-7}{%
|
||
\paragraph{5th Level}\label{th-level-7}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Commune
|
||
\item
|
||
Contagion
|
||
\item
|
||
Dispel Evil and Good
|
||
\item
|
||
Flame Strike
|
||
\item
|
||
Geas
|
||
\item
|
||
Greater Restoration
|
||
\item
|
||
Hallow
|
||
\item
|
||
Insect Plague
|
||
\item
|
||
Legend Lore
|
||
\item
|
||
Mass Cure Wounds
|
||
\item
|
||
Planar Binding
|
||
\item
|
||
Raise Dead
|
||
\item
|
||
Scrying
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-8}{%
|
||
\paragraph{6th Level}\label{th-level-8}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Blade Barrier
|
||
\item
|
||
Create Undead
|
||
\item
|
||
Find the Path
|
||
\item
|
||
Forbiddance
|
||
\item
|
||
Harm
|
||
\item
|
||
Heal
|
||
\item
|
||
Heroes' Feast
|
||
\item
|
||
Planar Ally
|
||
\item
|
||
True Seeing
|
||
\item
|
||
Word of Recall
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-9}{%
|
||
\paragraph{7th Level}\label{th-level-9}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Conjure Celestial
|
||
\item
|
||
Divine Word
|
||
\item
|
||
Etherealness
|
||
\item
|
||
Fire Storm
|
||
\item
|
||
Plane Shift
|
||
\item
|
||
Regenerate
|
||
\item
|
||
Resurrection
|
||
\item
|
||
Symbol
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-10}{%
|
||
\paragraph{8th Level}\label{th-level-10}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Antimagic Field
|
||
\item
|
||
Control Weather
|
||
\item
|
||
Earthquake
|
||
\item
|
||
Holy Aura
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-11}{%
|
||
\paragraph{9th Level}\label{th-level-11}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Astral Projection
|
||
\item
|
||
Gate
|
||
\item
|
||
Mass Heal
|
||
\item
|
||
True Resurrection
|
||
\end{itemize}
|
||
|
||
\hypertarget{druid-spells}{%
|
||
\subsection{Druid Spells}\label{druid-spells}}
|
||
|
||
\hypertarget{cantrips-0-level-2}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-2}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Driudcraft
|
||
\item
|
||
Guidance
|
||
\item
|
||
Mending
|
||
\item
|
||
Poison Spray
|
||
\item
|
||
Produce Flame
|
||
\item
|
||
Resistance
|
||
\item
|
||
Shillelagh
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level-2}{%
|
||
\paragraph{1st Level}\label{st-level-2}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Friendship
|
||
\item
|
||
Charm Person
|
||
\item
|
||
Create or Destroy Water
|
||
\item
|
||
Cure Wounds
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Detect Poison and Disease
|
||
\item
|
||
Entangle
|
||
\item
|
||
Faerie Fire
|
||
\item
|
||
Fog Cloud
|
||
\item
|
||
Goodberry
|
||
\item
|
||
Healing Word
|
||
\item
|
||
Jump
|
||
\item
|
||
Longstrider
|
||
\item
|
||
Purify Food and Drink
|
||
\item
|
||
Speak with Animals
|
||
\item
|
||
Thunderwave
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-2}{%
|
||
\paragraph{2nd Level}\label{nd-level-2}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Messenger
|
||
\item
|
||
Barkskin
|
||
\item
|
||
Darkvision
|
||
\item
|
||
Enhance Ability
|
||
\item
|
||
Find Traps
|
||
\item
|
||
Flame Blade
|
||
\item
|
||
Flaming Sphere
|
||
\item
|
||
Gust of Wind
|
||
\item
|
||
Heat Metal
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Lesser Restoration
|
||
\item
|
||
Locate Animals or Plants
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Moonbeam
|
||
\item
|
||
Pass without Trace
|
||
\item
|
||
Protection from Poison
|
||
\item
|
||
Spike Growth
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-2}{%
|
||
\paragraph{3rd Level}\label{rd-level-2}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Call Lightning
|
||
\item
|
||
Conjure Animals
|
||
\item
|
||
Daylight
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Meld into Stone
|
||
\item
|
||
Plant Growth
|
||
\item
|
||
Protection from Energy
|
||
\item
|
||
Sleet Storm
|
||
\item
|
||
Speak with Plants
|
||
\item
|
||
Water Breathing
|
||
\item
|
||
Water Walk
|
||
\item
|
||
Wind Wall
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-12}{%
|
||
\paragraph{4th Level}\label{th-level-12}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Blight
|
||
\item
|
||
Confusion
|
||
\item
|
||
Conjure Minor Elementals
|
||
\item
|
||
Conjure Woodland Beings
|
||
\item
|
||
Control Water
|
||
\item
|
||
Dominate Beast
|
||
\item
|
||
Freedom of Movement
|
||
\item
|
||
Giant Insect
|
||
\item
|
||
Hallucinatory Terrain
|
||
\item
|
||
Ice Storm
|
||
\item
|
||
Locate Creature
|
||
\item
|
||
Polymorph
|
||
\item
|
||
Stone Shape
|
||
\item
|
||
Stoneskin
|
||
\item
|
||
Wall of Fire
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-13}{%
|
||
\paragraph{5th Level}\label{th-level-13}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Antilife Shell
|
||
\item
|
||
Awaken
|
||
\item
|
||
Commune with Nature
|
||
\item
|
||
Conjure Elemental
|
||
\item
|
||
Contagion
|
||
\item
|
||
Geas
|
||
\item
|
||
Greater Restoration
|
||
\item
|
||
Insect Plague
|
||
\item
|
||
Mass Cure Wounds
|
||
\item
|
||
Planar Binding
|
||
\item
|
||
Reincarnate
|
||
\item
|
||
Scrying
|
||
\item
|
||
Tree Stride
|
||
\item
|
||
Wall of Stone
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-14}{%
|
||
\paragraph{6th Level}\label{th-level-14}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Conjure Fey
|
||
\item
|
||
Find the Path
|
||
\item
|
||
Heal
|
||
\item
|
||
Heroes' Feast
|
||
\item
|
||
Move Earth
|
||
\item
|
||
Sunbeam
|
||
\item
|
||
Transport via Plants
|
||
\item
|
||
Wall of Thorns
|
||
\item
|
||
Wind Walk
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-15}{%
|
||
\paragraph{7th Level}\label{th-level-15}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Fire Storm
|
||
\item
|
||
Mirage Arcane
|
||
\item
|
||
Plane Shift
|
||
\item
|
||
Regenerate
|
||
\item
|
||
Reverse Gravity
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-16}{%
|
||
\paragraph{8th Level}\label{th-level-16}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Shapes
|
||
\item
|
||
Antipathy/Sympathy
|
||
\item
|
||
Control Weather
|
||
\item
|
||
Earthquake
|
||
\item
|
||
Feeblemind
|
||
\item
|
||
Sunburst
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-17}{%
|
||
\paragraph{9th Level}\label{th-level-17}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Foresight
|
||
\item
|
||
Shapechange
|
||
\item
|
||
Storm of Vengeance
|
||
\item
|
||
True Resurrection
|
||
\end{itemize}
|
||
|
||
\hypertarget{paladin-spells}{%
|
||
\subsection{Paladin Spells}\label{paladin-spells}}
|
||
|
||
\hypertarget{st-level-3}{%
|
||
\paragraph{1st Level}\label{st-level-3}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Bless
|
||
\item
|
||
Command
|
||
\item
|
||
Cure Wounds
|
||
\item
|
||
Detect Evil and Good
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Detect Poison and Disease
|
||
\item
|
||
Divine Favor
|
||
\item
|
||
Heroism
|
||
\item
|
||
Protection from Evil and Good
|
||
\item
|
||
Purify Food and Drink
|
||
\item
|
||
Shield of Faith
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-3}{%
|
||
\paragraph{2nd Level}\label{nd-level-3}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Aid
|
||
\item
|
||
Branding Smite
|
||
\item
|
||
Find Steed
|
||
\item
|
||
Lesser Restoration
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Magic Weapon
|
||
\item
|
||
Protection from Poison
|
||
\item
|
||
Zone of Truth
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-3}{%
|
||
\paragraph{3rd Level}\label{rd-level-3}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Create Food and Water
|
||
\item
|
||
Daylight
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Magic Circle
|
||
\item
|
||
Remove Curse
|
||
\item
|
||
Revivify
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-18}{%
|
||
\paragraph{4th Level}\label{th-level-18}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Banishment
|
||
\item
|
||
Death Ward
|
||
\item
|
||
Locate Creature
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-19}{%
|
||
\paragraph{5th Level}\label{th-level-19}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Dispel Evil and Good
|
||
\item
|
||
Geas
|
||
\item
|
||
Raise Dead
|
||
\end{itemize}
|
||
|
||
\hypertarget{ranger-spells}{%
|
||
\subsection{Ranger Spells}\label{ranger-spells}}
|
||
|
||
\hypertarget{st-level-4}{%
|
||
\paragraph{1st Level}\label{st-level-4}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Alarm
|
||
\item
|
||
Animal Friendship
|
||
\item
|
||
Cure Wounds
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Detect Poison and Disease
|
||
\item
|
||
Fog Cloud
|
||
\item
|
||
Goodberry
|
||
\item
|
||
Hunter's Mark
|
||
\item
|
||
Jump
|
||
\item
|
||
Longstrider
|
||
\item
|
||
Speak with Animals
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-4}{%
|
||
\paragraph{2nd Level}\label{nd-level-4}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal Messenger
|
||
\item
|
||
Barkskin
|
||
\item
|
||
Darkvision
|
||
\item
|
||
Find Traps
|
||
\item
|
||
Lesser Restoration
|
||
\item
|
||
Locate Animals or Plants
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Pass without Trace
|
||
\item
|
||
Protection from Poison
|
||
\item
|
||
Silence
|
||
\item
|
||
Spike Growth
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-4}{%
|
||
\paragraph{3rd Level}\label{rd-level-4}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Conjure Animals
|
||
\item
|
||
Daylight
|
||
\item
|
||
Nondetection
|
||
\item
|
||
Plant Growth
|
||
\item
|
||
Protection from Energy
|
||
\item
|
||
Speak with Plants
|
||
\item
|
||
Water Breathing
|
||
\item
|
||
Water Walk
|
||
\item
|
||
Wind Wall
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-20}{%
|
||
\paragraph{4th Level}\label{th-level-20}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Conjure Woodland Beings
|
||
\item
|
||
Freedom of Movement
|
||
\item
|
||
Locate Creature
|
||
\item
|
||
Stoneskin
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-21}{%
|
||
\paragraph{5th Level}\label{th-level-21}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Commune with Nature
|
||
\item
|
||
Tree Stride
|
||
\end{itemize}
|
||
|
||
\hypertarget{sorcerer-spells}{%
|
||
\subsection{Sorcerer Spells}\label{sorcerer-spells}}
|
||
|
||
\hypertarget{cantrips-0-level-3}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-3}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Acid Splash
|
||
\item
|
||
Chill Touch
|
||
\item
|
||
Dancing Lights
|
||
\item
|
||
Fire Bolt
|
||
\item
|
||
Light
|
||
\item
|
||
Mage Hand
|
||
\item
|
||
Mending
|
||
\item
|
||
Message
|
||
\item
|
||
Minor Illusion
|
||
\item
|
||
Poison Spray
|
||
\item
|
||
Prestidigitation
|
||
\item
|
||
Ray of Frost
|
||
\item
|
||
Shocking Grasp
|
||
\item
|
||
True Strike
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level-5}{%
|
||
\paragraph{1st Level}\label{st-level-5}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Burning Hands
|
||
\item
|
||
Charm Person
|
||
\item
|
||
Color Spray
|
||
\item
|
||
Comprehend Languages
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Disguise Self
|
||
\item
|
||
Expeditious Retreat
|
||
\item
|
||
False Life
|
||
\item
|
||
Feather Fall
|
||
\item
|
||
Fog Cloud
|
||
\item
|
||
Jump
|
||
\item
|
||
Mage Armor
|
||
\item
|
||
Magic Missile
|
||
\item
|
||
Shield
|
||
\item
|
||
Silent Image
|
||
\item
|
||
Sleep
|
||
\item
|
||
Thunderwave
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-5}{%
|
||
\paragraph{2nd Level}\label{nd-level-5}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Alter Self
|
||
\item
|
||
Blindness/Deafness
|
||
\item
|
||
Blur
|
||
\item
|
||
Darkness
|
||
\item
|
||
Darkvision
|
||
\item
|
||
Detect Thoughts
|
||
\item
|
||
Enhance Ability
|
||
\item
|
||
Enlarge/Reduce
|
||
\item
|
||
Gust of Wind
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Invisibility
|
||
\item
|
||
Knock
|
||
\item
|
||
Levitate
|
||
\item
|
||
Mirror Image
|
||
\item
|
||
Misty Step
|
||
\item
|
||
Scorching Ray
|
||
\item
|
||
See Invisibility
|
||
\item
|
||
Shatter
|
||
\item
|
||
Spider Climb
|
||
\item
|
||
Suggestion
|
||
\item
|
||
Web
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-5}{%
|
||
\paragraph{3rd Level}\label{rd-level-5}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Blink
|
||
\item
|
||
Clairvoyance
|
||
\item
|
||
Counterspell
|
||
\item
|
||
Daylight
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Fear
|
||
\item
|
||
Fireball
|
||
\item
|
||
Fly
|
||
\item
|
||
Gaseous Form
|
||
\item
|
||
Haste
|
||
\item
|
||
Hypnotic Pattern
|
||
\item
|
||
Lightning Bolt
|
||
\item
|
||
Major Image
|
||
\item
|
||
Protection from Energy
|
||
\item
|
||
Sleet Storm
|
||
\item
|
||
Slow
|
||
\item
|
||
Stinking Cloud
|
||
\item
|
||
Tongues
|
||
\item
|
||
Water Breathing
|
||
\item
|
||
Water Walk
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-22}{%
|
||
\paragraph{4th Level}\label{th-level-22}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Banishment
|
||
\item
|
||
Blight
|
||
\item
|
||
Confusion
|
||
\item
|
||
Dimension Door
|
||
\item
|
||
Dominate Beast
|
||
\item
|
||
Greater Invisibility
|
||
\item
|
||
Ice Storm
|
||
\item
|
||
Polymorph
|
||
\item
|
||
Stoneskin
|
||
\item
|
||
Wall of Fire
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-23}{%
|
||
\paragraph{5th Level}\label{th-level-23}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animate Objects
|
||
\item
|
||
Cloudkill
|
||
\item
|
||
Cone of Cold
|
||
\item
|
||
Creation
|
||
\item
|
||
Dominate Person
|
||
\item
|
||
Hold Monster
|
||
\item
|
||
Insect Plague
|
||
\item
|
||
Seeming
|
||
\item
|
||
Telekinesis
|
||
\item
|
||
Teleportation Circle
|
||
\item
|
||
Wall of Stone
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-24}{%
|
||
\paragraph{6th Level}\label{th-level-24}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Chain Lightning
|
||
\item
|
||
Circle of Death
|
||
\item
|
||
Disintegrate
|
||
\item
|
||
Eyebite
|
||
\item
|
||
Globe of Invulnerability
|
||
\item
|
||
Mass Suggestion
|
||
\item
|
||
Move Earth
|
||
\item
|
||
Sunbeam
|
||
\item
|
||
True Seeing
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-25}{%
|
||
\paragraph{7th Level}\label{th-level-25}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Delayed Blast Fireball
|
||
\item
|
||
Etherealness
|
||
\item
|
||
Finger of Death
|
||
\item
|
||
Fire Storm
|
||
\item
|
||
Plane Shift
|
||
\item
|
||
Prismatic Spray
|
||
\item
|
||
Reverse Gravity
|
||
\item
|
||
Teleport
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-26}{%
|
||
\paragraph{8th Level}\label{th-level-26}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Dominate Monster
|
||
\item
|
||
Earthquake
|
||
\item
|
||
Incendiary Cloud
|
||
\item
|
||
Power Word Stun
|
||
\item
|
||
Sunburst
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-27}{%
|
||
\paragraph{9th Level}\label{th-level-27}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Gate
|
||
\item
|
||
Meteor Swarm
|
||
\item
|
||
Power Word Kill
|
||
\item
|
||
Time Stop
|
||
\item
|
||
Wish
|
||
\end{itemize}
|
||
|
||
\hypertarget{warlock-spells}{%
|
||
\subsection{Warlock Spells}\label{warlock-spells}}
|
||
|
||
\hypertarget{cantrips-0-level-4}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-4}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Chill Touch
|
||
\item
|
||
Eldritch Blast
|
||
\item
|
||
Mage Hand
|
||
\item
|
||
Minor Illusion
|
||
\item
|
||
Poison Spray
|
||
\item
|
||
Prestidigitation
|
||
\item
|
||
True Strike
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level-6}{%
|
||
\paragraph{1st Level}\label{st-level-6}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Charm Person
|
||
\item
|
||
Comprehend Languages
|
||
\item
|
||
Expeditious Retreat
|
||
\item
|
||
Hellish Rebuke
|
||
\item
|
||
Illusory Script
|
||
\item
|
||
Protection from Evil and Good
|
||
\item
|
||
Unseen Servant
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-6}{%
|
||
\paragraph{2nd Level}\label{nd-level-6}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Darkness
|
||
\item
|
||
Enthrall
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Invisibility
|
||
\item
|
||
Mirror Image
|
||
\item
|
||
Misty Step
|
||
\item
|
||
Ray of Enfeeblement
|
||
\item
|
||
Shatter
|
||
\item
|
||
Spider Climb
|
||
\item
|
||
Suggestion
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-6}{%
|
||
\paragraph{3rd Level}\label{rd-level-6}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Counterspell
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Fear
|
||
\item
|
||
Fly
|
||
\item
|
||
Gaseous Form
|
||
\item
|
||
Hypnotic Pattern
|
||
\item
|
||
Magic Circle
|
||
\item
|
||
Major Image
|
||
\item
|
||
Remove Curse
|
||
\item
|
||
Tongues
|
||
\item
|
||
Vampiric Touch
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-28}{%
|
||
\paragraph{4th Level}\label{th-level-28}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Banishment
|
||
\item
|
||
Blight
|
||
\item
|
||
Dimension Door
|
||
\item
|
||
Hallucinatory Terrain
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-29}{%
|
||
\paragraph{5th Level}\label{th-level-29}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Contact Other Plane
|
||
\item
|
||
Dream
|
||
\item
|
||
Hold Monster
|
||
\item
|
||
Scrying
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-30}{%
|
||
\paragraph{6th Level}\label{th-level-30}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Circle of Death
|
||
\item
|
||
Conjure Fey
|
||
\item
|
||
Create Undead
|
||
\item
|
||
Eyebite
|
||
\item
|
||
Flesh to Stone
|
||
\item
|
||
Mass Suggestion
|
||
\item
|
||
True Seeing
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-31}{%
|
||
\paragraph{7th Level}\label{th-level-31}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Etherealness
|
||
\item
|
||
Finger of Death
|
||
\item
|
||
Forcecage
|
||
\item
|
||
Plane Shift
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-32}{%
|
||
\paragraph{8th Level}\label{th-level-32}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Demiplane
|
||
\item
|
||
Dominate Monster
|
||
\item
|
||
Feeblemind
|
||
\item
|
||
Glibness
|
||
\item
|
||
Power Word Stun
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-33}{%
|
||
\paragraph{9th Level}\label{th-level-33}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Astral Projection
|
||
\item
|
||
Foresight
|
||
\item
|
||
Imprisonment
|
||
\item
|
||
Power Word Kill
|
||
\item
|
||
True Polymorph
|
||
\end{itemize}
|
||
|
||
\hypertarget{wizard-spells}{%
|
||
\subsection{Wizard Spells}\label{wizard-spells}}
|
||
|
||
\hypertarget{cantrips-0-level-5}{%
|
||
\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-5}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Acid Splash
|
||
\item
|
||
Chill Touch
|
||
\item
|
||
Dancing Lights
|
||
\item
|
||
Fire Bolt
|
||
\item
|
||
Light
|
||
\item
|
||
Mage Hand
|
||
\item
|
||
Mending
|
||
\item
|
||
Message
|
||
\item
|
||
Minor Illusion
|
||
\item
|
||
Poison Spray
|
||
\item
|
||
Prestidigitation
|
||
\item
|
||
Ray of Frost
|
||
\item
|
||
Shocking Grasp
|
||
\item
|
||
True Strike
|
||
\end{itemize}
|
||
|
||
\hypertarget{st-level-7}{%
|
||
\paragraph{1st Level}\label{st-level-7}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Alarm
|
||
\item
|
||
Burning Hands
|
||
\item
|
||
Charm Person
|
||
\item
|
||
Color Spray
|
||
\item
|
||
Comprehend Languages
|
||
\item
|
||
Detect Magic
|
||
\item
|
||
Disguise Self
|
||
\item
|
||
Expeditious Retreat
|
||
\item
|
||
False Life
|
||
\item
|
||
Feather Fall
|
||
\item
|
||
Find Familiar
|
||
\item
|
||
Floating Disk
|
||
\item
|
||
Fog Cloud
|
||
\item
|
||
Grease
|
||
\item
|
||
Hideous Laughter
|
||
\item
|
||
Identify
|
||
\item
|
||
Illusory Script
|
||
\item
|
||
Jump
|
||
\item
|
||
Longstrider
|
||
\item
|
||
Mage Armor
|
||
\item
|
||
Magic Missile
|
||
\item
|
||
Protection from Evil and Good
|
||
\item
|
||
Shield
|
||
\item
|
||
Silent Image
|
||
\item
|
||
Sleep
|
||
\item
|
||
Thunderwave
|
||
\item
|
||
Unseen Servant
|
||
\end{itemize}
|
||
|
||
\hypertarget{nd-level-7}{%
|
||
\paragraph{2nd Level}\label{nd-level-7}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Acid Arrow
|
||
\item
|
||
Alter Self
|
||
\item
|
||
Arcane Lock
|
||
\item
|
||
Arcanist's Magic Aura
|
||
\item
|
||
Blindness/Deafness
|
||
\item
|
||
Blur
|
||
\item
|
||
Continual Flame
|
||
\item
|
||
Darkness
|
||
\item
|
||
Darkvision
|
||
\item
|
||
Detect Thoughts
|
||
\item
|
||
Enlarge/Reduce
|
||
\item
|
||
Flaming Sphere
|
||
\item
|
||
Gentle Repose
|
||
\item
|
||
Gust of Wind
|
||
\item
|
||
Hold Person
|
||
\item
|
||
Invisibility
|
||
\item
|
||
Knock
|
||
\item
|
||
Levitate
|
||
\item
|
||
Locate Object
|
||
\item
|
||
Magic Mouth
|
||
\item
|
||
Magic Weapon
|
||
\item
|
||
Mirror Image
|
||
\item
|
||
Misty Step
|
||
\item
|
||
Ray of Enfeeblement
|
||
\item
|
||
Rope Trick
|
||
\item
|
||
Scorching Ray
|
||
\item
|
||
See Invisibility
|
||
\item
|
||
Shatter
|
||
\item
|
||
Spider Climb
|
||
\item
|
||
Suggestion
|
||
\item
|
||
Web
|
||
\end{itemize}
|
||
|
||
\hypertarget{rd-level-7}{%
|
||
\paragraph{3rd Level}\label{rd-level-7}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animate Dead
|
||
\item
|
||
Bestow Curse
|
||
\item
|
||
Blink
|
||
\item
|
||
Clairvoyance
|
||
\item
|
||
Counterspell
|
||
\item
|
||
Dispel Magic
|
||
\item
|
||
Fear
|
||
\item
|
||
Fireball
|
||
\item
|
||
Fly
|
||
\item
|
||
Gaseous Form
|
||
\item
|
||
Glyph of Warding
|
||
\item
|
||
Haste
|
||
\item
|
||
Hypnotic Pattern
|
||
\item
|
||
Lightning Bolt
|
||
\item
|
||
Magic Circle
|
||
\item
|
||
Major Image
|
||
\item
|
||
Nondetection
|
||
\item
|
||
Phantom Steed
|
||
\item
|
||
Protection from Energy
|
||
\item
|
||
Remove Curse
|
||
\item
|
||
Sending
|
||
\item
|
||
Sleet Storm
|
||
\item
|
||
Slow
|
||
\item
|
||
Stinking Cloud
|
||
\item
|
||
Tiny Hut
|
||
\item
|
||
Tongues
|
||
\item
|
||
Vampiric Touch
|
||
\item
|
||
Water Breathing
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-34}{%
|
||
\paragraph{4th Level}\label{th-level-34}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Arcane Eye
|
||
\item
|
||
Banishment
|
||
\item
|
||
Black Tentacles
|
||
\item
|
||
Blight
|
||
\item
|
||
Confusion
|
||
\item
|
||
Conjure Minor Elementals
|
||
\item
|
||
Control Water
|
||
\item
|
||
Dimension Door
|
||
\item
|
||
Fabricate
|
||
\item
|
||
Faithful Hound
|
||
\item
|
||
Fire Shield
|
||
\item
|
||
Greater Invisibility
|
||
\item
|
||
Hallucinatory Terrain
|
||
\item
|
||
Ice Storm
|
||
\item
|
||
Locate Creature
|
||
\item
|
||
Phantasmal Killer
|
||
\item
|
||
Polymorph
|
||
\item
|
||
Private Sanctum
|
||
\item
|
||
Resilient Sphere
|
||
\item
|
||
Secret Chest
|
||
\item
|
||
Stone Shape
|
||
\item
|
||
Stoneskin
|
||
\item
|
||
Wall of Fire
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-35}{%
|
||
\paragraph{5th Level}\label{th-level-35}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animate Objects
|
||
\item
|
||
Arcane Hand
|
||
\item
|
||
Cloudkill
|
||
\item
|
||
Cone of Cold
|
||
\item
|
||
Conjure Elemental
|
||
\item
|
||
Contact Other Plane
|
||
\item
|
||
Creation
|
||
\item
|
||
Dominate Person
|
||
\item
|
||
Dream
|
||
\item
|
||
Geas
|
||
\item
|
||
Hold Monster
|
||
\item
|
||
Legend Lore
|
||
\item
|
||
Mislead
|
||
\item
|
||
Modify Memory
|
||
\item
|
||
Passwall
|
||
\item
|
||
Planar Binding
|
||
\item
|
||
Scrying
|
||
\item
|
||
Seeming
|
||
\item
|
||
Telekinesis
|
||
\item
|
||
Telepathic Bond
|
||
\item
|
||
Teleportation Circle
|
||
\item
|
||
Wall of Force
|
||
\item
|
||
Wall of Stone
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-36}{%
|
||
\paragraph{6th Level}\label{th-level-36}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Chain Lightning
|
||
\item
|
||
Circle of Death
|
||
\item
|
||
Contingency
|
||
\item
|
||
Create Undead
|
||
\item
|
||
Disintegrate
|
||
\item
|
||
Eyebite
|
||
\item
|
||
Flesh to Stone
|
||
\item
|
||
Freezing Sphere
|
||
\item
|
||
Globe of Invulnerability
|
||
\item
|
||
Guards and Wards
|
||
\item
|
||
Instant Summons
|
||
\item
|
||
Irresistible Dance
|
||
\item
|
||
Magic Jar
|
||
\item
|
||
Mass Suggestion
|
||
\item
|
||
Move Earth
|
||
\item
|
||
Programmed Illusion
|
||
\item
|
||
Sunbeam
|
||
\item
|
||
True Seeing
|
||
\item
|
||
Wall of Ice
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-37}{%
|
||
\paragraph{7th Level}\label{th-level-37}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Arcane Sword
|
||
\item
|
||
Delayed Blast Fireball
|
||
\item
|
||
Etherealness
|
||
\item
|
||
Finger of Death
|
||
\item
|
||
Forcecage
|
||
\item
|
||
Magnificent Mansion
|
||
\item
|
||
Mirage Arcane
|
||
\item
|
||
Plane Shift
|
||
\item
|
||
Prismatic Spray
|
||
\item
|
||
Project Image
|
||
\item
|
||
Reverse Gravity
|
||
\item
|
||
Sequester
|
||
\item
|
||
Simulacrum
|
||
\item
|
||
Symbol
|
||
\item
|
||
Teleport
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-38}{%
|
||
\paragraph{8th Level}\label{th-level-38}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Antimagic Field
|
||
\item
|
||
Antipathy/Sympathy
|
||
\item
|
||
Clone
|
||
\item
|
||
Control Weather
|
||
\item
|
||
Demiplane
|
||
\item
|
||
Dominate Monster
|
||
\item
|
||
Feeblemind
|
||
\item
|
||
Incendiary Cloud
|
||
\item
|
||
Maze
|
||
\item
|
||
Mind Blank
|
||
\item
|
||
Power Word Stun
|
||
\item
|
||
Sunburst
|
||
\end{itemize}
|
||
|
||
\hypertarget{th-level-39}{%
|
||
\paragraph{9th Level}\label{th-level-39}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Astral Projection
|
||
\item
|
||
Foresight
|
||
\item
|
||
Gate
|
||
\item
|
||
Imprisonment
|
||
\item
|
||
Meteor Swarm
|
||
\item
|
||
Power Word Kill
|
||
\item
|
||
Prismatic Wall
|
||
\item
|
||
Shapechange
|
||
\item
|
||
Time Stop
|
||
\item
|
||
True Polymorph
|
||
\item
|
||
Weird
|
||
\item
|
||
Wish
|
||
\end{itemize}
|
||
|
||
\hypertarget{spells-a}{%
|
||
\section{Spells (A)}\label{spells-a}}
|
||
|
||
\hypertarget{acid-arrow}{%
|
||
\paragraph{Acid Arrow}\label{acid-arrow}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (powdered rhubarb leaf and an adder's
|
||
stomach)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A shimmering green arrow streaks toward a target within range and bursts
|
||
in a spray of acid. Make a ranged spell attack against the target. On a
|
||
hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at
|
||
the end of its next turn. On a miss, the arrow splashes the target with
|
||
acid for half as much of the initial damage and no damage at the end of
|
||
its next turn.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage (both initial and later)
|
||
increases by 1d4 for each slot level above 2nd.
|
||
|
||
\hypertarget{acid-splash}{%
|
||
\paragraph{Acid Splash}\label{acid-splash}}
|
||
|
||
\emph{Conjuration cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You hurl a bubble of acid. Choose one creature you can see within range,
|
||
or choose two creatures you can see within range that are within 5 feet
|
||
of each other. A target must succeed on a Dexterity saving throw or take
|
||
1d6 acid damage.
|
||
|
||
This spell's damage increases by 1d6 when you reach 5th level (2d6),
|
||
11th level (3d6), and 17th level (4d6).
|
||
|
||
\hypertarget{aid}{%
|
||
\paragraph{Aid}\label{aid}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny strip of white cloth)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
Your spell bolsters your allies with toughness and resolve. Choose up to
|
||
three creatures within range. Each target's hit point maximum and
|
||
current hit points increase by 5 for the duration.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, a target's hit points increase by an
|
||
additional 5 for each slot level above 2nd.
|
||
|
||
\hypertarget{alarm}{%
|
||
\paragraph{Alarm}\label{alarm}}
|
||
|
||
\emph{1st-level abjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny bell and a piece of fine silver
|
||
wire)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You set an alarm against unwanted intrusion. Choose a door, a window, or
|
||
an area within range that is no larger than a 20-foot cube. Until the
|
||
spell ends, an alarm alerts you whenever a Tiny or larger creature
|
||
touches or enters the warded area. When you cast the spell, you can
|
||
designate creatures that won't set off the alarm. You also choose
|
||
whether the alarm is mental or audible.
|
||
|
||
A mental alarm alerts you with a ping in your mind if you are within 1
|
||
mile of the warded area. This ping awakens you if you are sleeping.
|
||
|
||
An audible alarm produces the sound of a hand bell for 10 seconds within
|
||
60 feet.
|
||
|
||
\hypertarget{alter-self}{%
|
||
\paragraph{Alter Self}\label{alter-self}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You assume a different form. When you cast the spell, choose one of the
|
||
following options, the effects of which last for the duration of the
|
||
spell. While the spell lasts, you can end one option as an action to
|
||
gain the benefits of a different one.
|
||
|
||
\textbf{\emph{Aquatic Adaptation}}. You adapt your body to an aquatic
|
||
environment, sprouting gills and growing webbing between your fingers.
|
||
You can breathe underwater and gain a swimming speed equal to your
|
||
walking speed.
|
||
|
||
\textbf{\emph{Change Appearance}}. You transform your appearance. You
|
||
decide what you look like, including your height, weight, facial
|
||
features, sound of your voice, hair length, coloration, and
|
||
distinguishing characteristics, if any. You can make yourself appear as
|
||
a member of another race, though none of your statistics change. You
|
||
also can't appear as a creature of a different size than you, and your
|
||
basic shape stays the same; if you're bipedal, you can't use this spell
|
||
to become quadrupedal, for instance. At any time for the duration of the
|
||
spell, you can use your action to change your appearance in this way
|
||
again.
|
||
|
||
\textbf{\emph{Natural Weapons}}. You grow claws, fangs, spines, horns,
|
||
or a different natural weapon of your choice. Your unarmed strikes deal
|
||
1d6 bludgeoning, piercing, or slashing damage, as appropriate to the
|
||
natural weapon you chose, and you are proficient with your unarmed
|
||
strikes. Finally, the natural weapon is magic and you have a +1 bonus to
|
||
the attack and damage rolls you make using it.
|
||
|
||
\hypertarget{animal-friendship}{%
|
||
\paragraph{Animal Friendship}\label{animal-friendship}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a morsel of food)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
This spell lets you convince a beast that you mean it no harm. Choose a
|
||
beast that you can see within range. It must see and hear you. If the
|
||
beast's Intelligence is 4 or higher, the spell fails. Otherwise, the
|
||
beast must succeed on a Wisdom saving throw or be charmed by you for the
|
||
spell's duration. If you or one of your companions harms the target, the
|
||
spells ends.
|
||
|
||
\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~
|
||
spell slot of 2nd level or higher, you can affect one additional beast t
|
||
level above 1st.
|
||
|
||
\hypertarget{animal-messenger}{%
|
||
\paragraph{Animal Messenger}\label{animal-messenger}}
|
||
|
||
\emph{2nd-level enchantment (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a morsel of food)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
By means of this spell, you use an animal to deliver a message. Choose a
|
||
Tiny beast you can see within range, such as a squirrel, a blue jay, or
|
||
a bat. You specify a location, which you must have visited, and a
|
||
recipient who matches a general description, such as ``a man or woman
|
||
dressed in the uniform of the town guard'' or ``a red-haired dwarf
|
||
wearing a pointed hat.'' You also speak a message of up to twenty-five
|
||
words. The target beast travels for the duration of the spell toward the
|
||
specified location, covering about 50 miles per 24 hours for a flying
|
||
messenger, or 25 miles for other animals.
|
||
|
||
When the messenger arrives, it delivers your message to the creature
|
||
that you described, replicating the sound of your voice. The messenger
|
||
speaks only to a creature matching the description you gave. If the
|
||
messenger doesn't reach its destination before the spell ends, the
|
||
message is lost, and the beast makes its way back to where you cast this
|
||
spell.
|
||
|
||
\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell
|
||
slot of 3nd level or higher, the duration of the spell increases by 48
|
||
hours for each slot level above 2nd.
|
||
|
||
\hypertarget{animal-shapes}{%
|
||
\paragraph{Animal Shapes}\label{animal-shapes}}
|
||
|
||
\emph{8th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 24 hours
|
||
|
||
Your magic turns others into beasts. Choose any number of willing
|
||
creatures that you can see within range. You transform each target into
|
||
the form of a Large or smaller beast with a challenge rating of 4 or
|
||
lower. On subsequent turns, you can use your action to transform
|
||
affected creatures into new forms.
|
||
|
||
The transformation lasts for the duration for each target, or until the
|
||
target drops to 0 hit points or dies. You can choose a different form
|
||
for each target. A target's game statistics are replaced by the
|
||
statistics of the chosen beast, though the target retains its alignment
|
||
and Intelligence, Wisdom, and Charisma scores. The target assumes the
|
||
hit points of its new form, and when it reverts to its normal form, it
|
||
returns to the number of hit points it had before it transformed. If it
|
||
reverts as a result of dropping to 0 hit points, any excess damage
|
||
carries over to its normal form. As long as the excess damage doesn't
|
||
reduce the creature's normal form to 0 hit points, it isn't knocked
|
||
unconscious. The creature is limited in the actions it can perform by
|
||
the nature of its new form, and it can't speak or cast spells.
|
||
|
||
The target's gear melds into the new form. The target can't activate,
|
||
wield, or otherwise benefit from any of its equipment.
|
||
|
||
\hypertarget{animate-dead}{%
|
||
\paragraph{Animate Dead}\label{animate-dead}}
|
||
|
||
\emph{3rd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of blood, a piece of flesh, and a
|
||
pinch of bone dust)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
This spell creates an undead servant. Choose a pile of bones or a corpse
|
||
of a Medium or Small humanoid within range. Your spell imbues the target
|
||
with a foul mimicry of life, raising it as an undead creature. The
|
||
target becomes a skeleton if you chose bones or a zombie if you chose a
|
||
corpse (the GM has the creature's game statistics).
|
||
|
||
On each of your turns, you can use a bonus action to mentally command
|
||
any creature you made with this spell if the creature is within 60 feet
|
||
of you (if you control multiple creatures, you can command any or all of
|
||
them at the same time, issuing the same command to each one). You decide
|
||
what action the creature will take and where it will move during its
|
||
next turn, or you can issue a general command, such as to guard a
|
||
particular chamber or corridor. If you issue no commands, the creature
|
||
only defends itself against hostile creatures. Once given an order, the
|
||
creature continues to follow it until its task is complete.
|
||
|
||
The creature is under your control for 24 hours, after which it stops
|
||
obeying any command you've given it. To maintain control of the creature
|
||
for another 24 hours, you must cast this spell on the creature again
|
||
before the current 24-hour period ends. This use of the spell reasserts
|
||
your control over up to four creatures you have animated with this
|
||
spell, rather than animating a new one.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, you animate or reassert control over two
|
||
additional undead creatures for each slot level above 3rd. Each of the
|
||
creatures must come from a different corpse or pile of bones.
|
||
|
||
\hypertarget{animate-objects}{%
|
||
\paragraph{Animate Objects}\label{animate-objects}}
|
||
|
||
\emph{5th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Objects come to life at your command. Choose up to ten nonmagical
|
||
objects within range that are not being worn or carried. Medium targets
|
||
count as two objects, Large targets count as four objects, Huge targets
|
||
count as eight objects. You can't animate any object larger than Huge.
|
||
Each target animates and becomes a creature under your control until the
|
||
spell ends or until reduced to 0 hit points.
|
||
|
||
As a bonus action, you can mentally command any creature you made with
|
||
this spell if the creature is within 500 feet of you (if you control
|
||
multiple creatures, you can command any or all of them at the same time,
|
||
issuing the same command to each one). You decide what action the
|
||
creature will take and where it will move during its next turn, or you
|
||
can issue a general command, such as to guard a particular chamber or
|
||
corridor. If you issue no commands, the creature only defends itself
|
||
against hostile creatures. Once given an order, the creature continues
|
||
to follow it until its task is complete.
|
||
|
||
\textbf{Table- Animate Object Stats}
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
Size & HP & AC & Attack & Str & Dex \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
Large & 50 & 10 & +6 to hit, 2d10 + 2 damage & 14 & 10 \\
|
||
Huge & 80 & 10 & +8 to hit, 2d12 + 4 damage & 18 & 6 \\
|
||
& & & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
An animated object is a construct with AC, hit points, attacks,
|
||
Strength, and Dexterity determined by its size. Its Constitution is 10
|
||
and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed
|
||
is
|
||
|
||
30 feet; if the object lacks legs or other appendages it can use for
|
||
locomotion, it instead has a flying speed of 30 feet and can hover. If
|
||
the object is securely attached to a surface or a larger object, such as
|
||
a chain bolted to a wall, its speed is 0. It has blindsight with a
|
||
radius of 30 feet and is blind beyond that distance. When the animated
|
||
object drops to 0 hit points, it reverts to its original object form,
|
||
and any remaining damage carries over to its original object form.
|
||
|
||
If you command an object to attack, it can make a single melee attack
|
||
against a creature within 5 feet of it. It makes a slam attack with an
|
||
attack bonus and bludgeoning damage determined by its size. The GM might
|
||
rule that a specific object inflicts slashing or piercing damage based
|
||
on its form.
|
||
|
||
\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell
|
||
slot of 6th level or higher, you can animate two additional objects for
|
||
each slot level above 5th.
|
||
|
||
\hypertarget{antilife-shell}{%
|
||
\paragraph{Antilife Shell}\label{antilife-shell}}
|
||
|
||
\emph{5th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (10-foot radius)
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
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.
|
||
|
||
If you move so that an affected creature is forced to pass through the
|
||
barrier, the spell ends.
|
||
|
||
\hypertarget{antimagic-field}{%
|
||
\paragraph{Antimagic Field}\label{antimagic-field}}
|
||
|
||
\emph{8th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (10-foot radius sphere)
|
||
|
||
\textbf{Components:} V, S, M (a pinch of powdered iron or iron filings)
|
||
|
||
\textbf{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 can't 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 can't protrude into it. A slot
|
||
expended to cast a suppressed spell is consumed. While an effect is
|
||
suppressed, it doesn't function, but the time it spends suppressed
|
||
counts against its duration.
|
||
|
||
\textbf{\emph{Targeted Effects}}. Spells and other magical effects, such
|
||
as \emph{magic missile} and \emph{charm person}, that target a creature
|
||
or an object in the sphere have no effect on that target.
|
||
|
||
\textbf{\emph{Areas of Magic}}. The area of another spell or magical
|
||
effect, such as \emph{fireball}, can't extend into the sphere. If the
|
||
sphere overlaps an area of magic, the part of the area that is covered
|
||
by the sphere is suppressed. For example, the flames created by a
|
||
\emph{wall of fire} are suppressed within the sphere, creating a gap in
|
||
the wall if the overlap is large enough.
|
||
|
||
\textbf{\emph{Spells}}. Any active spell or other magical effect on a
|
||
creature or an object in the sphere is suppressed while the creature or
|
||
object is in it.
|
||
|
||
\textbf{\emph{Magic Items}}. The properties and powers of magic items
|
||
are suppressed in the sphere. For example, a \emph{+1 longsword} in the
|
||
sphere functions as a nonmagical longsword.
|
||
|
||
A magic weapon's properties and powers are suppressed if it is used
|
||
against a target in the sphere or wielded by an attacker in the sphere.
|
||
If a magic weapon or a piece of magic ammunition fully leaves the sphere
|
||
(for example, if you fire a magic arrow or throw a magic spear at a
|
||
target outside the sphere), the magic of the item ceases to be
|
||
suppressed as soon as it exits.
|
||
|
||
\textbf{\emph{Magical Travel}}. Teleportation and planar travel fail to
|
||
work in the sphere, whether the sphere is the destination or the
|
||
departure point for such magical travel. A portal to another location,
|
||
world, or plane of existence, as well as an opening to an
|
||
extradimensional space such as that created by the \emph{rope trick}
|
||
spell, temporarily closes while in the sphere.
|
||
|
||
\textbf{\emph{Creatures and Objects}}. A creature or object summoned or
|
||
created by magic temporarily winks out of existence in the sphere. Such
|
||
a creature instantly reappears once the space the creature occupied is
|
||
no longer within the sphere.
|
||
|
||
\textbf{\emph{Dispel Magic}}. Spells and magical effects such as
|
||
\emph{dispel magic} have no effect on the sphere. Likewise, the spheres
|
||
created by different \emph{antimagic field} spells don't nullify each
|
||
other.
|
||
|
||
\hypertarget{antipathysympathy}{%
|
||
\paragraph{Antipathy/Sympathy}\label{antipathysympathy}}
|
||
|
||
\emph{8th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (either a lump of alum soaked in vinegar
|
||
for the \emph{antipathy} effect or a drop of honey for the
|
||
\emph{sympathy} effect)
|
||
|
||
\textbf{Duration:} 10 days
|
||
|
||
This spell attracts or repels creatures of your choice. You target
|
||
something within range, either a Huge or smaller object or creature or
|
||
an area that is no larger than a 200-foot cube. Then specify a kind of
|
||
intelligent creature, such as red dragons, goblins, or vampires. You
|
||
invest the target with an aura that either attracts or repels the
|
||
specified creatures for the duration. Choose antipathy or sympathy as
|
||
the aura's effect.
|
||
|
||
\textbf{\emph{Antipathy}}. The enchantment causes creatures of the kind
|
||
you designated to feel an intense urge to leave the area and avoid the
|
||
target. When such a creature can see the target or comes within 60 feet
|
||
of it, the creature must succeed on a Wisdom saving throw or become
|
||
frightened. The creature remains frightened while it can see the target
|
||
or is within 60 feet of it. While frightened by the target, the creature
|
||
must use its movement to move to the nearest safe spot from which it
|
||
can't see the target. If the creature moves more than 60 feet from the
|
||
target and can't see it, the creature is no longer frightened, but the
|
||
creature becomes frightened again if it regains sight of the target or
|
||
moves within 60 feet of it.
|
||
|
||
\textbf{\emph{Sympathy}}. The enchantment causes the specified creatures
|
||
to feel an intense urge to approach the target while within 60 feet of
|
||
it or able to see it. When such a creature can see the target or comes
|
||
within 60 feet of it, the creature must succeed on a Wisdom saving throw
|
||
or use its movement on each of its turns to enter the area or move
|
||
within reach of the target. When the creature has done so, it can't
|
||
willingly move away from the target.
|
||
|
||
If the target damages or otherwise harms an affected creature, the
|
||
affected creature can make a Wisdom saving throw to end the effect, as
|
||
described below.
|
||
|
||
\textbf{\emph{Ending the Effect}}. If an affected creature ends its turn
|
||
while not within 60 feet of the target or able to see it, the creature
|
||
makes a Wisdom saving throw. On a successful save, the creature is no
|
||
longer affected by the target and recognizes the feeling of repugnance
|
||
or attraction as magical. In addition, a creature affected by the spell
|
||
is allowed another Wisdom saving throw every 24 hours while the spell
|
||
persists.
|
||
|
||
A creature that successfully saves against this effect is immune to it
|
||
for 1 minute, after which time it can be affected again.
|
||
|
||
\hypertarget{arcane-eye}{%
|
||
\paragraph{Arcane Eye}\label{arcane-eye}}
|
||
|
||
\emph{4th-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of bat fur)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You create an invisible, magical eye within range that hovers in the air
|
||
for the duration.
|
||
|
||
You mentally receive visual information from the eye, which has normal
|
||
vision and darkvision out to 30 feet. The eye can look in every
|
||
direction.
|
||
|
||
As an action, you can move the eye up to 30 feet in any direction. There
|
||
is no limit to how far away from you the eye can move, but it can't
|
||
enter another plane of existence. A solid barrier blocks the eye's
|
||
movement, but the eye can pass through an opening as small as 1 inch in
|
||
diameter.
|
||
|
||
\hypertarget{arcane-hand}{%
|
||
\paragraph{Arcane Hand}\label{arcane-hand}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (an eggshell and a snakeskin glove)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You create a Large hand of shimmering, translucent force in an
|
||
unoccupied space that you can see within range. The hand lasts for the
|
||
spell's duration, and it moves at your command, mimicking the movements
|
||
of your own hand.
|
||
|
||
The hand is an object that has AC 20 and hit points equal to your hit
|
||
point maximum. If it drops to 0 hit points, the spell ends. It has a
|
||
Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill
|
||
its space.
|
||
|
||
When you cast the spell and as a bonus action on your subsequent turns,
|
||
you can move the hand up to 60 feet and then cause one of the following
|
||
effects with it.
|
||
|
||
\textbf{\emph{Clenched Fist}}. The hand strikes one creature or object
|
||
within 5 feet of it. Make a melee spell attack for the hand using your
|
||
game statistics. On a hit, the target takes 4d8 force damage.
|
||
|
||
\textbf{\emph{Forceful Hand}}. The hand attempts to push a creature
|
||
within 5 feet of it in a direction you choose.
|
||
|
||
Make a check with the hand's Strength contested by the Strength
|
||
(Athletics) check of the target. If the target is Medium or smaller, you
|
||
have advantage on the check. If you succeed, the hand pushes the target
|
||
up to 5 feet plus a number of feet equal to five times your spellcasting
|
||
ability modifier. The hand moves with the target to remain within 5 feet
|
||
of it.
|
||
|
||
\textbf{\emph{Grasping Hand}}. The hand attempts to grapple a Huge or
|
||
smaller creature within 5 feet of it. You use the hand's Strength score
|
||
to resolve the grapple. If the target is Medium or smaller, you have
|
||
advantage on the check. While the hand is grappling the target, you can
|
||
use a bonus action to have the hand crush it. When you do so, the target
|
||
takes bludgeoning damage equal to 2d6 + your spellcasting ability
|
||
modifier.
|
||
|
||
\textbf{\emph{Interposing Hand}}. The hand interposes itself between you
|
||
and a creature you choose until you give the hand a different command.
|
||
The hand moves to stay between you and the target, providing you with
|
||
half cover against the target. The target can't move through the hand's
|
||
space if its Strength score is less than or equal to the hand's Strength
|
||
score. If its Strength score is higher than the hand's Strength score,
|
||
the target can move toward you through the hand's space, but that space
|
||
is difficult terrain for the target.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage from the clenched fist option
|
||
increases by 2d8 and the damage from the grasping hand increases by 2d6
|
||
for each slot level above 5th.
|
||
|
||
\hypertarget{arcane-lock}{%
|
||
\paragraph{Arcane Lock}\label{arcane-lock}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (gold dust worth at least 25 gp, which the
|
||
spell consumes)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You touch a closed door, window, gate, chest, or other entryway, and it
|
||
becomes locked for the duration. You and the creatures you designate
|
||
when you cast this spell can open the object normally. You can also set
|
||
a password that, when spoken within 5 feet of the object, suppresses
|
||
this spell for 1 minute. Otherwise, it is impassable until it is broken
|
||
or the spell is dispelled or suppressed. Casting \emph{knock} on the
|
||
object suppresses \emph{arcane lock} for 10 minutes.
|
||
|
||
While affected by this spell, the object is more difficult to break or
|
||
force open; the DC to break it or pick any locks on it increases by 10.
|
||
|
||
\hypertarget{arcane-sword}{%
|
||
\paragraph{Arcane Sword}\label{arcane-sword}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a miniature platinum sword with a grip and
|
||
pommel of copper and zinc, worth 250 gp)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You create a sword-shaped plane of force that hovers within range. It
|
||
lasts for the duration.
|
||
|
||
When the sword appears, you make a melee spell attack against a target
|
||
of your choice within 5 feet of the sword. On a hit, the target takes
|
||
3d10 force damage. Until the spell ends, you can use a bonus action on
|
||
each of your turns to move the sword up to 20 feet to a spot you can see
|
||
and repeat this attack against the same target or a different one.
|
||
|
||
\hypertarget{arcanists-magic-aura}{%
|
||
\paragraph{Arcanist's Magic Aura}\label{arcanists-magic-aura}}
|
||
|
||
\emph{2nd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a small square of silk)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You place an illusion on a creature or an object you touch so that
|
||
divination spells reveal false information about it. The target can be a
|
||
willing creature or an object that isn't being carried or worn by
|
||
another creature.
|
||
|
||
When you cast the spell, choose one or both of the following effects.
|
||
The effect lasts for the duration. If you cast this spell on the same
|
||
creature or object every day for 30 days, placing the same effect on it
|
||
each time, the illusion lasts until it is dispelled.
|
||
|
||
\textbf{\emph{False Aura}}. You change the way the target appears to
|
||
spells and magical effects, such as \emph{detect magic}, that detect
|
||
magical auras. You can make a nonmagical object appear magical, a
|
||
magical object appear nonmagical, or change the object's magical aura so
|
||
that it appears to belong to a specific school of magic that you choose.
|
||
When you use this effect on an object, you can make the false magic
|
||
apparent to any creature that handles the item.
|
||
|
||
\textbf{\emph{Mask}}. You change the way the target appears to spells
|
||
and magical effects that detect creature types, such as a paladin's
|
||
Divine Sense or the trigger of a \emph{symbol} spell. You choose a
|
||
creature type and other spells and magical effects treat the target as
|
||
if it were a creature of that type or of that alignment.
|
||
|
||
\hypertarget{astral-projection}{%
|
||
\paragraph{Astral Projection}\label{astral-projection}}
|
||
|
||
\emph{9th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (for each creature you affect with this
|
||
spell, you must provide one jacinth worth at least 1,000 gp and one
|
||
ornately carved bar of silver worth at least 100 gp, all of which the
|
||
spell consumes)
|
||
|
||
\textbf{Duration:} Special
|
||
|
||
You and up to eight willing creatures within range project your astral
|
||
bodies into the Astral Plane (the spell fails and the casting is wasted
|
||
if you are already on that plane). The material body you leave behind is
|
||
unconscious and in a state of suspended animation; it doesn't need food
|
||
or air and doesn't age.
|
||
|
||
Your astral body resembles your mortal form in almost every way,
|
||
replicating your game statistics and possessions. The principal
|
||
difference is the addition of a silvery cord that extends from between
|
||
your shoulder blades and trails behind you, fading to invisibility after
|
||
1 foot. This cord is your tether to your material body. As long as the
|
||
tether remains intact, you can find your way home. If the cord is
|
||
cut-something that can happen only when an effect specifically states
|
||
that it does-your soul and body are separated, killing you instantly.
|
||
|
||
Your astral form can freely travel through the Astral Plane and can pass
|
||
through portals there leading to any other plane. If you enter a new
|
||
plane or return to the plane you were on when casting this spell, your
|
||
body and possessions are transported along the silver cord, allowing you
|
||
to re-enter your body as you enter the new plane. Your astral form is a
|
||
separate incarnation. Any damage or other effects that apply to it have
|
||
no effect on your physical body, nor do they persist when you return to
|
||
it.
|
||
|
||
The spell ends for you and your companions when you use your action to
|
||
dismiss it. When the spell ends, the affected creature returns to its
|
||
physical body, and it awakens.
|
||
|
||
The spell might also end early for you or one of your companions. A
|
||
successful \emph{dispel magic} spell used against an astral or physical
|
||
body ends the spell for that creature. If a creature's original body or
|
||
its astral form drops to 0 hit points, the spell ends for that creature.
|
||
If the spell ends and the silver cord is intact, the cord pulls the
|
||
creature's astral form back to its body, ending its state of suspended
|
||
animation.
|
||
|
||
If you are returned to your body prematurely, your companions remain in
|
||
their astral forms and must find their own way back to their bodies,
|
||
usually by dropping to 0 hit points.
|
||
|
||
\hypertarget{augury}{%
|
||
\paragraph{Augury}\label{augury}}
|
||
|
||
\emph{2nd-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (specially marked sticks, bones, or similar
|
||
tokens worth at least 25 gp)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate
|
||
cards, or employing some other divining tool, you receive an omen from
|
||
an otherworldly entity about the results of a specific course of action
|
||
that you plan to take within the next 30 minutes. The GM chooses from
|
||
the following possible omens:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\emph{Weal}, for good results
|
||
\item
|
||
\emph{Woe}, for bad results
|
||
\item
|
||
\emph{Weal and woe}, for both good and bad results
|
||
\item
|
||
\emph{Nothing}, for results that aren't especially good or bad
|
||
\end{itemize}
|
||
|
||
The spell doesn't take into account any possible circumstances that
|
||
might change the outcome, such as the casting of additional spells or
|
||
the loss or gain of a companion.
|
||
|
||
If you cast the spell two or more times before completing your next long
|
||
rest, there is a cumulative 25 percent chance for each casting after the
|
||
first that you get a random reading. The GM makes this roll in secret.
|
||
|
||
\hypertarget{awaken}{%
|
||
\paragraph{Awaken}\label{awaken}}
|
||
|
||
\emph{5th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 8 hours
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (an agate worth at least 1,000 gp, which
|
||
the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
After spending the casting time tracing magical pathways within a
|
||
precious gemstone, you touch a Huge or smaller beast or plant. The
|
||
target must have either no Intelligence score or an Intelligence of 3 or
|
||
less. The target gains an Intelligence of 10. The target also gains the
|
||
ability to speak one language you know. If the target is a plant, it
|
||
gains the ability to move its limbs, roots, vines, creepers, and so
|
||
forth, and it gains senses similar to a human's. Your GM chooses
|
||
statistics appropriate for the awakened plant, such as the statistics
|
||
for the awakened shrub or the awakened tree.
|
||
|
||
The awakened beast or plant is charmed by you for 30 days or until you
|
||
or your companions do anything harmful to it. When the charmed condition
|
||
ends, the awakened creature chooses whether to remain friendly to you,
|
||
based on how you treated it while it was charmed.
|
||
|
||
\hypertarget{spells-b}{%
|
||
\section{Spells (B)}\label{spells-b}}
|
||
|
||
\hypertarget{bane}{%
|
||
\paragraph{Bane}\label{bane}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of blood)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Up to three creatures of your choice that you can see within range must
|
||
make Charisma saving throws. Whenever a target that fails this saving
|
||
throw makes an attack roll or a saving throw before the spell ends, the
|
||
target must roll a d4 and subtract the number rolled from the attack
|
||
roll or saving throw.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st.
|
||
|
||
\hypertarget{banishment}{%
|
||
\paragraph{Banishment}\label{banishment}}
|
||
|
||
\emph{4th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (an item distasteful to the target)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You attempt to send one creature that you can see within range to
|
||
another plane of existence. The target must succeed on a Charisma saving
|
||
throw or be banished.
|
||
|
||
If the target is native to the plane of existence you're on, you banish
|
||
the target to a harmless demiplane. While there, the target is
|
||
incapacitated. The target remains there until the spell ends, at which
|
||
point the target reappears in the space it left or in the nearest
|
||
unoccupied space if that space is occupied.
|
||
|
||
If the target is native to a different plane of existence than the one
|
||
you're on, the target is banished with a faint popping noise, returning
|
||
to its home plane. If the spell ends before 1 minute has passed, the
|
||
target reappears in the space it left or in the nearest unoccupied space
|
||
if that space is occupied. Otherwise, the target doesn't return.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, you can target one additional creature for
|
||
each slot level above 4th.
|
||
|
||
\hypertarget{barkskin}{%
|
||
\paragraph{Barkskin}\label{barkskin}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a handful of oak bark)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You touch a willing creature. Until the spell ends, the target's skin
|
||
has a rough, bark-like appearance, and the target's AC can't be less
|
||
than 16, regardless of what kind of armor it is wearing.
|
||
|
||
\hypertarget{beacon-of-hope}{%
|
||
\paragraph{Beacon of Hope}\label{beacon-of-hope}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
This spell bestows hope and vitality. Choose any number of creatures
|
||
within range. For the duration, each target has advantage on Wisdom
|
||
saving throws and death saving throws, and regains the maximum number of
|
||
hit points possible from any healing.
|
||
|
||
\hypertarget{bestow-curse}{%
|
||
\paragraph{Bestow Curse}\label{bestow-curse}}
|
||
|
||
\emph{3rd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You touch a creature, and that creature must succeed on a Wisdom saving
|
||
throw or become cursed for the duration of the spell. When you cast this
|
||
spell, choose the nature of the curse from the following options:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Choose one ability score. While cursed, the target has disadvantage on
|
||
ability checks and saving throws made with that ability score.
|
||
\item
|
||
While cursed, the target has disadvantage on attack rolls against you.
|
||
\item
|
||
While cursed, the target must make a Wisdom saving throw at the start
|
||
of each of its turns. If it fails, it wastes its action that turn
|
||
doing nothing.
|
||
\item
|
||
While the target is cursed, your attacks and spells deal an extra 1d8
|
||
necrotic damage to the target.
|
||
\end{itemize}
|
||
|
||
A \emph{remove curse} spell ends this effect. At the GM's option, you
|
||
may choose an alternative curse effect, but it should be no more
|
||
powerful than those described above. The GM has final say on such a
|
||
curse's effect.
|
||
|
||
\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell
|
||
slot of 4th level or higher, the duration is concentration, up to 10
|
||
minutes. If you use a spell slot of 5th level or higher, the duration is
|
||
8 hours. If you use a spell slot of 7th level or higher, the duration is
|
||
24 hours. If you use a 9th level spell slot, the spell lasts until it is
|
||
dispelled. Using a spell slot of 5th level or higher grants a duration
|
||
that doesn't require concentration.
|
||
|
||
\hypertarget{black-tentacles}{%
|
||
\paragraph{Black Tentacles}\label{black-tentacles}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (a piece of tentacle from a giant octopus
|
||
or a giant squid)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Squirming, ebony tentacles fill a 20-foot square on ground that you can
|
||
see within range. For the duration, these tentacles turn the ground in
|
||
the area into difficult terrain.
|
||
|
||
When a creature enters the affected area for the first time on a turn or
|
||
starts its turn there, the creature must succeed on a Dexterity saving
|
||
throw or take 3d6 bludgeoning damage and be restrained by the tentacles
|
||
until the spell ends. A creature that starts its turn in the area and is
|
||
already restrained by the tentacles takes 3d6 bludgeoning damage.
|
||
|
||
A creature restrained by the tentacles can use its action to make a
|
||
Strength or Dexterity check (its choice) against your spell save DC. On
|
||
a success, it frees itself.
|
||
|
||
\hypertarget{blade-barrier}{%
|
||
\paragraph{Blade Barrier}\label{blade-barrier}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You create a vertical wall of whirling, razor-sharp blades made of
|
||
magical energy. The wall appears within range and lasts for the
|
||
duration. You can make a straight wall up to 100 feet long, 20 feet
|
||
high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20
|
||
feet high, and 5 feet thick. The wall provides three-quarters cover to
|
||
creatures behind it, and its space is difficult terrain.
|
||
|
||
When a creature enters the wall's area for the first time on a turn or
|
||
starts its turn there, the creature must make a Dexterity saving throw.
|
||
On a failed save, the creature takes 6d10 slashing damage. On a
|
||
successful save, the creature takes half as much damage.
|
||
|
||
\hypertarget{bless}{%
|
||
\paragraph{Bless}\label{bless}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a sprinkling of holy water)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You bless up to three creatures of your choice within range. Whenever a
|
||
target makes an attack roll or a saving throw before the spell ends, the
|
||
target can roll a d4 and add the number rolled to the attack roll or
|
||
saving throw.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st.
|
||
|
||
\hypertarget{blight}{%
|
||
\paragraph{Blight}\label{blight}}
|
||
|
||
\emph{4th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Necromantic energy washes over a creature of your choice that you can
|
||
see within range, draining moisture and vitality from it. The target
|
||
must make a Constitution saving throw. The target takes 8d8 necrotic
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
This spell has no effect on undead or constructs.
|
||
|
||
If you target a plant creature or a magical plant, it makes the saving
|
||
throw with disadvantage, and the spell deals maximum damage to it.
|
||
|
||
If you target a nonmagical plant that isn't a creature, such as a tree
|
||
or shrub, it doesn't make a saving throw; it simply withers and dies.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, the damage increases by 1d8 for each slot
|
||
level above 4th.
|
||
|
||
\hypertarget{blindnessdeafness}{%
|
||
\paragraph{Blindness/Deafness}\label{blindnessdeafness}}
|
||
|
||
\emph{2nd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You can blind or deafen a foe. Choose one creature that you can see
|
||
within range to make a Constitution saving throw. If it fails, the
|
||
target is either blinded or deafened (your choice) for the duration. At
|
||
the end of each of its turns, the target can make a Constitution saving
|
||
throw. On a success, the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can target one additional creature for
|
||
each slot level above 2nd.
|
||
|
||
\hypertarget{blink}{%
|
||
\paragraph{Blink}\label{blink}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
Roll a d20 at the end of each of your turns for the duration of the
|
||
spell. On a roll of 11 or higher, you vanish from your current plane of
|
||
existence and appear in the Ethereal Plane (the spell fails and the
|
||
casting is wasted if you were already on that plane). At the start of
|
||
your next turn, and when the spell ends if you are on the Ethereal
|
||
Plane, you return to an unoccupied space of your choice that you can see
|
||
within 10 feet of the space you vanished from. If no unoccupied space is
|
||
available within that range, you appear in the nearest unoccupied space
|
||
(chosen at random if more than one space is equally near). You can
|
||
dismiss this spell as an action.
|
||
|
||
While on the Ethereal Plane, you can see and hear the plane you
|
||
originated from, which is cast in shades of gray, and you can't see
|
||
anything there more than 60 feet away. You can only affect and be
|
||
affected by other creatures on the Ethereal Plane. Creatures that aren't
|
||
there can't perceive you or interact with you, unless they have the
|
||
ability to do so.
|
||
|
||
\hypertarget{blur}{%
|
||
\paragraph{Blur}\label{blur}}
|
||
|
||
\emph{2nd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Your body becomes blurred, shifting and wavering to all who can see you.
|
||
For the duration, any creature has disadvantage on attack rolls against
|
||
you. An attacker is immune to this effect if it doesn't rely on sight,
|
||
as with blindsight, or can see through illusions, as with truesight.
|
||
|
||
\hypertarget{branding-smite}{%
|
||
\paragraph{Branding Smite}\label{branding-smite}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
The next time you hit a creature with a weapon attack before this spell
|
||
ends, the weapon gleams with astral radiance as you strike. The attack
|
||
deals an extra 2d6 radiant damage to the target, which becomes visible
|
||
if it's invisible, and the target sheds dim light in a 5-foot radius
|
||
and can't become invisible until the spell ends.
|
||
|
||
\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~
|
||
spell slot of 3rd level or higher, the extra damage increases by 1d6 for
|
||
each slot level above 2nd.
|
||
|
||
\hypertarget{burning-hands}{%
|
||
\paragraph{Burning Hands}\label{burning-hands}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (15-foot cone)
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
As you hold your hands with thumbs touching and fingers spread, a thin
|
||
sheet of flames shoots forth from your outstretched fingertips. Each
|
||
creature in a 15-foot cone must make a Dexterity saving throw. A
|
||
creature takes 3d6 fire damage on a failed save, or half as much damage
|
||
on a successful one.
|
||
|
||
The fire ignites any flammable objects in the area that aren't being
|
||
worn or carried.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d6 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{spells-c}{%
|
||
\section{Spells (C)}\label{spells-c}}
|
||
|
||
\hypertarget{call-lightning}{%
|
||
\paragraph{Call Lightning}\label{call-lightning}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
A storm cloud appears in the shape of a cylinder that is 10 feet tall
|
||
with a 60-foot radius, centered on a point you can see within range
|
||
directly above you. The spell fails if you can't see a point in the air
|
||
where the storm cloud could appear (for example, if you are in a room
|
||
that can't accommodate the cloud).
|
||
|
||
When you cast the spell, choose a point you can see under the cloud. A
|
||
bolt of lightning flashes down from the cloud to that point. Each
|
||
creature within 5 feet of that point must make a Dexterity saving throw.
|
||
A creature takes 3d10 lightning damage on a failed save, or half as much
|
||
damage on a successful one. On each of your turns until the spell ends,
|
||
you can use your action to call down lightning in this way again,
|
||
targeting the same point or a different one.
|
||
|
||
If you are outdoors in stormy conditions when you cast this spell, the
|
||
spell gives you control over the existing storm instead of creating a
|
||
new one. Under such conditions, the spell's damage increases by 1d10.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th or higher level, the damage increases by 1d10 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{calm-emotions}{%
|
||
\paragraph{Calm Emotions}\label{calm-emotions}}
|
||
|
||
\emph{2nd-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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 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.
|
||
|
||
Alternatively, you can make a target indifferent about creatures of your
|
||
choice that it is hostile toward. This indifference ends if the target
|
||
is attacked or harmed by a spell or if it witnesses any of its friends
|
||
being harmed. When the spell ends, the creature becomes hostile again,
|
||
unless the GM rules otherwise.
|
||
|
||
\hypertarget{chain-lightning}{%
|
||
\paragraph{Chain Lightning}\label{chain-lightning}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of fur; a piece of amber, glass, or
|
||
a crystal rod; and three silver pins)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You create a bolt of lightning that arcs toward a target of your choice
|
||
that you can see within range. Three bolts then leap from that target to
|
||
as many as three other targets, each of which must be within 30 feet of
|
||
the first target. A target can be a creature or an object and can be
|
||
targeted by only one of the bolts.
|
||
|
||
A target must make a Dexterity saving throw. The target takes 10d8
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, one additional bolt leaps from the first
|
||
target to another target for each slot level above 6th.
|
||
|
||
\hypertarget{charm-person}{%
|
||
\paragraph{Charm Person}\label{charm-person}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You attempt to charm a humanoid you can see within range. It must make a
|
||
Wisdom saving throw, and does so with advantage if you or your
|
||
companions are fighting it. If it fails the saving throw, it is charmed
|
||
by you until the spell ends or until you or your companions do anything
|
||
harmful to it. The charmed creature regards you as a friendly
|
||
acquaintance. When the spell ends, the creature knows it was charmed by
|
||
you.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st. The creatures must be within 30 feet of each
|
||
other when you target them.
|
||
|
||
\hypertarget{chill-touch}{%
|
||
\paragraph{Chill Touch}\label{chill-touch}}
|
||
|
||
\emph{Necromancy cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
You create a ghostly, skeletal hand in the space of a creature within
|
||
range. Make a ranged spell attack against the creature to assail it with
|
||
the chill of the grave. On a hit, the target takes 1d8 necrotic damage,
|
||
and it can't regain hit points until the start of your next turn. Until
|
||
then, the hand clings to the target.
|
||
|
||
If you hit an undead target, it also has disadvantage on attack rolls
|
||
against you until the end of your next turn.
|
||
|
||
This spell's damage increases by 1d8 when you reach 5th level (2d8),
|
||
11th level (3d8), and 17th level (4d8).
|
||
|
||
\hypertarget{circle-of-death}{%
|
||
\paragraph{Circle of Death}\label{circle-of-death}}
|
||
|
||
\emph{6th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (the powder of a crushed black pearl worth
|
||
at least 500 gp)
|
||
|
||
\textbf{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{clairvoyance}{%
|
||
\paragraph{Clairvoyance}\label{clairvoyance}}
|
||
|
||
\emph{3rd-level divination}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 1 mile
|
||
|
||
\textbf{Components:} V, S, M (a focus worth at least 100 gp, either a
|
||
jeweled horn for hearing or a glass eye for seeing)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You create an invisible sensor within range in a location familiar to
|
||
you (a place you have visited or seen before) or in an obvious location
|
||
that is unfamiliar to you (such as behind a door, around a corner, or in
|
||
a grove of trees). The sensor remains in place for the duration, and it
|
||
can't be attacked or otherwise interacted with.
|
||
|
||
When you cast the spell, you choose seeing or hearing. You can use the
|
||
chosen sense through the sensor as if you were in its space. As your
|
||
action, you can switch between seeing and hearing.
|
||
|
||
A creature that can see the sensor (such as a creature benefiting from
|
||
\emph{see invisibility} or truesight) sees a luminous, intangible orb
|
||
about the size of your fist.
|
||
|
||
\hypertarget{clone}{%
|
||
\paragraph{Clone}\label{clone}}
|
||
|
||
\emph{8th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{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)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
This spell grows an inert duplicate of a living creature as a safeguard
|
||
against death. This clone forms inside a sealed vessel and grows to full
|
||
size and maturity after 120 days; you can also choose to have the clone
|
||
be a younger version of the same creature. It remains inert and endures
|
||
indefinitely, as long as its vessel remains undisturbed.
|
||
|
||
At any time after the clone matures, if the original creature dies, its
|
||
soul transfers to the clone, provided that the soul is free and willing
|
||
to return.
|
||
|
||
The clone is physically identical to the original and has the same
|
||
personality, memories, and abilities, but none of the original's
|
||
equipment. The original creature's physical remains, if they still
|
||
exist, become inert and can't thereafter be restored to life, since the
|
||
creature's soul is elsewhere.
|
||
|
||
\hypertarget{cloudkill}{%
|
||
\paragraph{Cloudkill}\label{cloudkill}}
|
||
|
||
\emph{5th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
When a creature enters the spell's 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 don't need to breathe.
|
||
|
||
The fog moves 10 feet away from you at the start of each of your turns,
|
||
rolling along the surface of the ground. The vapors, being heavier than
|
||
air, sink to the lowest level of the land, even pouring down openings.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for each slot
|
||
level above 5th.
|
||
|
||
\hypertarget{color-spray}{%
|
||
\paragraph{Color Spray}\label{color-spray}}
|
||
|
||
\emph{1st-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (15-foot cone)
|
||
|
||
\textbf{Components:} V, S, M (a pinch of powder or sand that is colored
|
||
red, yellow, and blue)
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
A dazzling array of flashing, colored light springs from your hand. Roll
|
||
6d10; the total is how many hit points of creatures this spell can
|
||
effect. Creatures in a 15-foot cone originating from you are affected in
|
||
ascending order of their current hit points (ignoring unconscious
|
||
creatures and creatures that can't see).
|
||
|
||
Starting with the creature that has the lowest current hit points, each
|
||
creature affected by this spell is blinded until the end of your next
|
||
turn. Subtract each creature's hit points from the total before moving
|
||
on to the creature with the next lowest hit points. A creature's hit
|
||
points must be equal to or less than the remaining total for that
|
||
creature to be affected.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, roll an additional 2d10 for each slot level
|
||
above 1st.
|
||
|
||
\hypertarget{command}{%
|
||
\paragraph{Command}\label{command}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
You speak a one-word command to a creature you can see within range. The
|
||
target must succeed on a Wisdom saving throw or follow the command on
|
||
its next turn. The spell has no effect if the target is undead, if it
|
||
doesn't understand your language, or if your command is directly harmful
|
||
to it.
|
||
|
||
Some typical commands and their effects follow. You might issue a
|
||
command other than one described here. If you do so, the GM determines
|
||
how the target behaves. If the target can't follow your command, the
|
||
spell ends.
|
||
|
||
\textbf{\emph{Approach}}. The target moves toward you by the shortest
|
||
and most direct route, ending its turn if it moves within 5 feet of you.
|
||
|
||
\textbf{\emph{Drop}}. The target drops whatever it is holding and then
|
||
ends its turn.
|
||
|
||
\textbf{\emph{Flee}}. The target spends its turn moving away from you by
|
||
the fastest available means.
|
||
|
||
\textbf{\emph{Grovel}}. The target falls prone and then ends its turn.
|
||
|
||
\textbf{\emph{Halt}}. The target doesn't move and takes no actions.
|
||
|
||
A flying creature stays aloft, provided that it is able to do so. If it
|
||
must move to stay aloft, it flies the minimum distance needed to remain
|
||
in the air.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can affect one additional creature for
|
||
each slot level above 1st. The creatures must be within 30 feet of each
|
||
other when you target them.
|
||
|
||
\hypertarget{commune}{%
|
||
\paragraph{Commune}\label{commune}}
|
||
|
||
\emph{5th-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (incense and a vial of holy or unholy
|
||
water)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You contact your deity or a divine proxy and ask up to three questions
|
||
that can be answered with a yes or no. You must ask your questions
|
||
before the spell ends. You receive a correct answer for each question.
|
||
|
||
Divine beings aren't necessarily omniscient, so you might receive
|
||
``unclear'' as an answer if a question pertains to information that lies
|
||
beyond the deity's knowledge. In a case where a one-word answer could be
|
||
misleading or contrary to the deity's interests, the GM might offer a
|
||
short phrase as an answer instead.
|
||
|
||
If you cast the spell two or more times before finishing your next long
|
||
rest, there is a cumulative 25 percent chance for each casting after the
|
||
first that you get no answer. The GM makes this roll in secret.
|
||
|
||
\hypertarget{commune-with-nature}{%
|
||
\paragraph{Commune with Nature}\label{commune-with-nature}}
|
||
|
||
\emph{5th-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You briefly become one with nature and gain knowledge of the surrounding
|
||
territory. In the outdoors, the spell gives you knowledge of the land
|
||
within 3 miles of you. In caves and other natural underground settings,
|
||
the radius is limited to 300 feet. The spell doesn't function where
|
||
nature has been replaced by construction, such as in dungeons and towns.
|
||
|
||
You instantly gain knowledge of up to three facts of your choice about
|
||
any of the following subjects as they relate to the area:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
terrain and bodies of water
|
||
\item
|
||
prevalent plants, minerals, animals, or peoples
|
||
\item
|
||
powerful celestials, fey, fiends, elementals, or undead
|
||
\item
|
||
influence from other planes of existence
|
||
\item
|
||
buildings
|
||
\end{itemize}
|
||
|
||
For example, you could determine the location of powerful undead in the
|
||
area, the location of major sources of safe drinking water, and the
|
||
location of any nearby towns.
|
||
|
||
\hypertarget{comprehend-languages}{%
|
||
\paragraph{Comprehend Languages}\label{comprehend-languages}}
|
||
|
||
\emph{1st-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a pinch of soot and salt)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
For the duration, you understand the literal meaning of any spoken
|
||
language that you hear. You also understand any written language that
|
||
you see, but you must be touching the surface on which the words are
|
||
written. It takes about 1 minute to read one page of text.
|
||
|
||
This spell doesn't decode secret messages in a text or a glyph, such as
|
||
an arcane sigil, that isn't part of a written language.
|
||
|
||
\hypertarget{compulsion}{%
|
||
\paragraph{Compulsion}\label{compulsion}}
|
||
|
||
\emph{4th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Creatures of your choice that you can see within range and that can hear
|
||
you must make a Wisdom saving throw. A target automatically succeeds on
|
||
this saving throw if it can't be charmed. On a failed save, a target is
|
||
affected by this spell. Until the spell ends, you can use a bonus action
|
||
on each of your turns to designate a direction that is horizontal to
|
||
you. Each affected target must use as much of its movement as possible
|
||
to move in that direction on its next turn. It can take its action
|
||
before it moves. After moving in this way, it can make another Wisdom
|
||
saving to try to end the effect.
|
||
|
||
A~target~isn't~compelled~to~move~into~an~obviously~ deadly hazard, such
|
||
as a fire or pit, but it will provoke opportunity attacks to move in the
|
||
designated direction.
|
||
|
||
\hypertarget{cone-of-cold}{%
|
||
\paragraph{Cone of Cold}\label{cone-of-cold}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (60-foot cone)
|
||
|
||
\textbf{Components:} V, S, M (a small crystal or glass cone)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A blast of cold air erupts from your hands. Each creature in a 60-foot
|
||
cone must make a Constitution saving throw. A creature takes 8d8 cold
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
A creature killed by this spell becomes a frozen statue until it thaws.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for each slot
|
||
level above 5th.
|
||
|
||
\hypertarget{confusion}{%
|
||
\paragraph{Confusion}\label{confusion}}
|
||
|
||
\emph{4th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (three nut shells)
|
||
|
||
\textbf{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.
|
||
|
||
An affected target can't take reactions and must roll a d10 at the start
|
||
of each of its turns to determine its behavior for that turn.
|
||
|
||
\textbf{Table- Confusion Behavior}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0302}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9698}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d10
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Behavior
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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 doesn't take an action this turn. \\
|
||
2-6 & The creature doesn't move or take actions this turn. \\
|
||
7-8 & 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. \\
|
||
9-10 & The creature can act and move normally. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
At the end of each of its turns, an affected target can make a Wisdom
|
||
saving throw. If it succeeds, this effect ends for that target.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, the radius of the sphere increases by 5
|
||
feet for each slot level above 4th.
|
||
|
||
\hypertarget{conjure-animals}{%
|
||
\paragraph{Conjure Animals}\label{conjure-animals}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You summon fey spirits that take the form of beasts and appear in
|
||
unoccupied spaces that you can see within range. Choose one of the
|
||
following options for what appears:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
One beast of challenge rating 2 or lower
|
||
\item
|
||
Two beasts of challenge rating 1 or lower
|
||
\item
|
||
Four beasts of challenge rating 1/2 or lower
|
||
\item
|
||
Eight beasts of challenge rating 1/4 or lower
|
||
\end{itemize}
|
||
|
||
Each beast is also considered fey, and it disappears when it drops to 0
|
||
hit points or when the spell ends.
|
||
|
||
The summoned creatures are friendly to you and your companions. Roll
|
||
initiative for the summoned creatures as a group, which has its own
|
||
turns. They obey any verbal commands that you issue to them (no action
|
||
required by you). If you don't issue any commands to them, they defend
|
||
themselves from hostile creatures, but otherwise take no actions.
|
||
|
||
The GM has the creatures' statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using certain
|
||
higher-level spell slots, you choose one of the summoning options above,
|
||
and more creatures appear: twice as many with a 5th-level slot, three
|
||
times as many with a 7th-level slot, and four times as many with a
|
||
9th-level slot.
|
||
|
||
\hypertarget{conjure-celestial}{%
|
||
\paragraph{Conjure Celestial}\label{conjure-celestial}}
|
||
|
||
\emph{7th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You summon a celestial of challenge rating 4 or lower, which appears in
|
||
an unoccupied space that you can see within range. The celestial
|
||
disappears when it drops to 0 hit points or when the spell ends.
|
||
|
||
The celestial is friendly to you and your companions for the duration.
|
||
Roll initiative for the celestial, which has its own turns. It obeys any
|
||
verbal commands that you issue to it (no action required by you), as
|
||
long as they don't violate its alignment. If you don't issue any
|
||
commands to the celestial, it defends itself from hostile creatures but
|
||
otherwise takes no actions.
|
||
|
||
The GM has the celestial's statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a
|
||
9th-level spell slot, you summon a celestial of challenge rating 5 or
|
||
lower.
|
||
|
||
\hypertarget{conjure-elemental}{%
|
||
\paragraph{Conjure Elemental}\label{conjure-elemental}}
|
||
|
||
\emph{5th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (burning incense for air, soft clay for
|
||
earth, sulfur and phosphorus for fire, or water and sand for water)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You call forth an elemental servant. Choose an area of air, earth, fire,
|
||
or water that fills a 10-foot cube within range. An elemental of
|
||
challenge rating 5 or lower appropriate to the area you chose appears in
|
||
an unoccupied space within 10 feet of it. For example, a fire elemental
|
||
emerges from a bonfire, and an earth elemental rises up from the ground.
|
||
The elemental disappears when it drops to 0 hit points or when the spell
|
||
ends.
|
||
|
||
The elemental is friendly to you and your companions for the duration.
|
||
Roll initiative for the elemental, which has its own turns. It obeys any
|
||
verbal commands that you issue to it (no action required by you). If you
|
||
don't issue any commands to the elemental, it defends itself from
|
||
hostile creatures but otherwise takes no actions.
|
||
|
||
If your concentration is broken, the elemental doesn't disappear.
|
||
Instead, you lose control of the elemental, it becomes hostile toward
|
||
you and your companions, and it might attack. An uncontrolled elemental
|
||
can't be dismissed by you, and it disappears 1 hour after you summoned
|
||
it.
|
||
|
||
The GM has the elemental's statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the challenge rating increases by 1 for
|
||
each slot level above 5th.
|
||
|
||
\hypertarget{conjure-fey}{%
|
||
\paragraph{Conjure Fey}\label{conjure-fey}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You summon a fey creature of challenge rating 6 or lower, or a fey
|
||
spirit that takes the form of a beast of challenge rating 6 or lower. It
|
||
appears in an unoccupied space that you can see within range. The fey
|
||
creature disappears when it drops to 0 hit points or when the spell
|
||
ends.
|
||
|
||
The fey creature is friendly to you and your companions for the
|
||
duration. Roll initiative for the creature, which has its own turns. It
|
||
obeys any verbal commands that you issue to it (no action required by
|
||
you), as long as they don't violate its alignment. If you don't issue
|
||
any commands to the fey creature, it defends itself from hostile
|
||
creatures but otherwise takes no actions.
|
||
|
||
If your concentration is broken, the fey creature doesn't disappear.
|
||
Instead, you lose control of the fey creature, it becomes hostile toward
|
||
you and your companions, and it might attack. An uncontrolled fey
|
||
creature can't be dismissed by you, and it disappears 1 hour after you
|
||
summoned it.
|
||
|
||
The GM has the fey creature's statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, the challenge rating increases by 1 for
|
||
each slot level above 6th.
|
||
|
||
\hypertarget{conjure-minor-elementals}{%
|
||
\paragraph{Conjure Minor Elementals}\label{conjure-minor-elementals}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You summon elementals that appear in unoccupied spaces that you can see
|
||
within range. You choose one the following options for what appears:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
One elemental of challenge rating 2 or lower
|
||
\item
|
||
Two elementals of challenge rating 1 or lower
|
||
\item
|
||
Four elementals of challenge rating 1/2 or lower
|
||
\item
|
||
Eight elementals of challenge rating 1/4 or lower
|
||
\end{itemize}
|
||
|
||
An elemental summoned by this spell disappears when it drops to 0 hit
|
||
points or when the spell ends.
|
||
|
||
The summoned creatures are friendly to you and your companions. Roll
|
||
initiative for the summoned creatures as a group, which has its own
|
||
turns. They obey any verbal commands that you issue to them (no action
|
||
required by you). If you don't issue any commands to them, they defend
|
||
themselves from hostile creatures, but otherwise take no actions.
|
||
|
||
The GM has the creatures' statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using certain
|
||
higher-level spell slots, you choose one of the summoning options above,
|
||
and more creatures appear: twice as many with a 6th-level slot and three
|
||
times as many with an 8th-level slot.
|
||
|
||
\hypertarget{conjure-woodland-beings}{%
|
||
\paragraph{Conjure Woodland Beings}\label{conjure-woodland-beings}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (one holly berry per creature summoned)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You summon fey creatures that appear in unoccupied spaces that you can
|
||
see within range. Choose one of the following options for what appears:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
One fey creature of challenge rating 2 or lower
|
||
\item
|
||
Two fey creatures of challenge rating 1 or lower
|
||
\item
|
||
Four fey creatures of challenge rating 1/2 or lower
|
||
\item
|
||
Eight fey creatures of challenge rating 1/4 or lower
|
||
\end{itemize}
|
||
|
||
A summoned creature disappears when it drops to 0 hit points or when the
|
||
spell ends.
|
||
|
||
The summoned creatures are friendly to you and your companions. Roll
|
||
initiative for the summoned creatures as a group, which have their own
|
||
turns. They obey any verbal commands that you issue to them (no action
|
||
required by you). If you don't issue any commands to them, they defend
|
||
themselves from hostile creatures, but otherwise take no actions.
|
||
|
||
The GM has the creatures' statistics.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using certain
|
||
higher-level spell slots, you choose one of the summoning options above,
|
||
and more creatures appear: twice as many with a 6th-level slot and three
|
||
times as many with an 8th-level slot.
|
||
|
||
\hypertarget{contact-other-plane}{%
|
||
\paragraph{Contact Other Plane}\label{contact-other-plane}}
|
||
|
||
\emph{5th-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You mentally contact a demigod, the spirit of a long-dead sage, or some
|
||
other mysterious entity from another plane. Contacting this extraplanar
|
||
intelligence can strain or even break your mind. When you cast this
|
||
spell, make a DC 15 Intelligence saving throw. On a failure, you take
|
||
6d6 psychic damage and are insane until you finish a long rest. While
|
||
insane, you can't take actions, can't understand what other creatures
|
||
say, can't read, and speak only in gibberish. A \emph{greater
|
||
restoration} spell cast on you ends this effect.
|
||
|
||
On a successful save, you can ask the entity up to five questions. You
|
||
must ask your questions before the spell ends. The GM answers each
|
||
question with one word, such as ``yes,'' ``no,'' ``maybe,'' ``never,''
|
||
``irrelevant,'' or ``unclear'' (if the entity doesn't know the answer to
|
||
the question). If a one-word answer would be misleading, the GM might
|
||
instead offer a short phrase as an answer.
|
||
|
||
\hypertarget{contagion}{%
|
||
\paragraph{Contagion}\label{contagion}}
|
||
|
||
\emph{5th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch \textbf{Component:} V, S
|
||
|
||
\textbf{Duration:} 7 days
|
||
|
||
Your touch inflicts disease. Make a melee spell attack against a
|
||
creature within your reach. On a hit, the target is poisoned.
|
||
|
||
At the end of each of the poisoned target's turns, the target must make
|
||
a Constitution saving throw. If the target succeeds on three of these
|
||
saves, it is no longer poisoned, and the spell ends. If the target fails
|
||
three of these saves, the target is no longer poisoned, but choose one
|
||
of the diseases below. The target is subjected to the chosen disease for
|
||
the spell's duration.
|
||
|
||
Since this spell induces a natural disease in its target, any effect
|
||
that removes a disease or otherwise ameliorates a disease's effects
|
||
apply to it.
|
||
|
||
\textbf{\emph{Blinding Sickness}}. Pain grips the creature's mind, and
|
||
its eyes turn milky white. The creature has disadvantage on Wisdom
|
||
checks and Wisdom saving throws and is blinded.
|
||
|
||
\textbf{\emph{Filth Fever}}. A raging fever sweeps through the
|
||
creature's body. The creature has disadvantage on Strength checks,
|
||
Strength saving throws, and attack rolls that use Strength.
|
||
|
||
\textbf{\emph{Flesh Rot}}. The creature's flesh decays. The creature has
|
||
disadvantage on Charisma checks and vulnerability to all damage.
|
||
|
||
\textbf{\emph{Mindfire}}. The creature's mind becomes feverish. The
|
||
creature has disadvantage on Intelligence checks and Intelligence saving
|
||
throws, and the creature behaves as if under the effects of the
|
||
\emph{confusion} spell during combat.
|
||
|
||
\textbf{\emph{Seizure}}. The creature is overcome with shaking. The
|
||
creature has disadvantage on Dexterity checks, Dexterity saving throws,
|
||
and attack rolls that use Dexterity.
|
||
|
||
\textbf{\emph{Slimy Doom}}. The creature begins to bleed uncontrollably.
|
||
The creature has disadvantage on Constitution checks and Constitution
|
||
saving throws. In addition, whenever the creature takes damage, it is
|
||
stunned until the end of its next turn.
|
||
|
||
\hypertarget{contingency}{%
|
||
\paragraph{Contingency}\label{contingency}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a statuette of yourself carved from ivory
|
||
and decorated with gems worth at least 1,500 gp)
|
||
|
||
\textbf{Duration:} 10 days
|
||
|
||
Choose a spell of 5th level or lower that you can cast, that has a
|
||
casting time of 1 action, and that can target you. You cast that
|
||
spell-called the contingent spell-as part of casting \emph{contingency},
|
||
expending spell slots for both, but the contingent spell doesn't come
|
||
into effect. Instead, it takes effect when a certain circumstance
|
||
occurs. You describe that circumstance when you cast the two spells. For
|
||
example, a \emph{contingency} cast with \emph{water breathing} might
|
||
stipulate that \emph{water breathing} comes into effect when you are
|
||
engulfed in water or a similar liquid.
|
||
|
||
The contingent spell takes effect immediately after the circumstance is
|
||
met for the first time, whether or not you want it to, and then
|
||
\emph{contingency} ends.
|
||
|
||
The contingent spell takes effect only on you, even if it can normally
|
||
target others. You can use only one \emph{contingency} spell at a time.
|
||
If you cast this spell again, the effect of another \emph{contingency}
|
||
spell on you ends. Also, \emph{contingency} ends on you if its material
|
||
component is ever not on your person.
|
||
|
||
\hypertarget{continual-flame}{%
|
||
\paragraph{Continual Flame}\label{continual-flame}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (ruby dust worth 50 gp, which the spell
|
||
consumes)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
A flame, equivalent in brightness to a torch, springs forth from an
|
||
object that you touch. The effect looks like a regular flame, but it
|
||
creates no heat and doesn't use oxygen. A \emph{continual flame} can be
|
||
covered or hidden but not smothered or quenched.
|
||
|
||
\hypertarget{control-water}{%
|
||
\paragraph{Control Water}\label{control-water}}
|
||
|
||
\emph{4th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of water and a pinch of dust)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
Until the spell ends, you control any freestanding water inside an area
|
||
you choose that is a cube up to 100 feet on a side. You can choose from
|
||
any of the following effects when you cast this spell. As an action on
|
||
your turn, you can repeat the same effect or choose a different one.
|
||
|
||
\textbf{\emph{Flood}}. You cause the water level of all standing water
|
||
in the area to rise by as much as 20 feet. If the area includes a shore,
|
||
the flooding water spills over onto dry land.
|
||
|
||
If you choose an area in a large body of water, you instead create a
|
||
20-foot tall wave that travels from one side of the area to the other
|
||
and then crashes down. Any Huge or smaller vehicles in the wave's path
|
||
are carried with it to the other side. Any Huge or smaller vehicles
|
||
struck by the wave have a 25 percent chance of capsizing.
|
||
|
||
The water level remains elevated until the spell ends or you choose a
|
||
different effect. If this effect produced a wave, the wave repeats on
|
||
the start of your next turn while the flood effect lasts.
|
||
|
||
\textbf{\emph{Part Water}}. You cause water in the area to move apart
|
||
and create a trench. The trench extends across the spell's area, and the
|
||
separated water forms a wall to either side. The trench remains until
|
||
the spell ends or you choose a different effect. The water then slowly
|
||
fills in the trench over the course of the next round until the normal
|
||
water level is restored.
|
||
|
||
\textbf{\emph{Redirect Flow}}. You cause flowing water in the area to
|
||
move in a direction you choose, even if the water has to flow over
|
||
obstacles, up walls, or in other unlikely directions. The water in the
|
||
area moves as you direct it, but once it moves beyond the spell's area,
|
||
it resumes its flow based on the terrain conditions. The water continues
|
||
to move in the direction you chose until the spell ends or you choose a
|
||
different effect.
|
||
|
||
\textbf{\emph{Whirlpool}}. This effect requires a body of water at least
|
||
50 feet square and 25 feet deep. You cause a whirlpool to form in the
|
||
center of the area. The whirlpool forms a vortex that is 5 feet wide at
|
||
the base, up to 50 feet wide at the top, and 25 feet tall. Any creature
|
||
or object in the water and within 25 feet of the vortex is pulled 10
|
||
feet toward it. A creature can swim away from the vortex by making a
|
||
Strength (Athletics) check against your spell save DC.
|
||
|
||
When a creature enters the vortex for the first time on a turn or starts
|
||
its turn there, it must make a Strength saving throw. On a failed save,
|
||
the creature takes 2d8 bludgeoning damage and is caught in the vortex
|
||
until the spell ends. On a successful save, the creature takes half
|
||
damage, and isn't caught in the vortex. A creature caught in the vortex
|
||
can use its action to try to swim away from the vortex as described
|
||
above, but has disadvantage on the Strength (Athletics) check to do so.
|
||
|
||
The first time each turn that an object enters the vortex, the object
|
||
takes 2d8 bludgeoning damage; this damage occurs each round it remains
|
||
in the vortex.
|
||
|
||
\hypertarget{control-weather}{%
|
||
\paragraph{Control Weather}\label{control-weather}}
|
||
|
||
\emph{8th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Self (5-mile radius)
|
||
|
||
\textbf{Components:} V, S, M (burning incense and bits of earth and wood
|
||
mixed in water)
|
||
|
||
\textbf{Duration:} Concentration, up to 8 hours
|
||
|
||
You take control of the weather within 5 miles of you for the duration.
|
||
You must be outdoors to cast this spell. Moving to a place where you
|
||
don't have a clear path to the sky ends the spell early.
|
||
|
||
When you cast the spell, you change the current weather conditions,
|
||
which are determined by the GM based on the climate and season. You can
|
||
change precipitation, temperature, and wind. It takes 1d4 × 10 minutes
|
||
for the new conditions to take effect. Once they do so, you can change
|
||
the conditions again. When the spell ends, the weather gradually returns
|
||
to normal.
|
||
|
||
When you change the weather conditions, find a current condition on the
|
||
following tables and change its stage by one, up or down. When changing
|
||
the wind, you can change its direction.
|
||
|
||
\textbf{Table- Control Weather (Precipitation)}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Stage & Condition \\
|
||
\midrule
|
||
\endhead
|
||
1 & Clear \\
|
||
2 & Light clouds \\
|
||
3 & Overcast or ground fog \\
|
||
4 & Rain, hail, or snow \\
|
||
5 & Torrential rain, driving hail, or blizzard \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Control Weather (Temperature)}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Stage & Condition \\
|
||
\midrule
|
||
\endhead
|
||
1 & Unbearable heat \\
|
||
2 & Hot \\
|
||
3 & Warm \\
|
||
4 & Cool \\
|
||
5 & Cold \\
|
||
6 & Arctic cold \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Control Weather (Wind)}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Stage & Condition \\
|
||
\midrule
|
||
\endhead
|
||
1 & Calm \\
|
||
2 & Moderate wind \\
|
||
3 & Strong wind \\
|
||
4 & Gale \\
|
||
5 & Storm \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{counterspell}{%
|
||
\paragraph{Counterspell}\label{counterspell}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 reaction, which you take when you see a
|
||
creature within 60 feet of you casting a spell
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You attempt to interrupt a creature in the process of casting a spell.
|
||
If the creature is casting a spell of 3rd level or lower, its spell
|
||
fails and has no effect. If it is casting a spell of 4th level or
|
||
higher, make an ability check using your spellcasting ability. The DC
|
||
equals 10 + the spell's level. On a success, the creature's spell fails
|
||
and has no effect.
|
||
|
||
\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~spell
|
||
slot of 4th level or higher, the interrupted spell has no effect if its
|
||
level is less than or equal to the level of the spell slot you used.
|
||
|
||
\hypertarget{create-food-and-water}{%
|
||
\paragraph{Create Food and Water}\label{create-food-and-water}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You create 45 pounds of food and 30 gallons of water on the ground or in
|
||
containers within range, enough to sustain up to fifteen humanoids or
|
||
five steeds for 24 hours. The food is bland but nourishing, and spoils
|
||
if uneaten after 24 hours. The water is clean and doesn't go bad.
|
||
|
||
\hypertarget{create-or-destroy-water}{%
|
||
\paragraph{Create or Destroy Water}\label{create-or-destroy-water}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of water if creating water or a few
|
||
grains of sand if destroying it)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You either create or destroy water.
|
||
|
||
\textbf{\emph{Create Water}}. You create up to 10 gallons of clean water
|
||
within range in an open container. Alternatively, the water falls as
|
||
rain in a 30-foot cube within range, extinguishing exposed flames in the
|
||
area.
|
||
|
||
\textbf{\emph{Destroy Water}}. You destroy up to 10 gallons of water in
|
||
an open container within range. Alternatively, you destroy fog in a
|
||
30-foot cube within range.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you create or destroy 10 additional gallons
|
||
of water, or the size of the cube increases by 5 feet, for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{create-undead}{%
|
||
\paragraph{Create Undead}\label{create-undead}}
|
||
|
||
\emph{6th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (one clay pot filled with grave dirt, one
|
||
clay pot filled with brackish water, and one 150 gp black onyx stone for
|
||
each corpse)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You can cast this spell only at night. Choose up to three corpses of
|
||
Medium or Small humanoids within range. Each corpse becomes a ghoul
|
||
under your control. (The GM has game statistics for these creatures.)
|
||
|
||
As a bonus action on each of your turns, you can mentally command any
|
||
creature you animated with this spell if the creature is within 120 feet
|
||
of you (if you control multiple creatures, you can command any or all of
|
||
them at the same time, issuing the same command to each one). You decide
|
||
what action the creature will take and where it will move during its
|
||
next turn, or you can issue a general command, such as to guard a
|
||
particular chamber or corridor. If you issue no commands, the creature
|
||
only defends itself against hostile creatures. Once given an order, the
|
||
creature continues to follow it until its task is complete.
|
||
|
||
The creature is under your control for 24 hours, after which it stops
|
||
obeying any command you have given it. To maintain control of the
|
||
creature for another 24 hours, you must cast this spell on the creature
|
||
before the current 24-hour period ends. This use of the spell reasserts
|
||
your control over up to three creatures you have animated with this
|
||
spell, rather than animating new ones.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a
|
||
7th-level spell slot, you can animate or reassert control over four
|
||
ghouls. When you cast this spell using an 8th-level spell slot, you can
|
||
animate or reassert control over five ghouls or two ghasts or wights.
|
||
When you cast this spell using a 9th-level spell slot, you can animate
|
||
or reassert control over six ghouls, three ghasts or wights, or two
|
||
mummies.
|
||
|
||
\hypertarget{creation}{%
|
||
\paragraph{Creation}\label{creation}}
|
||
|
||
\emph{5th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny piece of matter of the same type of
|
||
the item you plan to create)
|
||
|
||
\textbf{Duration:} Special
|
||
|
||
You pull wisps of shadow material from the Shadowfell to create a
|
||
nonliving object of vegetable matter within \textbf{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 object's material. If the object is composed
|
||
of multiple materials, use the shortest duration.
|
||
|
||
\textbf{Table- Creation Duration}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Material & Duration \\
|
||
\midrule
|
||
\endhead
|
||
Vegetable matter & 1 day \\
|
||
Stone or crystal & 12 hours \\
|
||
Precious metals & 1 hour \\
|
||
Gems & 10 minutes \\
|
||
Adamantine or mithral & 1 minute \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Using any material created by this spell as another spell's material
|
||
component causes that spell to fail.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the cube increases by 5 feet for each slot
|
||
level above 5th.
|
||
|
||
\hypertarget{cure-wounds}{%
|
||
\paragraph{Cure Wounds}\label{cure-wounds}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A creature you touch regains a number of hit points equal to 1d8 + your
|
||
spellcasting ability modifier. This spell has no effect on undead or
|
||
constructs.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the healing increases by 1d8 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{spells-d}{%
|
||
\section{Spells (D)}\label{spells-d}}
|
||
|
||
\hypertarget{dancing-lights}{%
|
||
\paragraph{Dancing Lights}\label{dancing-lights}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of phosphorus or wychwood, or a
|
||
glowworm)
|
||
|
||
\textbf{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.
|
||
|
||
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 spell's
|
||
range.
|
||
|
||
\hypertarget{darkness}{%
|
||
\paragraph{Darkness}\label{darkness}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, M (bat fur and a drop of pitch or piece of coal)
|
||
|
||
\textbf{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 can't see through this darkness, and
|
||
nonmagical light can't illuminate it.
|
||
|
||
If the point you choose is on an object you are holding or one that
|
||
isn't 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.
|
||
|
||
If any of this spell's area overlaps with an area of light created by a
|
||
spell of 2nd level or lower, the spell that created the light is
|
||
dispelled.
|
||
|
||
\hypertarget{darkvision-1}{%
|
||
\paragraph{Darkvision}\label{darkvision-1}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (either a pinch of dried carrot or an
|
||
agate)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You touch a willing creature to grant it the ability to see in the dark.
|
||
For the duration, that creature has darkvision out to a range of 60
|
||
feet.
|
||
|
||
\hypertarget{daylight}{%
|
||
\paragraph{Daylight}\label{daylight}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
If you chose a point on an object you are holding or one that isn't
|
||
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.
|
||
|
||
If any of this spell's area overlaps with an area of darkness created by
|
||
a spell of 3rd level or lower, the spell that created the darkness is
|
||
dispelled.
|
||
|
||
\hypertarget{death-ward}{%
|
||
\paragraph{Death Ward}\label{death-ward}}
|
||
|
||
\emph{4th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You touch a creature and grant it a measure of protection from death.
|
||
|
||
The first time the target would drop to 0 hit points as a result of
|
||
taking damage, the target instead drops to 1 hit point, and the spell
|
||
ends.
|
||
|
||
If the spell is still in effect when the target is subjected to an
|
||
effect that would kill it instantaneously without dealing damage, that
|
||
effect is instead negated against the target, and the spell ends.
|
||
|
||
\hypertarget{delayed-blast-fireball}{%
|
||
\paragraph{Delayed Blast Fireball}\label{delayed-blast-fireball}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur)
|
||
|
||
\textbf{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.
|
||
|
||
The spell's base damage is 12d6. If at the end of your turn the bead has
|
||
not yet detonated, the damage increases by 1d6.
|
||
|
||
If the glowing bead is touched before the interval has expired, the
|
||
creature touching it must make a Dexterity saving throw. On a failed
|
||
save, the spell ends immediately, causing the bead to erupt in flame. On
|
||
a successful save, the creature can throw the bead up to 40 feet. When
|
||
it strikes a creature or a solid object, the spell ends, and the bead
|
||
explodes.
|
||
|
||
The fire damages objects in the area and ignites flammable objects that
|
||
aren't being worn or carried.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 8th level or higher, the base damage increases by 1d6 for each
|
||
slot level above 7th.
|
||
|
||
\hypertarget{demiplane}{%
|
||
\paragraph{Demiplane}\label{demiplane}}
|
||
|
||
\emph{8th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} S
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You create a shadowy door on a flat solid surface that you can see
|
||
within range. The door is large enough to allow Medium creatures to pass
|
||
through unhindered. When opened, the door leads to a demiplane that
|
||
appears to be an empty room 30 feet in each dimension, made of wood or
|
||
stone. When the spell ends, the door disappears, and any creatures or
|
||
objects inside the demiplane remain trapped there, as the door also
|
||
disappears from the other side.
|
||
|
||
Each time you cast this spell, you can create a new demiplane, or have
|
||
the shadowy door connect to a demiplane you created with a previous
|
||
casting of this spell. Additionally, if you know the nature and contents
|
||
of a demiplane created by a casting of this spell by another creature,
|
||
you can have the shadowy door connect to its demiplane instead.
|
||
|
||
\hypertarget{detect-evil-and-good}{%
|
||
\paragraph{Detect Evil and Good}\label{detect-evil-and-good}}
|
||
|
||
\emph{1st-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
For the duration, you know if there is an aberration, celestial,
|
||
elemental, fey, fiend, or undead within 30 feet of you, as well as where
|
||
the creature is located. Similarly, you know if there is a place or
|
||
object within 30 feet of you that has been magically consecrated or
|
||
desecrated.
|
||
|
||
The spell can penetrate most barriers, but it is blocked by 1 foot of
|
||
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
|
||
or dirt.
|
||
|
||
\hypertarget{detect-magic}{%
|
||
\paragraph{Detect Magic}\label{detect-magic}}
|
||
|
||
\emph{1st-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
For the duration, you sense the presence of magic within 30 feet of you.
|
||
If you sense magic in this way, you can use your action to see a faint
|
||
aura around any visible creature or object in the area that bears magic,
|
||
and you learn its school of magic, if any.
|
||
|
||
The spell can penetrate most barriers, but it is blocked by 1 foot of
|
||
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
|
||
or dirt.
|
||
|
||
\hypertarget{detect-poison-and-disease}{%
|
||
\paragraph{Detect Poison and Disease}\label{detect-poison-and-disease}}
|
||
|
||
\emph{1st-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a yew leaf)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
For the duration, you can sense the presence and location of poisons,
|
||
poisonous creatures, and diseases within 30 feet of you. You also
|
||
identify the kind of poison, poisonous creature, or disease in each
|
||
case.
|
||
|
||
The spell can penetrate most barriers, but it is blocked by 1 foot of
|
||
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
|
||
or dirt.
|
||
|
||
\hypertarget{detect-thoughts}{%
|
||
\paragraph{Detect Thoughts}\label{detect-thoughts}}
|
||
|
||
\emph{2nd-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a copper piece)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
For the duration, you can read the thoughts of certain creatures. When
|
||
you cast the spell and as your action on each turn until the spell ends,
|
||
you can focus your mind on any one creature that you can see within 30
|
||
feet of you. If the creature you choose has an Intelligence of 3 or
|
||
lower or doesn't speak any language, the creature is unaffected.
|
||
|
||
You initially learn the surface thoughts of the creature-what is most on
|
||
its mind in that moment. As an action, you can either shift your
|
||
attention to another creature's thoughts or attempt to probe deeper into
|
||
the same creature's mind. If you probe deeper, the target must make a
|
||
Wisdom saving throw. If it fails, you gain insight into its reasoning
|
||
(if any), its emotional state, and something that looms large in its
|
||
mind (such as something it worries over, loves, or hates). If it
|
||
succeeds, the spell ends. Either way, the target knows that you are
|
||
probing into its mind, and unless you shift your attention to another
|
||
creature's thoughts, the creature can use its action on its turn to make
|
||
an Intelligence check contested by your Intelligence check; if it
|
||
succeeds, the spell ends.
|
||
|
||
Questions verbally directed at the target creature naturally shape the
|
||
course of its thoughts, so this spell is particularly effective as part
|
||
of an interrogation.
|
||
|
||
You can also use this spell to detect the presence of thinking creatures
|
||
you can't see. When you cast the spell or as your action during the
|
||
duration, you can search for thoughts within 30 feet of you. The spell
|
||
can penetrate barriers, but 2 feet of rock, 2 inches of any metal other
|
||
than lead, or a thin sheet of lead blocks you. You can't detect a
|
||
creature with an Intelligence of 3 or lower or one that doesn't speak
|
||
any language.
|
||
|
||
Once you detect the presence of a creature in this way, you can read its
|
||
thoughts for the rest of the duration as described above, even if you
|
||
can't see it, but it must still be within range.
|
||
|
||
\hypertarget{dimension-door}{%
|
||
\paragraph{Dimension Door}\label{dimension-door}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 500 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{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 can bring along objects as long as their weight doesn't 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.
|
||
|
||
If you would arrive in a place already occupied by an object or a
|
||
creature, you and any creature traveling with you each take 4d6 force
|
||
damage, and the spell fails to teleport you.
|
||
|
||
\hypertarget{disguise-self}{%
|
||
\paragraph{Disguise Self}\label{disguise-self}}
|
||
|
||
\emph{1st-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You make yourself-including your clothing, armor, weapons, and other
|
||
belongings on your person- look different until the spell ends or until
|
||
you use your action to dismiss it. You can seem 1 foot shorter or taller
|
||
and can appear thin, fat, or in between. You can't change your body
|
||
type, so you must adopt a form that has the same basic arrangement of
|
||
limbs. Otherwise, the extent of the illusion is up to you.
|
||
|
||
The changes wrought by this spell fail to hold up to physical
|
||
inspection. For example, if you use this spell to add a hat to your
|
||
outfit, objects pass through the hat, and anyone who touches it would
|
||
feel nothing or would feel your head and hair. If you use this spell to
|
||
appear thinner than you are, the hand of someone who reaches out to
|
||
touch you would bump into you while it was seemingly still in midair.
|
||
|
||
To discern that you are disguised, a creature can use its action to
|
||
inspect your appearance and must succeed on an Intelligence
|
||
(Investigation) check against your spell save DC.
|
||
|
||
\hypertarget{disintegrate}{%
|
||
\paragraph{Disintegrate}\label{disintegrate}}
|
||
|
||
\emph{6th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a lodestone and a pinch of dust)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A thin green ray springs from your pointing finger to a target that you
|
||
can see within range. The target can be a creature, an object, or a
|
||
creation of magical force, such as the wall created by \emph{wall of
|
||
force}.
|
||
|
||
A creature targeted by this spell must make a Dexterity saving throw. On
|
||
a failed save, the target takes 10d6 + 40 force damage. The target is
|
||
disintegrated if this damage leaves it with 0 hit points.
|
||
|
||
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 \emph{true
|
||
resurrection} or a \emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{dispel-evil-and-good}{%
|
||
\paragraph{Dispel Evil and Good}\label{dispel-evil-and-good}}
|
||
|
||
\emph{5th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (holy water or powdered silver and iron)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Shimmering energy surrounds and protects you from fey, undead, and
|
||
creatures originating from beyond the Material Plane. For the duration,
|
||
celestials, elementals, fey, fiends, and undead have disadvantage on
|
||
attack rolls against you.
|
||
|
||
You can end the spell early by using either of the following special
|
||
functions.
|
||
|
||
\textbf{\emph{Break Enchantment}}. As your action, you touch a creature
|
||
you can reach that is charmed, frightened, or possessed by a celestial,
|
||
an elemental, a fey, a fiend, or an undead. The creature you touch is no
|
||
longer charmed, frightened, or possessed by such creatures.
|
||
|
||
\textbf{\emph{Dismissal}}. As your action, make a melee spell attack
|
||
against a celestial, an elemental, a fey, a fiend, or an undead you can
|
||
reach. On a hit, you attempt to drive the creature back to its home
|
||
plane. The creature must succeed on a Charisma saving throw or be sent
|
||
back to its home plane (if it isn't there already). If they aren't on
|
||
their home plane, undead are sent to the Shadowfell, and fey are sent to
|
||
the Feywild.
|
||
|
||
\hypertarget{dispel-magic}{%
|
||
\paragraph{Dispel Magic}\label{dispel-magic}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Choose one creature, object, or magical effect within range. Any spell
|
||
of 3rd level or lower on the target ends. For each spell of 4th level or
|
||
higher on the target, make an ability check using your spellcasting
|
||
ability. The DC equals 10 + the spell's level. On a successful check,
|
||
the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, you automatically end the effects of a
|
||
spell on the target if the spell's level is equal to or less than the
|
||
level of the spell slot you used.
|
||
|
||
\hypertarget{divination}{%
|
||
\paragraph{Divination}\label{divination}}
|
||
|
||
\emph{4th-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (incense and a sacrificial offering
|
||
appropriate to your religion, together worth at least 25 gp, which the
|
||
spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Your magic and an offering put you in contact with a god or a god's
|
||
servants. You ask a single question concerning a specific goal, event,
|
||
or activity to occur within 7 days. The GM offers a truthful reply. The
|
||
reply might be a short phrase, a cryptic rhyme, or an omen.
|
||
|
||
The spell doesn't take into account any possible circumstances that
|
||
might change the outcome, such as the casting of additional spells or
|
||
the loss or gain of a companion.
|
||
|
||
If you cast the spell two or more times before finishing your next long
|
||
rest, there is a cumulative 25 percent chance for each casting after the
|
||
first that you get a random reading. The GM makes this roll in secret.
|
||
|
||
\hypertarget{divine-favor}{%
|
||
\paragraph{Divine Favor}\label{divine-favor}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Your prayer empowers you with divine radiance. Until the spell ends,
|
||
your weapon attacks deal an extra 1d4 radiant damage on a hit.
|
||
|
||
\hypertarget{divine-word}{%
|
||
\paragraph{Divine Word}\label{divine-word}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You utter a divine word, imbued with the power that shaped the world at
|
||
the dawn of creation. Choose any number of creatures you can see within
|
||
range. Each creature that can hear you must make a Charisma saving
|
||
throw. On a failed save, a creature suffers an effect based on its
|
||
current hit points:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
50 hit points or fewer: deafened for 1 minute
|
||
\item
|
||
40 hit points or fewer: deafened and blinded for 10 minutes
|
||
\item
|
||
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
|
||
\item
|
||
20 hit points or fewer: killed instantly Regardless of its current hit
|
||
points, a celestial, an elemental, a fey, or a fiend that fails its
|
||
save is forced back to its plane of origin (if it isn't there already)
|
||
and can't return to your current plane for 24 hours by any means short
|
||
of a \emph{wish} spell.
|
||
\end{itemize}
|
||
|
||
\hypertarget{dominate-beast}{%
|
||
\paragraph{Dominate Beast}\label{dominate-beast}}
|
||
|
||
\emph{4th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You attempt to beguile a beast that you can see within range. It must
|
||
succeed on a Wisdom saving throw or be charmed by you for the duration.
|
||
If you or creatures that are friendly to you are fighting it, it has
|
||
advantage on the saving throw.
|
||
|
||
While the beast is charmed, you have a telepathic link with it as long
|
||
as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are
|
||
conscious (no action required), which it does its best to obey. You can
|
||
specify a simple and general course of action, such as ``Attack that
|
||
creature,'' ``Run over there,'' or ``Fetch that object.'' If the
|
||
creature completes the order and doesn't receive further direction from
|
||
you, it defends and preserves itself to the best of its ability.
|
||
|
||
You can use your action to take total and precise control of the target.
|
||
Until the end of your next turn, the creature takes only the actions you
|
||
choose, and doesn't do anything that you don't allow it to do. During
|
||
this time, you can also cause the creature to use a reaction, but this
|
||
requires you to use your own reaction as well.
|
||
|
||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||
against the spell. If the saving throw succeeds, the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell with a
|
||
5th-level spell slot, the duration is concentration, up to 10 minutes.
|
||
When you use a 6th-level spell slot, the duration is concentration, up
|
||
to 1 hour. When you use a spell slot of 7th level or higher, the
|
||
duration is concentration, up to 8 hours.
|
||
|
||
\hypertarget{dominate-monster}{%
|
||
\paragraph{Dominate Monster}\label{dominate-monster}}
|
||
|
||
\emph{8th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You attempt to beguile a creature that you can see within range. It must
|
||
succeed on a Wisdom saving throw or be charmed by you for the duration.
|
||
If you or creatures that are friendly to you are fighting it, it has
|
||
advantage on the saving throw.
|
||
|
||
While the creature is charmed, you have a telepathic link with it as
|
||
long as the two of you are on the same plane of existence. You can use
|
||
this telepathic link to issue commands to the creature while you are
|
||
conscious (no action required), which it does its best to obey. You can
|
||
specify a simple and general course of action, such as ``Attack that
|
||
creature,'' ``Run over there,'' or ``Fetch that object.'' If the
|
||
creature completes the order and doesn't receive further direction from
|
||
you, it defends and preserves itself to the best of its ability.
|
||
|
||
You can use your action to take total and precise control of the target.
|
||
Until the end of your next turn, the creature takes only the actions you
|
||
choose, and doesn't do anything that you don't allow it to do. During
|
||
this time, you can also cause the creature to use a reaction, but this
|
||
requires you to use your own reaction as well.
|
||
|
||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||
against the spell. If the saving throw succeeds, the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell with a
|
||
9th-level spell slot, the duration is concentration, up to 8 hours.
|
||
|
||
\hypertarget{dominate-person}{%
|
||
\paragraph{Dominate Person}\label{dominate-person}}
|
||
|
||
\emph{5th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You attempt to beguile a humanoid that you can see within range. It must
|
||
succeed on a Wisdom saving throw or be charmed by you for the duration.
|
||
If you or creatures that are friendly to you are fighting it, it has
|
||
advantage on the saving throw.
|
||
|
||
While the target is charmed, you have a telepathic link with it as long
|
||
as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are
|
||
conscious (no action required), which it does its best to obey. You can
|
||
specify a simple and general course of action, such as ``Attack that
|
||
creature,'' ``Run over there,'' or ``Fetch that object.'' If the
|
||
creature completes the order and doesn't receive further direction from
|
||
you, it defends and preserves itself to the best of its ability.
|
||
|
||
You can use your action to take total and precise control of the target.
|
||
Until the end of your next turn, the creature takes only the actions you
|
||
choose, and doesn't do anything that you don't allow it to do. During
|
||
this time you can also cause the creature to use a reaction, but this
|
||
requires you to use your own reaction as well.
|
||
|
||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||
against the spell. If the saving throw succeeds, the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a
|
||
6th-level spell slot, the duration is concentration, up to 10 minutes.
|
||
When you use a 7th-level spell slot, the duration is concentration, up
|
||
to 1 hour. When you use a spell slot of 8th level or higher, the
|
||
duration is concentration, up to 8 hours.
|
||
|
||
\hypertarget{dream}{%
|
||
\paragraph{Dream}\label{dream}}
|
||
|
||
\emph{5th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Special
|
||
|
||
\textbf{Components:} V, S, M (a handful of sand, a dab of ink, and a
|
||
writing quill plucked from a sleeping bird)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
This spell shapes a creature's dreams. Choose a creature known to you as
|
||
the target of this spell. The target must be on the same plane of
|
||
existence as you. Creatures that don't sleep, such as elves, can't be
|
||
contacted by this spell. You, or a willing creature you touch, enters a
|
||
trance state, acting as a messenger. While in the trance, the messenger
|
||
is aware of his or her surroundings, but can't take actions or move.
|
||
|
||
If the target is asleep, the messenger appears in the target's dreams
|
||
and can converse with the target as long as it remains asleep, through
|
||
the duration of the spell. The messenger can also shape the environment
|
||
of the dream, creating landscapes, objects, and other images. The
|
||
messenger can emerge from the trance at any time, ending the effect of
|
||
the spell early. The target recalls the dream perfectly upon waking. If
|
||
the target is awake when you cast the spell, the messenger knows it, and
|
||
can either end the trance (and the spell) or wait for the target to fall
|
||
asleep, at which point the messenger appears in the target's dreams.
|
||
|
||
You can make the messenger appear monstrous and terrifying to the
|
||
target. If you do, the messenger can deliver a message of no more than
|
||
ten words and then the target must make a Wisdom saving throw. On a
|
||
failed save, echoes of the phantasmal monstrosity spawn a nightmare that
|
||
lasts the duration of the target's sleep and prevents the target from
|
||
gaining any benefit from that rest. In addition, when the target wakes
|
||
up, it takes 3d6 psychic damage.
|
||
|
||
If you have a body part, lock of hair, clipping from a nail, or similar
|
||
portion of the target's body, the target makes its saving throw with
|
||
disadvantage.
|
||
|
||
\hypertarget{druidcraft}{%
|
||
\paragraph{Druidcraft}\label{druidcraft}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Whispering to the spirits of nature, you create one of the following
|
||
effects within range:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You create a tiny, harmless sensory effect that predicts what the
|
||
weather will be at your location for the next 24 hours. The effect
|
||
might manifest as a golden orb for clear skies, a cloud for rain,
|
||
falling snowflakes for snow, and so on. This effect persists for 1
|
||
round.
|
||
\item
|
||
You instantly make a flower blossom, a seed pod open, or a leaf bud
|
||
bloom.
|
||
\item
|
||
You create an instantaneous, harmless sensory effect, such as falling
|
||
leaves, a puff of wind, the sound of a small animal, or the faint odor
|
||
of skunk. The effect must fit in a 5-foot cube.
|
||
\item
|
||
You instantly light or snuff out a candle, a torch, or a small
|
||
campfire.
|
||
\end{itemize}
|
||
|
||
\hypertarget{spells-e}{%
|
||
\section{Spells (E)}\label{spells-e}}
|
||
|
||
\hypertarget{earthquake}{%
|
||
\paragraph{Earthquake}\label{earthquake}}
|
||
|
||
\emph{8th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 500 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of dirt, a piece of rock, and a
|
||
lump of clay)
|
||
|
||
\textbf{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.
|
||
|
||
The ground in the area becomes difficult terrain.
|
||
|
||
Each creature on the ground that is concentrating must make a
|
||
Constitution saving throw. On a failed save, the creature's
|
||
concentration is broken.
|
||
|
||
When you cast this spell and at the end of each turn you spend
|
||
concentrating on it, each creature on the ground in the area must make a
|
||
Dexterity saving throw. On a failed save, the creature is knocked prone.
|
||
|
||
This spell can have additional effects depending on the terrain in the
|
||
area, as determined by the GM.
|
||
|
||
\textbf{\emph{Fissures}}. Fissures open throughout the spell's area at
|
||
the start of your next turn after you cast the spell. A total of 1d6
|
||
such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet
|
||
deep, 10 feet wide, and extends from one edge of the spell's area to the
|
||
opposite side. A creature standing on a spot where a fissure opens must
|
||
succeed on a Dexterity saving throw or fall in. A creature that
|
||
successfully saves moves with the fissure's edge as it opens.
|
||
|
||
A fissure that opens beneath a structure causes it to automatically
|
||
collapse (see below).
|
||
|
||
\textbf{\emph{Structures}}. The tremor deals 50 bludgeoning damage to
|
||
any structure in contact with the ground in the area when you cast the
|
||
spell and at the start of each of your turns until the spell ends. If a
|
||
structure drops to 0 hit points, it collapses and potentially damages
|
||
nearby creatures. A creature within half the distance of a structure's
|
||
height must make a Dexterity saving throw. On a failed save, the
|
||
creature takes 5d6 bludgeoning damage, is knocked prone, and is buried
|
||
in the rubble, requiring a DC 20 Strength (Athletics) check as an action
|
||
to escape. The GM can adjust the DC higher or lower, depending on the
|
||
nature of the rubble. On a successful save, the creature takes half as
|
||
much damage and doesn't fall prone or become buried.
|
||
|
||
\hypertarget{eldritch-blast}{%
|
||
\paragraph{Eldritch Blast}\label{eldritch-blast}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A beam of crackling energy streaks toward a creature within range. Make
|
||
a ranged spell attack against the target. On a hit, the target takes
|
||
1d10 force damage.
|
||
|
||
The~spell~creates~more~than~one~beam~when~you~reach higher levels: two
|
||
beams at 5th level, three beams at 11th level, and four beams at 17th
|
||
level. You can direct the beams at the same target or at different ones.
|
||
Make a separate attack roll for each beam.
|
||
|
||
\hypertarget{enhance-ability}{%
|
||
\paragraph{Enhance Ability}\label{enhance-ability}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (fur or a feather from a beast)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour.
|
||
|
||
You touch a creature and bestow upon it a magical enhancement. Choose
|
||
one of the following effects; the target gains that effect until the
|
||
spell ends.
|
||
|
||
\textbf{\emph{Bear's Endurance}}. The target has advantage on
|
||
Constitution checks. It also gains 2d6 temporary hit points, which are
|
||
lost when the spell ends.
|
||
|
||
\textbf{\emph{Bull's Strength}}. The target has advantage on Strength
|
||
checks, and his or her carrying capacity doubles.
|
||
|
||
\textbf{\emph{Cat's Grace}}. The target has advantage on Dexterity
|
||
checks. It also doesn't take damage from falling 20 feet or less if it
|
||
isn't incapacitated.
|
||
|
||
\textbf{\emph{Eagle's Splendor}}. The target has advantage on Charisma
|
||
checks.
|
||
|
||
\textbf{\emph{Fox's Cunning}}. The target has advantage on Intelligence
|
||
checks.
|
||
|
||
\textbf{\emph{Owl's Wisdom}}. The target has advantage on Wisdom checks.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can target one additional creature for
|
||
each slot level above 2nd.
|
||
|
||
\hypertarget{enlargereduce}{%
|
||
\paragraph{Enlarge/Reduce}\label{enlargereduce}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of powdered iron)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You cause a creature or an object you can see within range to grow
|
||
larger or smaller for the duration. Choose either a creature or an
|
||
object that is neither worn nor carried. If the target is unwilling, it
|
||
can make a Constitution saving throw. On a success, the spell has no
|
||
effect.
|
||
|
||
If the target is a creature, everything it is wearing and carrying
|
||
changes size with it. Any item dropped by an affected creature returns
|
||
to normal size at once.
|
||
|
||
\textbf{\emph{Enlarge}}. The target's size doubles in all dimensions,
|
||
and its weight is multiplied by eight. This growth increases its size by
|
||
one category- from Medium to Large, for example. If there isn't enough
|
||
room for the target to double its size, the creature or object attains
|
||
the maximum possible size in the space available. Until the spell ends,
|
||
the target also has advantage on Strength checks and Strength saving
|
||
throws. The target's weapons also grow to match its new size. While
|
||
these weapons are enlarged, the target's attacks with them deal 1d4
|
||
extra damage.
|
||
|
||
\textbf{\emph{Reduce}}. The target's size is halved in all dimensions,
|
||
and its weight is reduced to one-eighth of normal. This reduction
|
||
decreases its size by one category-from Medium to Small, for example.
|
||
Until the spell ends, the target also has disadvantage on Strength
|
||
checks and Strength saving throws. The target's weapons also shrink to
|
||
match its new size. While these weapons are reduced, the target's
|
||
attacks with them deal 1d4 less damage (this can't reduce the damage
|
||
below 1).
|
||
|
||
\hypertarget{entangle}{%
|
||
\paragraph{Entangle}\label{entangle}}
|
||
|
||
\emph{1st-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Grasping weeds and vines sprout from the ground in a 20-foot square
|
||
starting from a point within range. For the duration, these plants turn
|
||
the ground in the area into difficult terrain.
|
||
|
||
A creature in the area when you cast the spell must succeed on a
|
||
Strength saving throw or be restrained by the entangling plants until
|
||
the spell ends. A creature restrained by the plants can use its action
|
||
to make a Strength check against your spell save DC. On a success, it
|
||
frees itself.
|
||
|
||
When the spell ends, the conjured plants wilt away.
|
||
|
||
\hypertarget{enthrall}{%
|
||
\paragraph{Enthrall}\label{enthrall}}
|
||
|
||
\emph{2nd-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You weave a distracting string of words, causing creatures of your
|
||
choice that you can see within range and that can hear you to make a
|
||
Wisdom saving throw. Any creature that can't be charmed succeeds on this
|
||
saving throw automatically, and if you or your companions are fighting a
|
||
creature, it has advantage on the save. On a failed save, the target has
|
||
disadvantage on Wisdom (Perception) checks made to perceive any creature
|
||
other than you until the spell ends or until the target can no longer
|
||
hear you. The spell ends if you are incapacitated or can no longer
|
||
speak.
|
||
|
||
\hypertarget{etherealness}{%
|
||
\paragraph{Etherealness}\label{etherealness}}
|
||
|
||
\emph{7th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Up to 8 hours
|
||
|
||
You step into the border regions of the Ethereal Plane, in the area
|
||
where it overlaps with your current plane. You remain in the Border
|
||
Ethereal for the duration or until you use your action to dismiss the
|
||
spell. During this time, you can move in any direction. If you move up
|
||
or down, every foot of movement costs an extra foot. You can see and
|
||
hear the plane you originated from, but everything there looks gray, and
|
||
you can't see anything more than 60 feet away.
|
||
|
||
While on the Ethereal Plane, you can only affect and be affected by
|
||
other creatures on that plane. Creatures that aren't on the Ethereal
|
||
Plane can't perceive you and can't interact with you, unless a special
|
||
ability or magic has given them the ability to do so.
|
||
|
||
You ignore all objects and effects that aren't on the Ethereal Plane,
|
||
allowing you to move through objects you perceive on the plane you
|
||
originated from.
|
||
|
||
When the spell ends, you immediately return to the plane you originated
|
||
from in the spot you currently occupy. If you occupy the same spot as a
|
||
solid object or creature when this happens, you are immediately shunted
|
||
to the nearest unoccupied space that you can occupy and take force
|
||
damage equal to twice the number of feet you are moved.
|
||
|
||
This spell has no effect if you cast it while you are on the Ethereal
|
||
Plane or a plane that doesn't border it, such as one of the Outer
|
||
Planes.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 8th level or higher, you can target up to three willing
|
||
creatures (including you) for each slot level above 7th. The creatures
|
||
must be within 10 feet of you when you cast the spell.
|
||
|
||
\hypertarget{expeditious-retreat}{%
|
||
\paragraph{Expeditious Retreat}\label{expeditious-retreat}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
This spell allows you to move at an incredible pace. When you cast this
|
||
spell, and then as a bonus action on each of your turns until the spell
|
||
ends, you can take the Dash action.
|
||
|
||
\hypertarget{eyebite}{%
|
||
\paragraph{Eyebite}\label{eyebite}}
|
||
|
||
\emph{6th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
For the spell's duration, your eyes become an inky void imbued with
|
||
dread power. One creature of your choice within 60 feet of you that you
|
||
can see must succeed on a Wisdom saving throw or be affected by one of
|
||
the following effects of your choice for the duration. On each of your
|
||
turns until the spell ends, you can use your action to target another
|
||
creature but can't target a creature again if it has succeeded on a
|
||
saving throw against this casting of \emph{eyebite}.
|
||
|
||
\textbf{\emph{Asleep}}. The target falls unconscious. It wakes up if it
|
||
takes any damage or if another creature uses its action to shake the
|
||
sleeper awake.
|
||
|
||
\textbf{\emph{Panicked}}. The target is frightened of you. On each of
|
||
its turns, the frightened creature must take the Dash action and move
|
||
away from you by the safest and shortest available route, unless there
|
||
is nowhere to move. If the target moves to a place at least 60 feet away
|
||
from you where it can no longer see you, this effect ends.
|
||
|
||
\textbf{\emph{Sickened}}. The target has disadvantage on attack rolls
|
||
and ability checks. At the end of each of its turns, it can make another
|
||
Wisdom saving throw. If it succeeds, the effect ends.
|
||
|
||
\hypertarget{spells-f}{%
|
||
\section{Spells (F)}\label{spells-f}}
|
||
|
||
\hypertarget{fabricate}{%
|
||
\paragraph{Fabricate}\label{fabricate}}
|
||
|
||
\emph{4th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You convert raw materials into products of the same material. For
|
||
example, you can fabricate a wooden bridge from a clump of trees, a rope
|
||
from a patch of hemp, and clothes from flax or wool.
|
||
|
||
Choose raw materials that you can see within range. You can fabricate a
|
||
Large or smaller object (contained within a 10-foot cube, or eight
|
||
connected 5-foot cubes), given a sufficient quantity of raw material. If
|
||
you are working with metal, stone, or another mineral substance,
|
||
however, the fabricated object can be no larger than Medium (contained
|
||
within a single 5-foot cube). The quality of objects made by the spell
|
||
is commensurate with the quality of the raw materials.
|
||
|
||
Creatures or magic items can't be created or transmuted by this spell.
|
||
You also can't use it to create items that ordinarily require a high
|
||
degree of craftsmanship, such as jewelry, weapons, glass, or armor,
|
||
unless you have proficiency with the type of artisan's tools used to
|
||
craft such objects.
|
||
|
||
\hypertarget{faerie-fire}{%
|
||
\paragraph{Faerie Fire}\label{faerie-fire}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Each object in a 20-foot cube within range is outlined in blue, green,
|
||
or violet light (your choice). Any creature in the area when the spell
|
||
is cast is also outlined in light if it fails a Dexterity saving throw.
|
||
For the duration, objects and affected creatures shed dim light in a
|
||
10-foot radius.
|
||
|
||
Any attack roll against an affected creature or object has advantage if
|
||
the attacker can see it, and the affected creature or object can't
|
||
benefit from being invisible.
|
||
|
||
\hypertarget{faithful-hound}{%
|
||
\paragraph{Faithful Hound}\label{faithful-hound}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny silver whistle, a piece of bone,
|
||
and a thread)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You conjure a phantom watchdog in an unoccupied space that you can see
|
||
within range, where it remains for the duration, until you dismiss it as
|
||
an action, or until you move more than 100 feet away from it.
|
||
|
||
The hound is invisible to all creatures except you and can't be harmed.
|
||
When a Small or larger creature comes within 30 feet of it without first
|
||
speaking the password that you specify when you cast this spell, the
|
||
hound starts barking loudly. The hound sees invisible creatures and can
|
||
see into the Ethereal Plane. It ignores illusions.
|
||
|
||
At the start of each of your turns, the hound attempts to bite one
|
||
creature within 5 feet of it that is hostile to you. The hound's attack
|
||
bonus is equal to your spellcasting ability modifier + your proficiency
|
||
bonus. On a hit, it deals 4d8 piercing damage.
|
||
|
||
\hypertarget{false-life}{%
|
||
\paragraph{False Life}\label{false-life}}
|
||
|
||
\emph{1st-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a small amount of alcohol or distilled
|
||
spirits)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 +
|
||
4 temporary hit points for the duration.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you gain 5 additional temporary hit points
|
||
for each slot level above 1st.
|
||
|
||
\hypertarget{fear}{%
|
||
\paragraph{Fear}\label{fear}}
|
||
|
||
\emph{3rd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (30-foot cone)
|
||
|
||
\textbf{Components:} V, S, M (a white feather or the heart of a hen)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You project a phantasmal image of a creature's worst fears. Each
|
||
creature in a 30-foot cone must succeed on a Wisdom saving throw or drop
|
||
whatever it is holding and become frightened for the duration.
|
||
|
||
While frightened by this spell, a creature must take the Dash action and
|
||
move away from you by the safest available route on each of its turns,
|
||
unless there is nowhere to move. If the creature ends its turn in a
|
||
location where it doesn't have line of sight to you, the creature can
|
||
make a Wisdom saving throw. On a successful save, the spell ends for
|
||
that creature.
|
||
|
||
\hypertarget{feather-fall}{%
|
||
\paragraph{Feather Fall}\label{feather-fall}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 reaction, which you take when you or a creature
|
||
within 60 feet of you falls
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, M (a small feather or piece of down)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
Choose up to five falling creatures within range. A falling creature's
|
||
rate of descent slows to 60 feet per round until the spell ends. If the
|
||
creature lands before the spell ends, it takes no falling damage and can
|
||
land on its feet, and the spell ends for that creature.
|
||
|
||
\hypertarget{feeblemind}{%
|
||
\paragraph{Feeblemind}\label{feeblemind}}
|
||
|
||
\emph{8th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (a handful of clay, crystal, glass, or
|
||
mineral spheres)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You blast the mind of a creature that you can see within range,
|
||
attempting to shatter its intellect and personality. The target takes
|
||
4d6 psychic damage and must make an Intelligence saving throw.
|
||
|
||
On a failed save, the creature's Intelligence and Charisma scores become
|
||
1. The creature can't cast spells, activate magic items, understand
|
||
language, or communicate in any intelligible way. The creature can,
|
||
however, identify its friends, follow them, and even protect them.
|
||
|
||
At the end of every 30 days, the creature can repeat its saving throw
|
||
against this spell. If it succeeds on its saving throw, the spell ends.
|
||
|
||
The spell can also be ended by \emph{greater restoration}, \emph{heal},
|
||
or \emph{wish}.
|
||
|
||
\hypertarget{find-familiar}{%
|
||
\paragraph{Find Familiar}\label{find-familiar}}
|
||
|
||
\emph{1st-level conjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (10 gp worth of charcoal, incense, and
|
||
herbs that must be consumed by fire in a brass brazier)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You gain the service of a familiar, a spirit that takes an animal form
|
||
you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl,
|
||
poisonous snake, fish (quipper), rat, raven, sea horse, spider, or
|
||
weasel. Appearing in an unoccupied space within range, the familiar has
|
||
the statistics of the chosen form, though it is a celestial, fey, or
|
||
fiend (your choice) instead of a beast.
|
||
|
||
Your~familiar~acts~independently~of~you,~but~it~always obeys your
|
||
commands. In combat, it rolls its own initiative and acts on its own
|
||
turn. A familiar can't attack, but it can take other actions as normal.
|
||
|
||
When~the~familiar~drops~to~0~hit~points,~it~disappears, leaving behind
|
||
no physical form. It reappears after you cast this spell again.
|
||
|
||
While~your~familiar~is~within~100~feet~of~you,~you~ can communicate with
|
||
it telepathically. Additionally, as an action, you can see through your
|
||
familiar's eyes and hear what it hears until the start of your next
|
||
turn, gaining the benefits of any special senses that the familiar has.
|
||
During this time, you are deaf and blind with regard to your own senses.
|
||
|
||
As~an~action,~you~can~temporarily~dismiss~your~familiar. It disappears
|
||
into a pocket dimension where it awaits your summons. Alternatively, you
|
||
can dismiss it forever. As an action while it is temporarily dismissed,
|
||
you can cause it to reappear in any unoccupied space within 30 feet of
|
||
you.
|
||
|
||
You~can't~have~more~than~one~familiar~at~a~time.~If~you cast this spell
|
||
while you already have a familiar, you instead cause it to adopt a new
|
||
form. Choose one of the forms from the above list. Your familiar
|
||
transforms into the chosen creature.
|
||
|
||
Finally,~when~you~cast~a~spell~with~a~range~of~touch,~your familiar can
|
||
deliver the spell as if it had cast the spell. Your familiar must be
|
||
within 100 feet of you, and it must use its reaction to deliver the
|
||
spell when you cast it. If the spell requires an attack roll, you use
|
||
your attack modifier for the roll.
|
||
|
||
\hypertarget{find-steed}{%
|
||
\paragraph{Find Steed}\label{find-steed}}
|
||
|
||
\emph{2nd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You summon a spirit that assumes the form of an unusually intelligent,
|
||
strong, and loyal steed, creating a long-lasting bond with it. Appearing
|
||
in an unoccupied space within range, the steed takes on a form that you
|
||
choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM
|
||
might allow other animals to be summoned as steeds.) The steed has the
|
||
statistics of the chosen form, though it is a celestial, fey, or fiend
|
||
(your choice) instead of its normal type. Additionally, if your steed
|
||
has an Intelligence of 5 or less, its Intelligence becomes 6, and it
|
||
gains the ability to understand one language of your choice that you
|
||
speak.
|
||
|
||
Your steed serves you as a mount, both in combat and out, and you have
|
||
an instinctive bond with it that allows you to fight as a seamless unit.
|
||
While mounted on your steed, you can make any spell you cast that
|
||
targets only you also target your steed.
|
||
|
||
When the steed drops to 0 hit points, it disappears, leaving behind no
|
||
physical form. You can also dismiss your steed at any time as an action,
|
||
causing it to disappear. In either case, casting this spell again
|
||
summons the same steed, restored to its hit point maximum.
|
||
|
||
While your steed is within 1 mile of you, you can communicate with each
|
||
other telepathically.
|
||
|
||
You can't have more than one steed bonded by this spell at a time. As an
|
||
action, you can release the steed from its bond at any time, causing it
|
||
to disappear.
|
||
|
||
\hypertarget{find-the-path}{%
|
||
\paragraph{Find the Path}\label{find-the-path}}
|
||
|
||
\emph{6th-level divination}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a set of divinatory tools- such as bones,
|
||
ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object
|
||
from the location you wish to find)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 day
|
||
|
||
This spell allows you to find the shortest, most direct physical route
|
||
to a specific fixed location that you are familiar with on the same
|
||
plane of existence. If you name a destination on another plane of
|
||
existence, a destination that moves (such as a mobile fortress), or a
|
||
destination that isn't specific (such as ``a green dragon's lair''), the
|
||
spell fails.
|
||
|
||
For the duration, as long as you are on the same plane of existence as
|
||
the destination, you know how far it is and in what direction it lies.
|
||
While you are traveling there, whenever you are presented with a choice
|
||
of paths along the way, you automatically determine which path is the
|
||
shortest and most direct route (but not necessarily the safest route) to
|
||
the destination.
|
||
|
||
\hypertarget{find-traps}{%
|
||
\paragraph{Find Traps}\label{find-traps}}
|
||
|
||
\emph{2nd-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You sense the presence of any trap within range that is within line of
|
||
sight. A trap, for the purpose of this spell, includes anything that
|
||
would inflict a sudden or unexpected effect you consider harmful or
|
||
undesirable, which was specifically intended as such by its creator.
|
||
Thus, the spell would sense an area affected by the \emph{alarm} spell,
|
||
a \emph{glyph of warding}, or a mechanical pit trap, but it would not
|
||
reveal a natural weakness in the floor, an unstable ceiling, or a hidden
|
||
sinkhole.
|
||
|
||
This spell merely reveals that a trap is present.
|
||
|
||
You don't learn the location of each trap, but you do learn the general
|
||
nature of the danger posed by a trap you sense.
|
||
|
||
\hypertarget{finger-of-death}{%
|
||
\paragraph{Finger of Death}\label{finger-of-death}}
|
||
|
||
\emph{7th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You send negative energy coursing through a creature that you can see
|
||
within range, causing it searing pain. The target must make a
|
||
Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
A humanoid killed by this spell rises at the start of your next turn as
|
||
a zombie that is permanently under your command, following your verbal
|
||
orders to the best of its ability.
|
||
|
||
\hypertarget{fireball}{%
|
||
\paragraph{Fireball}\label{fireball}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur)
|
||
|
||
\textbf{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.
|
||
|
||
The fire spreads around corners. It ignites flammable objects in the
|
||
area that aren't being worn or carried.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{fire-bolt}{%
|
||
\paragraph{Fire Bolt}\label{fire-bolt}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You hurl a mote of fire at a creature or object within range. Make a
|
||
ranged spell attack against the target. On a hit, the target takes 1d10
|
||
fire damage. A flammable object hit by this spell ignites if it isn't
|
||
being worn or carried.
|
||
|
||
This~spell's~damage~increases~by~1d10~when~you~ reach 5th level (2d10),
|
||
11th level (3d10), and 17th level (4d10).
|
||
|
||
\hypertarget{fire-shield}{%
|
||
\paragraph{Fire Shield}\label{fire-shield}}
|
||
|
||
\emph{4th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a bit of phosphorus or a firefly)
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
Thin and wispy flames wreathe your body for the duration, shedding
|
||
bright light in a 10-foot radius and dim light for an additional 10
|
||
feet. You can end the spell early by using an action to dismiss it.
|
||
|
||
The flames provide you with a warm shield or a chill shield, as you
|
||
choose. The warm shield grants you resistance to cold damage, and the
|
||
chill shield grants you resistance to fire damage.
|
||
|
||
In addition, whenever a creature within 5 feet of you hits you with a
|
||
melee attack, the shield erupts with flame. The attacker takes 2d8 fire
|
||
damage from a warm shield, or 2d8 cold damage from a cold shield.
|
||
|
||
\hypertarget{fire-storm}{%
|
||
\paragraph{Fire Storm}\label{fire-storm}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A storm made up of sheets of roaring flame appears in a location you
|
||
choose within range. The area of the storm consists of up to ten 10-foot
|
||
cubes, which you can arrange as you wish. Each cube must have at least
|
||
one face adjacent to the face of another cube. Each creature in the area
|
||
must make a Dexterity saving throw. It takes 7d10 fire damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
The fire damages objects in the area and ignites flammable objects that
|
||
aren't being worn or carried. If you choose, plant life in the area is
|
||
unaffected by this spell.
|
||
|
||
\hypertarget{flame-blade}{%
|
||
\paragraph{Flame Blade}\label{flame-blade}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (leaf of sumac)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You evoke a fiery blade in your free hand. The blade is similar in size
|
||
and shape to a scimitar, and it lasts for the duration. If you let go of
|
||
the blade, it disappears, but you can evoke the blade again as a bonus
|
||
action.
|
||
|
||
You can use your action to make a melee spell attack with the fiery
|
||
blade. On a hit, the target takes 3d6 fire damage.
|
||
|
||
The flaming blade sheds bright light in a 10-foot radius and dim light
|
||
for an additional 10 feet.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for every two
|
||
slot levels above 2nd.
|
||
|
||
\hypertarget{flame-strike}{%
|
||
\paragraph{Flame Strike}\label{flame-strike}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (pinch of sulfur)
|
||
|
||
\textbf{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{flaming-sphere}{%
|
||
\paragraph{Flaming Sphere}\label{flaming-sphere}}
|
||
|
||
\emph{2nd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of tallow, a pinch of brimstone, and
|
||
a dusting of powdered iron)
|
||
|
||
\textbf{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.
|
||
|
||
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 sphere's damage, and the sphere stops moving this turn.
|
||
|
||
When you move the sphere, you can direct it over barriers up to 5 feet
|
||
tall and jump it across pits up to 10 feet wide. The sphere ignites
|
||
flammable objects not being worn or carried, and it sheds bright light
|
||
in a 20-foot radius and dim light for an additional 20 feet.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d6 for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{flesh-to-stone}{%
|
||
\paragraph{Flesh to Stone}\label{flesh-to-stone}}
|
||
|
||
\emph{6th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of lime, water, and earth)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You attempt to turn one creature that you can see within range into
|
||
stone. If the target's body is made of flesh, the creature must make a
|
||
Constitution saving throw. On a failed save, it is restrained as its
|
||
flesh begins to harden. On a successful save, the creature isn't
|
||
affected.
|
||
|
||
A creature restrained by this spell must make another Constitution
|
||
saving throw at the end of each of its turns. If it successfully saves
|
||
against this spell three times, the spell ends. If it fails its saves
|
||
three times, it is turned to stone and subjected to the petrified
|
||
condition for the duration. The successes and failures don't need to be
|
||
consecutive; keep track of both until the target collects three of a
|
||
kind.
|
||
|
||
If the creature is physically broken while petrified, it suffers from
|
||
similar deformities if it reverts to its original state.
|
||
|
||
If you maintain your concentration on this spell for the entire possible
|
||
duration, the creature is turned to stone until the effect is removed.
|
||
|
||
\hypertarget{floating-disk}{%
|
||
\paragraph{Floating Disk}\label{floating-disk}}
|
||
|
||
\emph{1st-level conjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of mercury)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
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 can't cross an elevation change of
|
||
10 feet or more. For example, the disk can't 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 can't
|
||
move around an obstacle to follow you), the spell ends.
|
||
|
||
\hypertarget{fly}{%
|
||
\paragraph{Fly}\label{fly}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a wing feather from any bird)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You touch a willing creature. The target gains a flying speed of 60 feet
|
||
for the duration. When the spell ends, the target falls if it is still
|
||
aloft, unless it can stop the fall.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, you can target one additional creature for
|
||
each slot level above 3rd.
|
||
|
||
\hypertarget{fog-cloud}{%
|
||
\paragraph{Fog Cloud}\label{fog-cloud}}
|
||
|
||
\emph{1st-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{forbiddance}{%
|
||
\paragraph{Forbiddance}\label{forbiddance}}
|
||
|
||
\emph{6th-level abjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a sprinkling of holy water, rare incense,
|
||
and powdered ruby worth at least 1,000 gp)
|
||
|
||
\textbf{Duration:} 1 day
|
||
|
||
You create a ward against magical travel that protects up to 40,000
|
||
square feet of floor space to a height of 30 feet above the floor. For
|
||
the duration, creatures can't teleport into the area or use portals,
|
||
such as those created by the \emph{gate} spell, to enter the area. The
|
||
spell proofs the area against planar travel, and therefore prevents
|
||
creatures from accessing the area by way of the Astral Plane, Ethereal
|
||
Plane, Feywild, Shadowfell, or the \emph{plane shift} spell.
|
||
|
||
In addition, the spell damages types of creatures that you choose when
|
||
you cast it. Choose one or more of the following: celestials,
|
||
elementals, fey, fiends, and undead. When a chosen creature enters the
|
||
spell's area for the first time on a turn or starts its turn there, the
|
||
creature takes 5d10 radiant or necrotic damage (your choice when you
|
||
cast this spell).
|
||
|
||
When you cast this spell, you can designate a password. A creature that
|
||
speaks the password as it enters the area takes no damage from the
|
||
spell.
|
||
|
||
The spell's area can't overlap with the area of another
|
||
\emph{forbiddance} spell. If you cast \emph{forbiddance} every day for
|
||
30 days in the same location, the spell lasts until it is dispelled, and
|
||
the material components are consumed on the last casting.
|
||
|
||
\hypertarget{forcecage}{%
|
||
\paragraph{Forcecage}\label{forcecage}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 100 feet
|
||
|
||
\textbf{Components:} V, S, M (ruby dust worth 1,500 gp)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
An immobile, invisible, cube-shaped prison composed of magical force
|
||
springs into existence around an area you choose within range. The
|
||
prison can be a cage or a solid box, as you choose.
|
||
|
||
A prison in the shape of a cage can be up to 20 feet on a side and is
|
||
made from 1/2-inch diameter bars spaced 1/2 inch apart.
|
||
|
||
A prison in the shape of a box can be up to 10 feet on a side, creating
|
||
a solid barrier that prevents any matter from passing through it and
|
||
blocking any spells cast into or out from the area.
|
||
|
||
When you cast the spell, any creature that is completely inside the
|
||
cage's area is trapped. Creatures only partially within the area, or
|
||
those too large to fit inside the area, are pushed away from the center
|
||
of the area until they are completely outside the area.
|
||
|
||
A creature inside the cage can't leave it by nonmagical means. If the
|
||
creature tries to use teleportation or interplanar travel to leave the
|
||
cage, it must first make a Charisma saving throw. On a success, the
|
||
creature can use that magic to exit the cage. On a failure, the creature
|
||
can't exit the cage and wastes the use of the spell or effect. The cage
|
||
also extends into the Ethereal Plane, blocking ethereal travel.
|
||
|
||
This spell can't be dispelled by \emph{dispel magic}.
|
||
|
||
\hypertarget{foresight}{%
|
||
\paragraph{Foresight}\label{foresight}}
|
||
|
||
\emph{9th-level divination}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a hummingbird feather)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You touch a willing creature and bestow a limited ability to see into
|
||
the immediate future. For the duration, the target can't be surprised
|
||
and has advantage on attack rolls, ability checks, and saving throws.
|
||
Additionally, other creatures have disadvantage on attack rolls against
|
||
the target for the duration.
|
||
|
||
This spell immediately ends if you cast it again before its duration
|
||
ends.
|
||
|
||
\hypertarget{freedom-of-movement}{%
|
||
\paragraph{Freedom of Movement}\label{freedom-of-movement}}
|
||
|
||
\emph{4th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a leather strap, bound around the arm or a
|
||
similar appendage)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch a willing creature. For the duration, the target's movement is
|
||
unaffected by difficult terrain, and spells and other magical effects
|
||
can neither reduce the target's speed nor cause the target to be
|
||
paralyzed or restrained.
|
||
|
||
The target can also spend 5 feet of movement to automatically escape
|
||
from nonmagical restraints, such as manacles or a creature that has it
|
||
grappled. Finally, being underwater imposes no penalties on the target's
|
||
movement or attacks.
|
||
|
||
\hypertarget{freezing-sphere}{%
|
||
\paragraph{Freezing Sphere}\label{freezing-sphere}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a small crystal sphere)
|
||
|
||
\textbf{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.
|
||
|
||
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.
|
||
|
||
You can refrain from firing the globe after completing the spell, if you
|
||
wish. A small globe about the size of a sling stone, cool to the touch,
|
||
appears in your hand. At any time, you or a creature you give the globe
|
||
to can throw the globe (to a range of 40 feet) or hurl it with a sling
|
||
(to the sling's normal range). It shatters on impact, with the same
|
||
effect as the normal casting of the spell. You can also set the globe
|
||
down without shattering it. After 1 minute, if the globe hasn't already
|
||
shattered, it explodes.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, the damage increases by 1d6 for each slot
|
||
level above 6th.
|
||
|
||
\hypertarget{spells-g}{%
|
||
\section{Spells (G)}\label{spells-g}}
|
||
|
||
\hypertarget{gaseous-form}{%
|
||
\paragraph{Gaseous Form}\label{gaseous-form}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a bit of gauze and a wisp of smoke)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You transform a willing creature you touch, along with everything it's
|
||
wearing and carrying, into a misty cloud for the duration. The spell
|
||
ends if the creature drops to 0 hit points. An incorporeal creature
|
||
isn't affected.
|
||
|
||
While in this form, the target's only method of movement is a flying
|
||
speed of 10 feet. The target can enter and occupy the space of another
|
||
creature. The target has resistance to nonmagical damage, and it has
|
||
advantage on Strength, Dexterity, and Constitution saving throws. The
|
||
target can pass through small holes, narrow openings, and even mere
|
||
cracks, though it treats liquids as though they were solid surfaces. The
|
||
target can't fall and remains hovering in the air even when stunned or
|
||
otherwise incapacitated.
|
||
|
||
While in the form of a misty cloud, the target can't talk or manipulate
|
||
objects, and any objects it was carrying or holding can't be dropped,
|
||
used, or otherwise interacted with. The target can't attack or cast
|
||
spells.
|
||
|
||
\hypertarget{gate}{%
|
||
\paragraph{Gate}\label{gate}}
|
||
|
||
\emph{9th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a diamond worth at least 5,000 gp)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You conjure a portal linking an unoccupied space you can see within
|
||
range to a precise location on a different plane of existence. The
|
||
portal is a circular opening, which you can make 5 to 20 feet in
|
||
diameter. You can orient the portal in any direction you choose. The
|
||
portal lasts for the duration.
|
||
|
||
The portal has a front and a back on each plane where it appears. Travel
|
||
through the portal is possible only by moving through its front.
|
||
Anything that does so is instantly transported to the other plane,
|
||
appearing in the unoccupied space nearest to the portal.
|
||
|
||
Deities and other planar rulers can prevent portals created by this
|
||
spell from opening in their presence or anywhere within their domains.
|
||
|
||
When you cast this spell, you can speak the name of a specific creature
|
||
(a pseudonym, title, or nickname doesn't work). If that creature is on a
|
||
plane other than the one you are on, the portal opens in the named
|
||
creature's immediate vicinity and draws the creature through it to the
|
||
nearest unoccupied space on your side of the portal. You gain no special
|
||
power over the creature, and it is free to act as the GM deems
|
||
appropriate. It might leave, attack you, or help you.
|
||
|
||
\hypertarget{geas}{%
|
||
\paragraph{Geas}\label{geas}}
|
||
|
||
\emph{5th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} 30 days
|
||
|
||
You place a magical command on a creature that you can see within range,
|
||
forcing it to carry out some service or refrain from some action or
|
||
course of activity as you decide. If the creature can understand you, it
|
||
must succeed on a Wisdom saving throw or become charmed by you for the
|
||
duration. While the creature is charmed by you, it takes 5d10 psychic
|
||
damage each time it acts in a manner directly counter to your
|
||
instructions, but no more than once each day. A creature that can't
|
||
understand you is unaffected by the spell.
|
||
|
||
You can issue any command you choose, short of an activity that would
|
||
result in certain death. Should you issue a suicidal command, the spell
|
||
ends.
|
||
|
||
You can end the spell early by using an action to dismiss it. A
|
||
\emph{remove curse}, \emph{greater restoration}, or \emph{wish} spell
|
||
also ends it.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th or 8th level, the duration is 1 year. When you cast this
|
||
spell using a spell slot of 9th level, the spell lasts until it is ended
|
||
by one of the spells mentioned above.
|
||
|
||
\hypertarget{gentle-repose}{%
|
||
\paragraph{Gentle Repose}\label{gentle-repose}}
|
||
|
||
\emph{2nd-level necromancy (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a pinch of salt and one copper piece
|
||
placed on each of the corpse's eyes, which must remain there for the
|
||
duration)
|
||
|
||
\textbf{Duration:} 10 days
|
||
|
||
You touch a corpse or other remains. For the duration, the target is
|
||
protected from decay and can't become undead.
|
||
|
||
The spell also effectively extends the time limit on raising the target
|
||
from the dead, since days spent under the influence of this spell don't
|
||
count against the time limit of spells such as \emph{raise dead}.
|
||
|
||
\hypertarget{giant-insect}{%
|
||
\paragraph{Giant Insect}\label{giant-insect}}
|
||
|
||
\emph{4th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You transform up to ten centipedes, three spiders, five wasps, or one
|
||
scorpion within range into giant versions of their natural forms for the
|
||
duration. A centipede becomes a giant centipede, a spider becomes a
|
||
giant spider, a wasp becomes a giant wasp, and a scorpion becomes a
|
||
giant scorpion.
|
||
|
||
Each creature obeys your verbal commands, and in combat, they act on
|
||
your turn each round. The GM has the statistics for these creatures and
|
||
resolves their actions and movement.
|
||
|
||
A creature remains in its giant size for the duration, until it drops to
|
||
0 hit points, or until you use an action to dismiss the effect on it.
|
||
|
||
The GM might allow you to choose different targets. For example, if you
|
||
transform a bee, its giant version might have the same statistics as a
|
||
giant wasp.
|
||
|
||
\hypertarget{glibness}{%
|
||
\paragraph{Glibness}\label{glibness}}
|
||
|
||
\emph{8th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
Until the spell ends, when you make a Charisma check, you can replace
|
||
the number you roll with a 15. Additionally, no matter what you say,
|
||
magic that would determine if you are telling the truth indicates that
|
||
you are being truthful.
|
||
|
||
\hypertarget{globe-of-invulnerability}{%
|
||
\paragraph{Globe of Invulnerability}\label{globe-of-invulnerability}}
|
||
|
||
\emph{6th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (10-foot radius)
|
||
|
||
\textbf{Components:} V, S, M (a glass or crystal bead that shatters when
|
||
the spell ends)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
An immobile, faintly shimmering barrier springs into existence in a
|
||
10-foot radius around you and remains for the duration.
|
||
|
||
Any spell of 5th level or lower cast from outside the barrier can't
|
||
affect creatures or objects within it, even if the spell is cast using a
|
||
higher level spell slot. Such a spell can target creatures and objects
|
||
within the barrier, but the spell has no effect on them. Similarly, the
|
||
area within the barrier is excluded from the areas affected by such
|
||
spells.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, the barrier blocks spells of one level
|
||
higher for each slot level above 6th.
|
||
|
||
\hypertarget{glyph-of-warding}{%
|
||
\paragraph{Glyph of Warding}\label{glyph-of-warding}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (incense and powdered diamond worth at
|
||
least 200 gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Until dispelled or triggered
|
||
|
||
When you cast this spell, you inscribe a glyph that harms other
|
||
creatures, either upon a surface (such as a table or a section of floor
|
||
or wall) or within an object that can be closed (such as a book, a
|
||
scroll, or a treasure chest) to conceal the glyph. The glyph can cover
|
||
an area no larger than 10 feet in diameter. If the surface or object is
|
||
moved more than 10 feet from where you cast this spell, the glyph is
|
||
broken, and the spell ends without being triggered.
|
||
|
||
The glyph is nearly invisible and requires a successful Intelligence
|
||
(Investigation) check against your spell save DC to be found.
|
||
|
||
You decide what triggers the glyph when you cast the spell. For glyphs
|
||
inscribed on a surface, the most typical triggers include touching or
|
||
standing on the glyph, removing another object covering the glyph,
|
||
approaching within a certain distance of the glyph, or manipulating the
|
||
object on which the glyph is inscribed. For glyphs inscribed within an
|
||
object, the most common triggers include opening that object,
|
||
approaching within a certain distance of the object, or seeing or
|
||
reading the glyph. Once a glyph is triggered, this spell ends.
|
||
|
||
You can further refine the trigger so the spell activates only under
|
||
certain circumstances or according to physical characteristics (such as
|
||
height or weight), creature kind (for example, the ward could be set to
|
||
affect aberrations or drow), or alignment. You can also set conditions
|
||
for creatures that don't trigger the glyph, such as those who say a
|
||
certain password.
|
||
|
||
When you inscribe the glyph, choose \emph{explosive runes} or a
|
||
\emph{spell glyph}.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage of an \emph{explosive runes}
|
||
glyph increases by 1d8 for each slot level above 3rd. If you create a
|
||
\emph{spell glyph}, you can store any spell of up to the same level as
|
||
the slot you use for the \emph{glyph of warding}.
|
||
|
||
\hypertarget{goodberry}{%
|
||
\paragraph{Goodberry}\label{goodberry}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a sprig of mistletoe)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Up to ten berries appear in your hand and are infused with magic for the
|
||
duration. A creature can use its action to eat one berry. Eating a berry
|
||
restores 1 hit point, and the berry provides enough nourishment to
|
||
sustain a creature for one day.
|
||
|
||
The~berries~lose~their~potency~if~they~have~not~ been consumed within 24
|
||
hours of the casting of this spell.
|
||
|
||
\hypertarget{grease}{%
|
||
\paragraph{Grease}\label{grease}}
|
||
|
||
\emph{1st-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of pork rind or butter)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
Slick grease covers the ground in a 10-foot square centered on a point
|
||
within range and turns it into difficult terrain for the duration.
|
||
|
||
When the grease appears, each creature standing in its area must succeed
|
||
on a Dexterity saving throw or fall prone. A creature that enters the
|
||
area or ends its turn there must also succeed on a Dexterity saving
|
||
throw or fall prone.
|
||
|
||
\hypertarget{greater-invisibility}{%
|
||
\paragraph{Greater Invisibility}\label{greater-invisibility}}
|
||
|
||
\emph{4th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You or a creature you touch becomes invisible until the spell ends.
|
||
Anything the target is wearing or carrying is invisible as long as it is
|
||
on the target's person.
|
||
|
||
\hypertarget{greater-restoration}{%
|
||
\paragraph{Greater Restoration}\label{greater-restoration}}
|
||
|
||
\emph{5th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (diamond dust worth at least 100 gp, which
|
||
the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You imbue a creature you touch with positive energy to undo a
|
||
debilitating effect. You can reduce the target's exhaustion level by
|
||
one, or end one of the following effects on the target:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
One effect that charmed or petrified the target
|
||
\item
|
||
One curse, including the target's attunement to a cursed magic item
|
||
\item
|
||
Any reduction to one of the target's ability scores
|
||
\item
|
||
One effect reducing the target's hit point maximum
|
||
\end{itemize}
|
||
|
||
\hypertarget{guards-and-wards}{%
|
||
\paragraph{Guards and Wards}\label{guards-and-wards}}
|
||
|
||
\emph{6th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (burning incense, a small measure of
|
||
brimstone and oil, a knotted string, a small amount of umber hulk blood,
|
||
and a small silver rod worth at least 10 gp)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You create a ward that protects up to 2,500 square feet of floor space
|
||
(an area 50 feet square, or one hundred 5-foot squares or twenty-five
|
||
10-foot squares). The warded area can be up to 20 feet tall, and shaped
|
||
as you desire. You can ward several stories of a stronghold by dividing
|
||
the area among them, as long as you can walk into each contiguous area
|
||
while you are casting the spell.
|
||
|
||
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.
|
||
|
||
\emph{Guards and wards} creates the following effects within the warded
|
||
area.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Doors}}. All doors in the warded area are magically
|
||
locked, as if sealed by an \emph{arcane lock} spell. In addition, you
|
||
can cover up to ten doors with an illusion (equivalent to the illusory
|
||
object function of the \emph{minor illusion} spell) to make them appear
|
||
as plain sections of wall.
|
||
|
||
\textbf{\emph{Stairs}}. Webs fill all stairs in the warded area from top
|
||
to bottom, as the \emph{web} spell. These strands regrow in 10 minutes
|
||
if they are burned or torn away while \emph{guards and wards} lasts.
|
||
|
||
\textbf{\emph{Other Spell Effect}}. You can place your choice of one of
|
||
the following magical effects within the warded area of the stronghold.
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Place dancing lights in four corridors. You can designate a simple
|
||
program that the lights repeat as long as guards and wards lasts.
|
||
\item
|
||
Place magic mouth in two locations.
|
||
\item
|
||
Place stinking cloud in two locations. The vapors appear in the places
|
||
you designate; they return within 10 minutes if dispersed by wind
|
||
while guards and wards lasts.
|
||
\item
|
||
Place a constant gust of wind in one corridor or room.
|
||
\item
|
||
Place a suggestion in one location. You select an area of up to 5 feet
|
||
square, and any creature that enters or passes through the area
|
||
receives the suggestion mentally.
|
||
\end{itemize}
|
||
|
||
The whole warded area radiates magic. A \emph{dispel magic} cast on a
|
||
specific effect, if successful, removes only that effect.
|
||
|
||
You can create a permanently guarded and warded structure by casting
|
||
this spell there every day for one year.
|
||
|
||
\hypertarget{guidance}{%
|
||
\paragraph{Guidance}\label{guidance}}
|
||
|
||
\emph{Divination cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You touch one willing creature. Once before the spell ends, the target
|
||
can roll a d4 and add the number rolled to one ability check of its
|
||
choice. It can roll the die before or after making the ability check.
|
||
The spell then ends.
|
||
|
||
\hypertarget{guiding-bolt}{%
|
||
\paragraph{Guiding Bolt}\label{guiding-bolt}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
A flash of light streaks toward a creature of your choice within range.
|
||
Make a ranged spell attack against the target. On a hit, the target
|
||
takes 4d6 radiant damage, and the next attack roll made against this
|
||
target before the end of your next turn has advantage, thanks to the
|
||
mystical dim light glittering on the target until then.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d6 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{gust-of-wind}{%
|
||
\paragraph{Gust of Wind}\label{gust-of-wind}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (60-foot line)
|
||
|
||
\textbf{Components:} V, S, M (a legume seed)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||
direction you choose for the spell's duration. Each creature that starts
|
||
its turn in the line must succeed on a Strength saving throw or be
|
||
pushed 15 feet away from you in a direction following the line.
|
||
|
||
Any creature in the line must spend 2 feet of movement for every 1 foot
|
||
it moves when moving closer to you.
|
||
|
||
The gust disperses gas or vapor, and it extinguishes candles, torches,
|
||
and similar unprotected flames in the area. It causes protected flames,
|
||
such as those of lanterns, to dance wildly and has a 50 percent chance
|
||
to extinguish them.
|
||
|
||
As a bonus action on each of your turns before the spell ends, you can
|
||
change the direction in which the line blasts from you.
|
||
|
||
\hypertarget{spells-h}{%
|
||
\section{Spells (H)}\label{spells-h}}
|
||
|
||
\hypertarget{hallow}{%
|
||
\paragraph{Hallow}\label{hallow}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 24 hours
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (herbs, oils, and incense worth at least
|
||
1,000 gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You touch a point and infuse an area around it with holy (or unholy)
|
||
power. The area can have a radius up to 60 feet, and the spell fails if
|
||
the radius includes an area already under the effect a \emph{hallow}
|
||
spell. The affected area is subject to the following effects.
|
||
|
||
First, celestials, elementals, fey, fiends, and undead can't enter the
|
||
area, nor can such creatures charm, frighten, or possess creatures
|
||
within it. Any creature charmed, frightened, or possessed by such a
|
||
creature is no longer charmed, frightened, or possessed upon entering
|
||
the area. You can exclude one or more of those types of creatures from
|
||
this effect.
|
||
|
||
Second, you can bind an extra effect to the area. Choose the effect from
|
||
the following list, or choose an effect offered by the GM. Some of these
|
||
effects apply to creatures in the area; you can designate whether the
|
||
effect applies to all creatures, creatures that follow a specific deity
|
||
or leader, or creatures of a specific sort, such as orcs or trolls. When
|
||
a creature that would be affected enters the spell's area for the first
|
||
time on a turn or starts its turn there, it can make a Charisma saving
|
||
throw. On a success, the creature ignores the extra effect until it
|
||
leaves the area.
|
||
|
||
\textbf{\emph{Courage}}. Affected creatures can't be frightened while in
|
||
the area.
|
||
|
||
\textbf{\emph{Darkness}}. Darkness fills the area. Normal light, as well
|
||
as magical light created by spells of a lower level than the slot you
|
||
used to cast this spell, can't illuminate the area.
|
||
|
||
\textbf{\emph{Daylight}}. Bright light fills the area. Magical darkness
|
||
created by spells of a lower level than the slot you used to cast this
|
||
spell can't extinguish the light.
|
||
|
||
\textbf{\emph{Energy Protection}}. Affected creatures in the area have
|
||
resistance to one damage type of your choice, except for bludgeoning,
|
||
piercing, or slashing.
|
||
|
||
\textbf{\emph{Energy Vulnerability}}. Affected creatures in the area
|
||
have vulnerability to one damage type of your choice, except for
|
||
bludgeoning, piercing, or slashing.
|
||
|
||
\textbf{\emph{Everlasting Rest}}. Dead bodies interred in the area can't
|
||
be turned into undead.
|
||
|
||
\textbf{\emph{Extradimensional Interference}}. Affected creatures can't
|
||
move or travel using teleportation or by extradimensional or interplanar
|
||
means.
|
||
|
||
\textbf{\emph{Fear}}. Affected creatures are frightened while in the
|
||
area.
|
||
|
||
\textbf{\emph{Silence}}. No sound can emanate from within the area, and
|
||
no sound can reach into it.
|
||
|
||
\textbf{\emph{Tongues}}. Affected creatures can communicate with any
|
||
other creature in the area, even if they don't share a common language.
|
||
|
||
\hypertarget{hallucinatory-terrain}{%
|
||
\paragraph{Hallucinatory Terrain}\label{hallucinatory-terrain}}
|
||
|
||
\emph{4th-level illusion}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a stone, a twig, and a bit of green plant)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You make natural terrain in a 150-foot cube in range look, sound, and
|
||
smell like some other sort of natural terrain. Thus, open fields or a
|
||
road can be made to resemble a swamp, hill, crevasse, or some other
|
||
difficult or impassable terrain. A pond can be made to seem like a
|
||
grassy meadow, a precipice like a gentle slope, or a rock-strewn gully
|
||
like a wide and smooth road. Manufactured structures, equipment, and
|
||
creatures within the area aren't changed in appearance.
|
||
|
||
The tactile characteristics of the terrain are unchanged, so creatures
|
||
entering the area are likely to see through the illusion. If the
|
||
difference isn't obvious by touch, a creature carefully examining the
|
||
illusion can attempt an Intelligence (Investigation) check against your
|
||
spell save DC to disbelieve it. A creature who discerns the illusion for
|
||
what it is, sees it as a vague image superimposed on the terrain.
|
||
|
||
\hypertarget{harm}{%
|
||
\paragraph{Harm}\label{harm}}
|
||
|
||
\emph{6th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You unleash a virulent disease on a creature that you can see within
|
||
range. The target must make a Constitution saving throw. On a failed
|
||
save, it takes 14d6 necrotic damage, or half as much damage on a
|
||
successful save. The damage can't reduce the target's hit points below
|
||
1. If the target fails the saving throw, its hit point maximum is
|
||
reduced for 1 hour by an amount equal to the necrotic damage it took.
|
||
Any effect that removes a disease allows a creature's hit point maximum
|
||
to return to normal before that time passes.
|
||
|
||
\hypertarget{haste}{%
|
||
\paragraph{Haste}\label{haste}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a shaving of licorice root)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Choose a willing creature that you can see within range. Until the spell
|
||
ends, the target's speed is doubled, it gains a +2 bonus to AC, it has
|
||
advantage on Dexterity saving throws, and it gains an additional action
|
||
on each of its turns. That action can be used only to take the Attack
|
||
(one weapon attack only), Dash, Disengage, Hide, or Use an Object
|
||
action.
|
||
|
||
When the spell ends, the target can't move or take actions until after
|
||
its next turn, as a wave of lethargy sweeps over it.
|
||
|
||
\hypertarget{heal}{%
|
||
\paragraph{Heal}\label{heal}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Choose a creature that you can see within range. A surge of positive
|
||
energy washes through the creature, causing it to regain 70 hit points.
|
||
This spell also ends blindness, deafness, and any diseases affecting the
|
||
target. This spell has no effect on constructs or undead.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, the amount of healing increases by 10 for
|
||
each slot level above 6th.
|
||
|
||
\hypertarget{healing-word}{%
|
||
\paragraph{Healing Word}\label{healing-word}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A creature of your choice that you can see within range regains hit
|
||
points equal to 1d4 + your spellcasting ability modifier. This spell has
|
||
no effect on undead or constructs.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the healing increases by 1d4 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{heat-metal}{%
|
||
\paragraph{Heat Metal}\label{heat-metal}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a piece of iron and a flame)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Choose a manufactured metal object, such as a metal weapon or a suit of
|
||
heavy or medium metal armor, that you can see within range. You cause
|
||
the object to glow red-hot. Any creature in physical contact with the
|
||
object takes 2d8 fire damage when you cast the spell. Until the spell
|
||
ends, you can use a bonus action on each of your subsequent turns to
|
||
cause this damage again.
|
||
|
||
If a creature is holding or wearing the object and takes the damage from
|
||
it, the creature must succeed on a Constitution saving throw or drop the
|
||
object if it can. If it doesn't drop the object, it has disadvantage on
|
||
attack rolls and ability checks until the start of your next turn.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{hellish-rebuke}{%
|
||
\paragraph{Hellish Rebuke}\label{hellish-rebuke}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 reaction, which you take in response to being
|
||
damaged by a creature within 60 feet of you that you can see
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You point your finger, and the creature that damaged you is momentarily
|
||
surrounded by hellish flames. The creature must make a Dexterity saving
|
||
throw. It takes 2d10 fire damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~
|
||
spell slot of 2nd level or higher, the damage increases by 1d10 for each
|
||
slot level above 1st.
|
||
|
||
\hypertarget{heroes-feast}{%
|
||
\paragraph{Heroes' Feast}\label{heroes-feast}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a gem-encrusted bowl worth at least 1,000
|
||
gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You bring forth a great feast, including magnificent food and drink. The
|
||
feast takes 1 hour to consume and disappears at the end of that time,
|
||
and the beneficial effects don't set in until this hour is over. Up to
|
||
twelve creatures can partake of the feast.
|
||
|
||
A creature that partakes of the feast gains several benefits. The
|
||
creature is cured of all diseases and poison, becomes immune to poison
|
||
and being frightened, and makes all Wisdom saving throws with advantage.
|
||
Its hit point maximum also increases by 2d10, and it gains the same
|
||
number of hit points. These benefits last for 24 hours.
|
||
|
||
\hypertarget{heroism}{%
|
||
\paragraph{Heroism}\label{heroism}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A willing creature you touch is imbued with bravery. Until the spell
|
||
ends, the creature is immune to being frightened and gains temporary hit
|
||
points equal to your spellcasting ability modifier at the start of each
|
||
of its turns. When the spell ends, the target loses any remaining
|
||
temporary hit points from this spell.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st.
|
||
|
||
\hypertarget{hideous-laughter}{%
|
||
\paragraph{Hideous Laughter}\label{hideous-laughter}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (tiny tarts and a feather that is waved in
|
||
the air)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A creature of your choice that you can see within range perceives
|
||
everything as hilariously funny and falls into fits of laughter if this
|
||
spell affects it. The target must succeed on a Wisdom saving throw or
|
||
fall prone, becoming incapacitated and unable to stand up for the
|
||
duration. A creature with an Intelligence score of 4 or less isn't
|
||
affected.
|
||
|
||
At the end of each of its turns, and each time it takes damage, the
|
||
target can make another Wisdom saving throw. The target has advantage on
|
||
the saving throw if it's triggered by damage. On a success, the spell
|
||
ends.
|
||
|
||
\hypertarget{hold-monster}{%
|
||
\paragraph{Hold Monster}\label{hold-monster}}
|
||
|
||
\emph{5th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (a small, straight piece of iron)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Choose a creature that you can see within range. The target must succeed
|
||
on a Wisdom saving throw or be paralyzed for the duration. This spell
|
||
has no effect on undead. At the end of each of its turns, the target can
|
||
make another Wisdom saving throw. On a success, the spell ends on the
|
||
target.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, you can target one additional creature for
|
||
each slot level above 5th. The creatures must be within 30 feet of each
|
||
other when you target them.
|
||
|
||
\hypertarget{hold-person}{%
|
||
\paragraph{Hold Person}\label{hold-person}}
|
||
|
||
\emph{2nd-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a small, straight piece of iron)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Choose a humanoid that you can see within range. The target must succeed
|
||
on a Wisdom saving throw or be paralyzed for the duration. At the end of
|
||
each of its turns, the target can make another Wisdom saving throw. On a
|
||
success, the spell ends on the target.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can target one additional humanoid for
|
||
each slot level above 2nd. The humanoids must be within 30 feet of each
|
||
other when you target them.
|
||
|
||
\hypertarget{holy-aura}{%
|
||
\paragraph{Holy Aura}\label{holy-aura}}
|
||
|
||
\emph{8th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a tiny reliquary worth at least 1,000 gp
|
||
containing a sacred relic, such as a scrap of cloth from a saint's robe
|
||
or a piece of parchment from a religious text)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Divine light washes out from you and coalesces in a soft radiance in a
|
||
30-foot radius around you. Creatures of your choice in that radius when
|
||
you cast this spell shed dim light in a 5-foot radius and have advantage
|
||
on all saving throws, and other creatures have disadvantage on attack
|
||
rolls against them until the spell ends. In addition, when a fiend or an
|
||
undead hits an affected creature with a melee attack, the aura flashes
|
||
with brilliant light. The attacker must succeed on a Constitution saving
|
||
throw or be blinded until the spell ends.
|
||
|
||
\hypertarget{hunters-mark}{%
|
||
\paragraph{Hunter's Mark}\label{hunters-mark}}
|
||
|
||
\emph{1st-level divination}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You choose a creature you can see within range and mystically mark it as
|
||
your quarry. Until the spell ends, you deal an extra 1d6 damage to the
|
||
target whenever you hit it with a weapon attack, and you have advantage
|
||
on any Wisdom (Perception) or Wisdom (Survival) check you make to find
|
||
it. If the target drops to 0 hit points before this spell ends, you can
|
||
use a bonus action on a subsequent turn of yours to mark a new creature.
|
||
|
||
\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~
|
||
spell slot of 3rd or 4th level, you can maintain your concentration on
|
||
the spell for up to 8 hours. When you use a spell slot of 5th level or
|
||
higher, you can maintain your concentration on the spell for up to 24
|
||
hours.
|
||
|
||
\hypertarget{hypnotic-pattern}{%
|
||
\paragraph{Hypnotic Pattern}\label{hypnotic-pattern}}
|
||
|
||
\emph{3rd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} S, M (a glowing stick of incense or a crystal vial
|
||
filled with phosphorescent material)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You create a twisting pattern of colors that weaves through the air
|
||
inside a 30-foot cube within range. The pattern appears for a moment and
|
||
vanishes. Each creature in the area who sees the pattern must make a
|
||
Wisdom saving throw. On a failed save, the creature becomes charmed for
|
||
the duration. While charmed by this spell, the creature is incapacitated
|
||
and has a speed of 0.
|
||
|
||
The spell ends for an affected creature if it takes any damage or if
|
||
someone else uses an action to shake the creature out of its stupor.
|
||
|
||
\hypertarget{spells-i}{%
|
||
\section{Spells (I)}\label{spells-i}}
|
||
|
||
\hypertarget{ice-storm}{%
|
||
\paragraph{Ice Storm}\label{ice-storm}}
|
||
|
||
\emph{4th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of dust and a few drops of water)
|
||
|
||
\textbf{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.
|
||
|
||
Hailstones turn the storm's area of effect into difficult terrain until
|
||
the end of your next turn.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for
|
||
each slot level above 4th.
|
||
|
||
\hypertarget{identify}{%
|
||
\paragraph{Identify}\label{identify}}
|
||
|
||
\emph{1st-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a pearl worth at least 100 gp and an owl
|
||
feather)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You choose one object that you must touch throughout the casting of the
|
||
spell. If it is a magic item or some other magic-imbued object, you
|
||
learn its properties and how to use them, whether it requires attunement
|
||
to use, and how many charges it has, if any. You learn whether any
|
||
spells are affecting the item and what they are. If the item was created
|
||
by a spell, you learn which spell created it.
|
||
|
||
If you instead touch a creature throughout the casting, you learn what
|
||
spells, if any, are currently affecting it.
|
||
|
||
\hypertarget{illusory-script}{%
|
||
\paragraph{Illusory Script}\label{illusory-script}}
|
||
|
||
\emph{1st-level illusion (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} S, M (a lead-based ink worth at least 10 gp, which
|
||
the spell consumes)
|
||
|
||
\textbf{Duration:} 10 days
|
||
|
||
You write on parchment, paper, or some other suitable writing material
|
||
and imbue it with a potent illusion that lasts for the duration.
|
||
|
||
To you and any creatures you designate when you cast the spell, the
|
||
writing appears normal, written in your hand, and conveys whatever
|
||
meaning you intended when you wrote the text. To all others, the writing
|
||
appears as if it were written in an unknown or magical script that is
|
||
unintelligible. Alternatively, you can cause the writing to appear to be
|
||
an entirely different message, written in a different hand and language,
|
||
though the language must be one you know.
|
||
|
||
Should the spell be dispelled, the original script and the illusion both
|
||
disappear.
|
||
|
||
A creature with truesight can read the hidden message.
|
||
|
||
\hypertarget{imprisonment}{%
|
||
\paragraph{Imprisonment}\label{imprisonment}}
|
||
|
||
\emph{9th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a vellum depiction or a carved statuette
|
||
in the likeness of the target, and a special component that varies
|
||
according to the version of the spell you choose, worth at least 500 gp
|
||
per Hit Die of the target)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You create a magical restraint to hold a creature that you can see
|
||
within range. The target must succeed on a Wisdom saving throw or be
|
||
bound by the spell; if it succeeds, it is immune to this spell if you
|
||
cast it again. While affected by this spell, the creature doesn't need
|
||
to breathe, eat, or drink, and it doesn't age. Divination spells can't
|
||
locate or perceive the target.
|
||
|
||
When you cast the spell, you choose one of the following forms of
|
||
imprisonment.
|
||
|
||
\textbf{\emph{Burial}}. The target is entombed far beneath the earth in
|
||
a sphere of magical force that is just large enough to contain the
|
||
target. Nothing can pass through the sphere, nor can any creature
|
||
teleport or use planar travel to get into or out of it.
|
||
|
||
The special component for this version of the spell is a small mithral
|
||
orb.
|
||
|
||
\textbf{\emph{Chaining}}. Heavy chains, firmly rooted in the ground,
|
||
hold the target in place. The target is restrained until the spell ends,
|
||
and it can't move or be moved by any means until then.
|
||
|
||
The special component for this version of the spell is a fine chain of
|
||
precious metal.
|
||
|
||
\textbf{\emph{Hedged Prison}}. The spell transports the target into a
|
||
tiny demiplane that is warded against teleportation and planar travel.
|
||
The demiplane can be a labyrinth, a cage, a tower, or any similar
|
||
confined structure or area of your choice.
|
||
|
||
The special component for this version of the spell is a miniature
|
||
representation of the prison made from jade.
|
||
|
||
\textbf{\emph{Minimus Containment}}. The target shrinks to a height of 1
|
||
inch and is imprisoned inside a gemstone or similar object. Light can
|
||
pass through the gemstone normally (allowing the target to see out and
|
||
other creatures to see in), but nothing else can pass through, even by
|
||
means of teleportation or planar travel. The gemstone can't be cut or
|
||
broken while the spell remains in effect.
|
||
|
||
The special component for this version of the spell is a large,
|
||
transparent gemstone, such as a corundum, diamond, or ruby.
|
||
|
||
\textbf{\emph{Slumber}}. The target falls asleep and can't be awoken.
|
||
The special component for this version of the spell consists of rare
|
||
soporific herbs.
|
||
|
||
\textbf{\emph{Ending the Spell}}. During the casting of the spell, in
|
||
any of its versions, you can specify a condition that will cause the
|
||
spell to end and release the target. The condition can be as specific or
|
||
as elaborate as you choose, but the GM must agree that the condition is
|
||
reasonable and has a likelihood of coming to pass. The conditions can be
|
||
based on a creature's name, identity, or deity but otherwise must be
|
||
based on observable actions or qualities and not based on intangibles
|
||
such as level, class, or hit points.
|
||
|
||
A \emph{dispel magic} spell can end the spell only if it is cast as a
|
||
9th-level spell, targeting either the prison or the special component
|
||
used to create it.
|
||
|
||
You can use a particular special component to create only one prison at
|
||
a time. If you cast the spell again using the same component, the target
|
||
of the first casting is immediately freed from its binding.
|
||
|
||
\hypertarget{incendiary-cloud}{%
|
||
\paragraph{Incendiary Cloud}\label{incendiary-cloud}}
|
||
|
||
\emph{8th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
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 spell's area for the first time on a turn or
|
||
ends its turn there.
|
||
|
||
The cloud moves 10 feet directly away from you in a direction that you
|
||
choose at the start of each of your turns.
|
||
|
||
\hypertarget{inflict-wounds}{%
|
||
\paragraph{Inflict Wounds}\label{inflict-wounds}}
|
||
|
||
\emph{1st-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Make a melee spell attack against a creature you can reach. On a hit,
|
||
the target takes 3d10 necrotic damage.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{insect-plague}{%
|
||
\paragraph{Insect Plague}\label{insect-plague}}
|
||
|
||
\emph{5th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a few grains of sugar, some kernels of
|
||
grain, and a smear of fat)
|
||
|
||
\textbf{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
|
||
sphere's 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 spell's area for the first time on a
|
||
turn or ends its turn there.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d10 for each slot
|
||
level above 5th.
|
||
|
||
\hypertarget{instant-summons}{%
|
||
\paragraph{Instant Summons}\label{instant-summons}}
|
||
|
||
\emph{6th-level conjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a sapphire worth 1,000 gp)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You touch an object weighing 10 pounds or less whose longest dimension
|
||
is 6 feet or less. The spell leaves an invisible mark on its surface and
|
||
invisibly inscribes the name of the item on the sapphire you use as the
|
||
material component. Each time you cast this spell, you must use a
|
||
different sapphire.
|
||
|
||
At any time thereafter, you can use your action to speak the item's name
|
||
and crush the sapphire. The item instantly appears in your hand
|
||
regardless of physical or planar distances, and the spell ends.
|
||
|
||
If another creature is holding or carrying the item, crushing the
|
||
sapphire doesn't 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.
|
||
|
||
\emph{Dispel magic} or a similar effect successfully applied to the
|
||
sapphire ends this spell's effect.
|
||
|
||
\hypertarget{invisibility}{%
|
||
\paragraph{Invisibility}\label{invisibility}}
|
||
|
||
\emph{2nd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (an eyelash encased in gum arabic)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
A creature you touch becomes invisible until the spell ends. Anything
|
||
the target is wearing or carrying is invisible as long as it is on the
|
||
target's person. The spell ends for a target that attacks or casts a
|
||
spell.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can target one additional creature for
|
||
each slot level above 2nd.
|
||
|
||
\hypertarget{irresistible-dance}{%
|
||
\paragraph{Irresistible Dance}\label{irresistible-dance}}
|
||
|
||
\emph{6th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
Choose one creature that you can see within range. The target begins a
|
||
comic dance in place: shuffling, tapping its feet, and capering for the
|
||
duration. Creatures that can't be charmed are immune to this spell.
|
||
|
||
A dancing creature must use all its movement to dance without leaving
|
||
its space and has disadvantage on Dexterity saving throws and attack
|
||
rolls. While the target is affected by this spell, other creatures have
|
||
advantage on attack rolls against it. As an action, a dancing creature
|
||
makes a Wisdom saving throw to regain control of itself. On a successful
|
||
save, the spell ends.
|
||
|
||
\hypertarget{spells-j}{%
|
||
\section{Spells (J)}\label{spells-j}}
|
||
|
||
\hypertarget{jump}{%
|
||
\paragraph{Jump}\label{jump}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a grasshopper's hind leg)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You touch a creature. The creature's jump distance is tripled until the
|
||
spell ends.
|
||
|
||
\hypertarget{spells-k}{%
|
||
\section{Spells (K)}\label{spells-k}}
|
||
|
||
\hypertarget{knock}{%
|
||
\paragraph{Knock}\label{knock}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Choose an object that you can see within range. The object can be a
|
||
door, a box, a chest, a set of manacles, a padlock, or another object
|
||
that contains a mundane or magical means that prevents access.
|
||
|
||
A target that is held shut by a mundane lock or that is stuck or barred
|
||
becomes unlocked, unstuck, or unbarred. If the object has multiple
|
||
locks, only one of them is unlocked.
|
||
|
||
If you choose a target that is held shut with \emph{arcane lock}, that
|
||
spell is suppressed for 10 minutes, during which time the target can be
|
||
opened and shut normally.
|
||
|
||
When you cast the spell, a loud knock, audible from as far away as 300
|
||
feet, emanates from the target object.
|
||
|
||
\hypertarget{spells-l}{%
|
||
\section{Spells (L)}\label{spells-l}}
|
||
|
||
\hypertarget{legend-lore}{%
|
||
\paragraph{Legend Lore}\label{legend-lore}}
|
||
|
||
\emph{5th-level divination}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (incense worth at least 250 gp, which the
|
||
spell consumes, and four ivory strips worth at least 50 gp each)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Name or describe a person, place, or object. The spell brings to your
|
||
mind a brief summary of the significant lore about the thing you named.
|
||
The lore might consist of current tales, forgotten stories, or even
|
||
secret lore that has never been widely known. If the thing you named
|
||
isn't of legendary importance, you gain no information. The more
|
||
information you already have about the thing, the more precise and
|
||
detailed the information you receive is.
|
||
|
||
The information you learn is accurate but might be couched in figurative
|
||
language. For example, if you have a mysterious magic axe on hand, the
|
||
spell might yield this information: ``Woe to the evildoer whose hand
|
||
touches the axe, for even the haft slices the hand of the evil ones.
|
||
Only a true Child of Stone, lover and beloved of Moradin, may awaken the
|
||
true powers of the axe, and only with the sacred word \emph{Rudnogg} on
|
||
the lips.''
|
||
|
||
\hypertarget{lesser-restoration}{%
|
||
\paragraph{Lesser Restoration}\label{lesser-restoration}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a creature and can end either one disease or one condition
|
||
afflicting it. The condition can be blinded, deafened, paralyzed, or
|
||
poisoned.
|
||
|
||
\hypertarget{levitate}{%
|
||
\paragraph{Levitate}\label{levitate}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (either a small leather loop or a piece of
|
||
golden wire bent into a cup shape with a long shank on one end)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
One creature or loose object of your choice that you can see within
|
||
range rises vertically, up to 20 feet, and remains suspended there for
|
||
the duration. The spell can levitate a target that weighs up to 500
|
||
pounds. An unwilling creature that succeeds on a Constitution saving
|
||
throw is unaffected.
|
||
|
||
The target can move only by pushing or pulling against a fixed object or
|
||
surface within reach (such as a wall or a ceiling), which allows it to
|
||
move as if it were climbing. You can change the target's altitude by up
|
||
to 20 feet in either direction on your turn. If you are the target, you
|
||
can move up or down as part of your move. Otherwise, you can use your
|
||
action to move the target, which must remain within the spell's range.
|
||
|
||
When the spell ends, the target floats gently to the ground if it is
|
||
still aloft.
|
||
|
||
\hypertarget{light}{%
|
||
\paragraph{Light}\label{light}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, M (a firefly or phosphorescent moss)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch one object that is no larger than 10 feet in any dimension.
|
||
Until the spell ends, the object sheds bright light in a 20-foot radius
|
||
and dim light for an additional 20 feet. The light can be colored as you
|
||
like. Completely covering the object with something opaque blocks the
|
||
light. The spell ends if you cast it again or dismiss it as an action.
|
||
|
||
If you target an object held or worn by a hostile creature, that
|
||
creature must succeed on a Dexterity saving throw to avoid the spell.
|
||
|
||
\hypertarget{lightning-bolt}{%
|
||
\paragraph{Lightning Bolt}\label{lightning-bolt}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (100-foot line)
|
||
|
||
\textbf{Components:} V, S, M (a bit of fur and a rod of amber, crystal,
|
||
or glass)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A stroke of lightning forming a line 100 feet long and 5 feet wide
|
||
blasts out from you in a direction you choose. Each creature in the line
|
||
must make a Dexterity saving throw. A creature takes 8d6 lightning
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
The lightning ignites flammable objects in the area that aren't being
|
||
worn or carried.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{locate-animals-or-plants}{%
|
||
\paragraph{Locate Animals or Plants}\label{locate-animals-or-plants}}
|
||
|
||
\emph{2nd-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a bit of fur from a bloodhound)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Describe or name a specific kind of beast or plant. Concentrating on the
|
||
voice of nature in your surroundings, you learn the direction and
|
||
distance to the closest creature or plant of that kind within 5 miles,
|
||
if any are present.
|
||
|
||
\hypertarget{locate-creature}{%
|
||
\paragraph{Locate Creature}\label{locate-creature}}
|
||
|
||
\emph{4th-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a bit of fur from a bloodhound)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
Describe or name a creature that is familiar to you. You sense the
|
||
direction to the creature's location, as long as that creature is within
|
||
1,000 feet of you. If the creature is moving, you know the direction of
|
||
its movement.
|
||
|
||
The spell can locate a specific creature known to you, or the nearest
|
||
creature of a specific kind (such as a human or a unicorn), so long as
|
||
you have seen such a creature up close-within 30 feet-at least once. If
|
||
the creature you described or named is in a different form, such as
|
||
being under the effects of a \emph{polymorph} spell, this spell doesn't
|
||
locate the creature.
|
||
|
||
This spell can't locate a creature if running water at least 10 feet
|
||
wide blocks a direct path between you and the creature.
|
||
|
||
\hypertarget{locate-object}{%
|
||
\paragraph{Locate Object}\label{locate-object}}
|
||
|
||
\emph{2nd-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a forked twig)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
Describe or name an object that is familiar to you. You sense the
|
||
direction to the object's location, as long as that object is within
|
||
1,000 feet of you. If the object is in motion, you know the direction of
|
||
its movement.
|
||
|
||
The spell can locate a specific object known to you, as long as you have
|
||
seen it up close-within 30 feet-at least once. Alternatively, the spell
|
||
can locate the nearest object of a particular kind, such as a certain
|
||
kind of apparel, jewelry, furniture, tool, or weapon.
|
||
|
||
This spell can't locate an object if any thickness of lead, even a thin
|
||
sheet, blocks a direct path between you and the object.
|
||
|
||
\hypertarget{longstrider}{%
|
||
\paragraph{Longstrider}\label{longstrider}}
|
||
|
||
\emph{1st-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a pinch of dirt)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch a creature. The target's speed increases by 10 feet until the
|
||
spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st.
|
||
|
||
\hypertarget{spells-m}{%
|
||
\section{Spells (M)}\label{spells-m}}
|
||
|
||
\hypertarget{mage-armor}{%
|
||
\paragraph{Mage Armor}\label{mage-armor}}
|
||
|
||
\emph{1st-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a piece of cured leather)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You touch a willing creature who isn't wearing armor, and a protective
|
||
magical force surrounds it until the spell ends. The target's base AC
|
||
becomes 13 + its Dexterity modifier. The spell ends if the target dons
|
||
armor or if you dismiss the spell as an action.
|
||
|
||
\hypertarget{mage-hand}{%
|
||
\paragraph{Mage Hand}\label{mage-hand}}
|
||
|
||
\emph{Conjuration cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
A spectral, floating hand appears at a point you choose within range.
|
||
The hand lasts for the duration or until you dismiss it as an action.
|
||
The hand vanishes if it is ever more than 30 feet away from you or if
|
||
you cast this spell again.
|
||
|
||
You can use your action to control the hand. You can use the hand to
|
||
manipulate an object, open an unlocked door or container, stow or
|
||
retrieve an item from an open container, or pour the contents out of a
|
||
vial. You can move the hand up to 30 feet each time you use it.
|
||
|
||
The hand can't attack, activate magic items, or carry more than 10
|
||
pounds.
|
||
|
||
\hypertarget{magic-circle}{%
|
||
\paragraph{Magic Circle}\label{magic-circle}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (holy water or powdered silver and iron
|
||
worth at least 100 gp, which the spell consumes)
|
||
|
||
\textbf{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.
|
||
|
||
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:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
The creature can't willingly enter the cylinder by nonmagical means.
|
||
If the creature tries to use teleportation or interplanar travel to do
|
||
so, it must first succeed on a Charisma saving throw.
|
||
\item
|
||
The creature has disadvantage on attack rolls against targets within
|
||
the cylinder.
|
||
\item
|
||
Targets within the cylinder can't be charmed, frightened, or possessed
|
||
by the creature.
|
||
\end{itemize}
|
||
|
||
When you cast this spell, you can elect to cause its magic to operate in
|
||
the reverse direction, preventing a creature of the specified type from
|
||
leaving the cylinder and protecting targets outside it.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the duration increases by 1 hour for each
|
||
slot level above 3rd.
|
||
|
||
\hypertarget{magic-jar}{%
|
||
\paragraph{Magic Jar}\label{magic-jar}}
|
||
|
||
\emph{6th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a gem, crystal, reliquary, or some other
|
||
ornamental container worth at least 500 gp)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
Your body falls into a catatonic state as your soul leaves it and enters
|
||
the container you used for the spell's material component. While your
|
||
soul inhabits the container, you are aware of your surroundings as if
|
||
you were in the container's space. You can't move or use reactions. The
|
||
only action you can take is to project your soul up to 100 feet out of
|
||
the container, either returning to your living body (and ending the
|
||
spell) or attempting to possess a humanoids body.
|
||
|
||
You can attempt to possess any humanoid within 100 feet of you that you
|
||
can see (creatures warded by a \emph{protection from evil and good} or
|
||
\emph{magic circle} spell can't be possessed). The target must make a
|
||
Charisma saving throw. On a failure, your soul moves into the target's
|
||
body, and the target's soul becomes trapped in the container. On a
|
||
success, the target resists your efforts to possess it, and you can't
|
||
attempt to possess it again for 24 hours.
|
||
|
||
Once you possess a creature's body, you control it. Your game statistics
|
||
are replaced by the statistics of the creature, though you retain your
|
||
alignment and your Intelligence, Wisdom, and Charisma scores. You retain
|
||
the benefit of your own class features. If the target has any class
|
||
levels, you can't use any of its class features.
|
||
|
||
Meanwhile, the possessed creature's soul can perceive from the container
|
||
using its own senses, but it can't move or take actions at all.
|
||
|
||
While possessing a body, you can use your action to return from the host
|
||
body to the container if it is within 100 feet of you, returning the
|
||
host creature's soul to its body. If the host body dies while you're in
|
||
it, the creature dies, and you must make a Charisma saving throw against
|
||
your own spellcasting DC. On a success, you return to the container if
|
||
it is within 100 feet of you. Otherwise, you die.
|
||
|
||
If the container is destroyed or the spell ends, your soul immediately
|
||
returns to your body. If your body is more than 100 feet away from you
|
||
or if your body is dead when you attempt to return to it, you die. If
|
||
another creature's soul is in the container when it is destroyed, the
|
||
creature's soul returns to its body if the body is alive and within 100
|
||
feet. Otherwise, that creature dies.
|
||
|
||
When the spell ends, the container is destroyed.
|
||
|
||
\hypertarget{magic-missile}{%
|
||
\paragraph{Magic Missile}\label{magic-missile}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You create three glowing darts of magical force. Each dart hits a
|
||
creature of your choice that you can see within range. A dart deals 1d4
|
||
+ 1 force damage to its target. The darts all strike simultaneously, and
|
||
you can direct them to hit one creature or several.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the spell creates one more dart for each
|
||
slot level above 1st.
|
||
|
||
\hypertarget{magic-mouth}{%
|
||
\paragraph{Magic Mouth}\label{magic-mouth}}
|
||
|
||
\emph{2nd-level illusion (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a small bit of honeycomb and jade dust
|
||
worth at least 10 gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You implant a message within an object in range, a message that is
|
||
uttered when a trigger condition is met. Choose an object that you can
|
||
see and that isn't being worn or carried by another creature. Then speak
|
||
the message, which must be 25 words or less, though it can be delivered
|
||
over as long as 10 minutes. Finally, determine the circumstance that
|
||
will trigger the spell to deliver your message.
|
||
|
||
When that circumstance occurs, a magical mouth appears on the object and
|
||
recites the message in your voice and at the same volume you spoke. If
|
||
the object you chose has a mouth or something that looks like a mouth
|
||
(for example, the mouth of a statue), the magical mouth appears there so
|
||
that the words appear to come from the object's mouth. When you cast
|
||
this spell, you can have the spell end after it delivers its message, or
|
||
it can remain and repeat its message whenever the trigger occurs.
|
||
|
||
The triggering circumstance can be as general or as detailed as you
|
||
like, though it must be based on visual or audible conditions that occur
|
||
within 30 feet of the object. For example, you could instruct the mouth
|
||
to speak when any creature moves within 30 feet of the object or when a
|
||
silver bell rings within 30 feet of it.
|
||
|
||
\hypertarget{magic-weapon}{%
|
||
\paragraph{Magic Weapon}\label{magic-weapon}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You touch a nonmagical weapon. Until the spell ends, that weapon becomes
|
||
a magic weapon with a +1 bonus to attack rolls and damage rolls.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the bonus increases to +2. When you use a
|
||
spell slot of 6th level or higher, the bonus increases to +3.
|
||
|
||
\hypertarget{magnificent-mansion}{%
|
||
\paragraph{Magnificent Mansion}\label{magnificent-mansion}}
|
||
|
||
\emph{7th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 300 feet
|
||
|
||
\textbf{Components:} V, S, M (a miniature portal carved from ivory, a
|
||
small piece of polished marble, and a tiny silver spoon, each item worth
|
||
at least 5 gp)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You conjure an extradimensional dwelling in range that lasts for the
|
||
duration. You choose where its one entrance is located. The entrance
|
||
shimmers faintly and is 5 feet wide and 10 feet tall. You and any
|
||
creature you designate when you cast the spell can enter the
|
||
extradimensional dwelling as long as the portal remains open. You can
|
||
open or close the portal if you are within 30 feet of it. While closed,
|
||
the portal is invisible.
|
||
|
||
Beyond the portal is a magnificent foyer with numerous chambers beyond.
|
||
The atmosphere is clean, fresh, and warm.
|
||
|
||
You can create any floor plan you like, but the space can't exceed 50
|
||
cubes, each cube being 10 feet on each side. The place is furnished and
|
||
decorated as you choose. It contains sufficient food to serve a
|
||
nine-course banquet for up to 100 people. A staff of 100
|
||
near-transparent servants attends all who enter. You decide the visual
|
||
appearance of these servants and their attire. They are completely
|
||
obedient to your orders. Each servant can perform any task a normal
|
||
human servant could perform, but they can't attack or take any action
|
||
that would directly harm another creature. Thus the servants can fetch
|
||
things, clean, mend, fold clothes, light fires, serve food, pour wine,
|
||
and so on. The servants can go anywhere in the mansion but can't leave
|
||
it. Furnishings and other objects created by this spell dissipate into
|
||
smoke if removed from the mansion. When the spell ends, any creatures
|
||
inside the extradimensional space are expelled into the open spaces
|
||
nearest to the entrance.
|
||
|
||
\hypertarget{major-image}{%
|
||
\paragraph{Major Image}\label{major-image}}
|
||
|
||
\emph{3rd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of fleece)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You create the image of an object, a creature, or some other visible
|
||
phenomenon that is no larger than a 20-foot cube. The image appears at a
|
||
spot that you can see within range and lasts for the duration. It seems
|
||
completely real, including sounds, smells, and temperature appropriate
|
||
to the thing depicted. You can't create sufficient heat or cold to cause
|
||
damage, a sound loud enough to deal thunder damage or deafen a creature,
|
||
or a smell that might sicken a creature (like a troglodyte's stench).
|
||
|
||
As long as you are within range of the illusion, you can use your action
|
||
to cause the image to move to any other spot within range. As the image
|
||
changes location, you can alter its appearance so that its movements
|
||
appear natural for the image. For example, if you create an image of a
|
||
creature and move it, you can alter the image so that it appears to be
|
||
walking. Similarly, you can cause the illusion to make different sounds
|
||
at different times, even making it carry on a conversation, for example.
|
||
|
||
Physical interaction with the image reveals it to be an illusion,
|
||
because things can pass through it. A creature that uses its action to
|
||
examine the image can determine that it is an illusion with a successful
|
||
Intelligence (Investigation) check against your spell save DC. If a
|
||
creature discerns the illusion for what it is, the creature can see
|
||
through the image, and its other sensory qualities become faint to the
|
||
creature.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 6th level or higher, the spell lasts until dispelled, without
|
||
requiring your concentration.
|
||
|
||
\hypertarget{mass-cure-wounds}{%
|
||
\paragraph{Mass Cure Wounds}\label{mass-cure-wounds}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{mass-heal}{%
|
||
\paragraph{Mass Heal}\label{mass-heal}}
|
||
|
||
\emph{9th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A flood of healing energy flows from you into injured creatures around
|
||
you. You restore up to 700 hit points, divided as you choose among any
|
||
number of creatures that you can see within range. Creatures healed by
|
||
this spell are also cured of all diseases and any effect making them
|
||
blinded or deafened. This spell has no effect on undead or constructs.
|
||
|
||
\hypertarget{mass-healing-word}{%
|
||
\paragraph{Mass Healing Word}\label{mass-healing-word}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
As you call out words of restoration, up to six creatures of your choice
|
||
that you can see within range regain hit points equal to 1d4 + your
|
||
spellcasting ability modifier. This spell has no effect on undead or
|
||
constructs.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the healing increases by 1d4 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{mass-suggestion}{%
|
||
\paragraph{Mass Suggestion}\label{mass-suggestion}}
|
||
|
||
\emph{6th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, M (a snake's tongue and either a bit of
|
||
honeycomb or a drop of sweet oil)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You suggest a course of activity (limited to a sentence or two) and
|
||
magically influence up to twelve creatures of your choice that you can
|
||
see within range and that can hear and understand you. Creatures that
|
||
can't be charmed are immune to this effect. The suggestion must be
|
||
worded in such a manner as to make the course of action sound
|
||
reasonable. Asking the creature to stab itself, throw itself onto a
|
||
spear, immolate itself, or do some other obviously harmful act
|
||
automatically negates the effect of the spell.
|
||
|
||
Each target must make a Wisdom saving throw. On a failed save, it
|
||
pursues the course of action you described to the best of its ability.
|
||
The suggested course of action can continue for the entire duration. If
|
||
the suggested activity can be completed in a shorter time, the spell
|
||
ends when the subject finishes what it was asked to do.
|
||
|
||
You can also specify conditions that will trigger a special activity
|
||
during the duration. For example, you might suggest that a group of
|
||
soldiers give all their money to the first beggar they meet. If the
|
||
condition isn't met before the spell ends, the activity isn't performed.
|
||
|
||
If you or any of your companions damage a creature affected by this
|
||
spell, the spell ends for that creature.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a
|
||
7th-level spell slot, the duration is 10 days. When you use an 8th-level
|
||
spell slot, the duration is 30 days. When you use a 9th-level spell
|
||
slot, the duration is a year and a day.
|
||
|
||
\hypertarget{maze}{%
|
||
\paragraph{Maze}\label{maze}}
|
||
|
||
\emph{8th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You banish a creature that you can see within range into a labyrinthine
|
||
demiplane. The target remains there for the duration or until it escapes
|
||
the maze.
|
||
|
||
The target can use its action to attempt to escape. When it does so, it
|
||
makes a DC 20 Intelligence check. If it succeeds, it escapes, and the
|
||
spell ends (a minotaur or goristro demon automatically succeeds).
|
||
|
||
When the spell ends, the target reappears in the space it left or, if
|
||
that space is occupied, in the nearest unoccupied space.
|
||
|
||
\hypertarget{meld-into-stone}{%
|
||
\paragraph{Meld into Stone}\label{meld-into-stone}}
|
||
|
||
\emph{3rd-level transmutation (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You step into a stone object or surface large enough to fully contain
|
||
your body, melding yourself and all the equipment you carry with the
|
||
stone for the duration. Using your movement, you step into the stone at
|
||
a point you can touch. Nothing of your presence remains visible or
|
||
otherwise detectable by nonmagical senses.
|
||
|
||
While merged with the stone, you can't see what occurs outside it, and
|
||
any Wisdom (Perception) checks you make to hear sounds outside it are
|
||
made with disadvantage. You remain aware of the passage of time and can
|
||
cast spells on yourself while merged in the stone. You can use your
|
||
movement to leave the stone where you entered it, which ends the spell.
|
||
You otherwise can't move.
|
||
|
||
Minor physical damage to the stone doesn't harm you, but its partial
|
||
destruction or a change in its shape (to the extent that you no longer
|
||
fit within it) expels you and deals 6d6 bludgeoning damage to you. The
|
||
stone's complete destruction (or transmutation into a different
|
||
substance) expels you and deals 50 bludgeoning damage to you. If
|
||
expelled, you fall prone in an unoccupied space closest to where you
|
||
first entered.
|
||
|
||
\hypertarget{mending}{%
|
||
\paragraph{Mending}\label{mending}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (two lodestones)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
This spell repairs a single break or tear in an object you touch, such
|
||
as a broken chain link, two halves of a broken key, a torn cloak, or a
|
||
leaking wineskin. As long as the break or tear is no larger than 1 foot
|
||
in any dimension, you mend it, leaving no trace of the former damage.
|
||
|
||
This spell can physically repair a magic item or construct, but the
|
||
spell can't restore magic to such an object.
|
||
|
||
\hypertarget{message}{%
|
||
\paragraph{Message}\label{message}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a short piece of copper wire)
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
You point your finger toward a creature within range and whisper a
|
||
message. The target (and only the target) hears the message and can
|
||
reply in a whisper that only you can hear.
|
||
|
||
You can cast this spell through solid objects if you are familiar with
|
||
the target and know it is beyond the barrier. Magical silence, 1 foot of
|
||
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
|
||
blocks the spell. The spell doesn't have to follow a straight line and
|
||
can travel freely around corners or through openings.
|
||
|
||
\hypertarget{meteor-swarm}{%
|
||
\paragraph{Meteor Swarm}\label{meteor-swarm}}
|
||
|
||
\emph{9th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 1 mile
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
The spell damages objects in the area and ignites flammable objects that
|
||
aren't being worn or carried.
|
||
|
||
\hypertarget{mind-blank}{%
|
||
\paragraph{Mind Blank}\label{mind-blank}}
|
||
|
||
\emph{8th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
Until the spell ends, one willing creature you touch is immune to
|
||
psychic damage, any effect that would sense its emotions or read its
|
||
thoughts, divination spells, and the charmed condition. The spell even
|
||
foils \emph{wish} spells and spells or effects of similar power used to
|
||
affect the target's mind or to gain information about the target.
|
||
|
||
\hypertarget{minor-illusion}{%
|
||
\paragraph{Minor Illusion}\label{minor-illusion}}
|
||
|
||
\emph{Illusion cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} S, M (a bit of fleece)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You create a sound or an image of an object within range that lasts for
|
||
the duration. The illusion also ends if you dismiss it as an action or
|
||
cast this spell again.
|
||
|
||
If you create a sound, its volume can range from a whisper to a scream.
|
||
It can be your voice, someone else's voice, a lion's roar, a beating of
|
||
drums, or any other sound you choose. The sound continues unabated
|
||
throughout the duration, or you can make discrete sounds at different
|
||
times before the spell ends.
|
||
|
||
If you create an image of an object-such as a chair, muddy footprints,
|
||
or a small chest-it must be no larger than a 5-foot cube. The image
|
||
can't create sound, light, smell, or any other sensory effect. Physical
|
||
interaction with the image reveals it to be an illusion, because things
|
||
can pass through it.
|
||
|
||
If a creature uses its action to examine the sound or image, the
|
||
creature can determine that it is an illusion with a successful
|
||
Intelligence (Investigation) check against your spell save DC. If a
|
||
creature discerns the illusion for what it is, the illusion becomes
|
||
faint to the creature.
|
||
|
||
\hypertarget{mirage-arcane}{%
|
||
\paragraph{Mirage Arcane}\label{mirage-arcane}}
|
||
|
||
\emph{7th-level illusion}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Sight
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 10 days
|
||
|
||
You make terrain in an area up to 1 mile square look, sound, smell, and
|
||
even feel like some other sort of terrain. The terrain's general shape
|
||
remains the same, however. Open fields or a road could be made to
|
||
resemble a swamp, hill, crevasse, or some other difficult or impassable
|
||
terrain. A pond can be made to seem like a grassy meadow, a precipice
|
||
like a gentle slope, or a rock-strewn gully like a wide and smooth road.
|
||
|
||
Similarly, you can alter the appearance of structures, or add them where
|
||
none are present. The spell doesn't disguise, conceal, or add creatures.
|
||
|
||
The illusion includes audible, visual, tactile, and olfactory elements,
|
||
so it can turn clear ground into difficult terrain (or vice versa) or
|
||
otherwise impede movement through the area. Any piece of the illusory
|
||
terrain (such as a rock or stick) that is removed from the spell's area
|
||
disappears immediately.
|
||
|
||
Creatures with truesight can see through the illusion to the terrain's
|
||
true form; however, all other elements of the illusion remain, so while
|
||
the creature is aware of the illusion's presence, the creature can still
|
||
physically interact with the illusion.
|
||
|
||
\hypertarget{mirror-image}{%
|
||
\paragraph{Mirror Image}\label{mirror-image}}
|
||
|
||
\emph{2nd-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
Three illusory duplicates of yourself appear in your space. Until the
|
||
spell ends, the duplicates move with you and mimic your actions,
|
||
shifting position so it's impossible to track which image is real. You
|
||
can use your action to dismiss the illusory duplicates.
|
||
|
||
Each time a creature targets you with an attack during the spell's
|
||
duration, roll a d20 to determine whether the attack instead targets one
|
||
of your duplicates.
|
||
|
||
If you have three duplicates, you must roll a 6 or higher to change the
|
||
attack's target to a duplicate. With two duplicates, you must roll an 8
|
||
or higher. With one duplicate, you must roll an 11 or higher.
|
||
|
||
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits
|
||
a duplicate, the duplicate is destroyed. A duplicate can be destroyed
|
||
only by an attack that hits it. It ignores all other damage and effects.
|
||
The spell ends when all three duplicates are destroyed.
|
||
|
||
A creature is unaffected by this spell if it can't see, if it relies on
|
||
senses other than sight, such as blindsight, or if it can perceive
|
||
illusions as false, as with truesight.
|
||
|
||
\hypertarget{mislead}{%
|
||
\paragraph{Mislead}\label{mislead}}
|
||
|
||
\emph{5th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You become invisible at the same time that an illusory double of you
|
||
appears where you are standing. The double lasts for the duration, but
|
||
the invisibility ends if you attack or cast a spell.
|
||
|
||
You can use your action to move your illusory double up to twice your
|
||
speed and make it gesture, speak, and behave in whatever way you choose.
|
||
|
||
You can see through its eyes and hear through its ears as if you were
|
||
located where it is. On each of your turns as a bonus action, you can
|
||
switch from using its senses to using your own, or back again. While you
|
||
are using its senses, you are blinded and deafened in regard to your own
|
||
surroundings.
|
||
|
||
\hypertarget{misty-step}{%
|
||
\paragraph{Misty Step}\label{misty-step}}
|
||
|
||
\emph{2nd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Briefly surrounded by silvery mist, you teleport up to 30 feet to an
|
||
unoccupied space that you can see.
|
||
|
||
\hypertarget{modify-memory}{%
|
||
\paragraph{Modify Memory}\label{modify-memory}}
|
||
|
||
\emph{5th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You attempt to reshape another creature's memories. One creature that
|
||
you can see must make a Wisdom saving throw. If you are fighting the
|
||
creature, it has advantage on the saving throw. On a failed save, the
|
||
target becomes charmed by you for the duration. The charmed target is
|
||
incapacitated and unaware of its surroundings, though it can still hear
|
||
you. If it takes any damage or is targeted by another spell, this spell
|
||
ends, and none of the target's memories are modified.
|
||
|
||
While this charm lasts, you can affect the target's memory of an event
|
||
that it experienced within the last 24 hours and that lasted no more
|
||
than 10 minutes. You can permanently eliminate all memory of the event,
|
||
allow the target to recall the event with perfect clarity and exacting
|
||
detail, change its memory of the details of the event, or create a
|
||
memory of some other event.
|
||
|
||
You must speak to the target to describe how its memories are affected,
|
||
and it must be able to understand your language for the modified
|
||
memories to take root. Its mind fills in any gaps in the details of your
|
||
description. If the spell ends before you have finished describing the
|
||
modified memories, the creature's memory isn't altered. Otherwise, the
|
||
modified memories take hold when the spell ends.
|
||
|
||
A modified memory doesn't necessarily affect how a creature behaves,
|
||
particularly if the memory contradicts the creature's natural
|
||
inclinations, alignment, or beliefs. An illogical modified memory, such
|
||
as implanting a memory of how much the creature enjoyed dousing itself
|
||
in acid, is dismissed, perhaps as a bad dream. The GM might deem a
|
||
modified memory too nonsensical to affect a creature in a significant
|
||
manner.
|
||
|
||
A \emph{remove curse} or \emph{greater restoration} spell cast on the
|
||
target restores the creature's true memory.
|
||
|
||
\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell
|
||
slot of 6th level or higher, you can alter the target's memories of an
|
||
event that took place up to 7 days ago (6th level), 30 days ago (7th
|
||
level), 1 year ago (8th level), or any time in the creature's past (9th
|
||
level).
|
||
|
||
\hypertarget{moonbeam}{%
|
||
\paragraph{Moonbeam}\label{moonbeam}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (several seeds of any moonseed plant and a
|
||
piece of opalescent feldspar)
|
||
|
||
\textbf{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.
|
||
|
||
When a creature enters the spell's 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.
|
||
|
||
A shapechanger makes its saving throw with disadvantage. If it fails, it
|
||
also instantly reverts to its original form and can't assume a different
|
||
form until it leaves the spell's light.
|
||
|
||
On each of your turns after you cast this spell, you can use an action
|
||
to move the beam up to 60 feet in any direction.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d10 for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{move-earth}{%
|
||
\paragraph{Move Earth}\label{move-earth}}
|
||
|
||
\emph{6th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (an iron blade and a small bag containing a
|
||
mixture of soils-clay, loam, and sand)
|
||
|
||
\textbf{Duration:} Concentration, up to 2 hours
|
||
|
||
Choose an area of terrain no larger than 40 feet on a side within range.
|
||
You can reshape dirt, sand, or clay in the area in any manner you choose
|
||
for the duration. You can raise or lower the area's elevation, create or
|
||
fill in a trench, erect or flatten a wall, or form a pillar. The extent
|
||
of any such changes can't exceed half the area's largest dimension. So,
|
||
if you affect a 40-foot square, you can create a pillar up to 20 feet
|
||
high, raise or lower the square's elevation by up to 20 feet, dig a
|
||
trench up to 20 feet deep, and so on. It takes 10 minutes for these
|
||
changes to complete.
|
||
|
||
At the end of every 10 minutes you spend concentrating on the spell, you
|
||
can choose a new area of terrain to affect.
|
||
|
||
Because the terrain's transformation occurs slowly, creatures in the
|
||
area can't usually be trapped or injured by the ground's movement.
|
||
|
||
This spell can't manipulate natural stone or stone construction. Rocks
|
||
and structures shift to accommodate the new terrain. If the way you
|
||
shape the terrain would make a structure unstable, it might collapse.
|
||
|
||
Similarly, this spell doesn't directly affect plant growth. The moved
|
||
earth carries any plants along with it.
|
||
|
||
\hypertarget{spells-n}{%
|
||
\section{Spells (N)}\label{spells-n}}
|
||
|
||
\hypertarget{nondetection}{%
|
||
\paragraph{Nondetection}\label{nondetection}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a pinch of diamond dust worth 25 gp
|
||
sprinkled over the target, which the spell consumes)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
For the duration, you hide a target that you touch from divination
|
||
magic. The target can be a willing creature or a place or an object no
|
||
larger than 10 feet in any dimension. The target can't be targeted by
|
||
any divination magic or perceived through magical scrying sensors.
|
||
|
||
\hypertarget{spells-o}{%
|
||
\section{Spells (O)}\label{spells-o}}
|
||
|
||
\hypertarget{spells-p}{%
|
||
\section{Spells (P)}\label{spells-p}}
|
||
|
||
\hypertarget{pass-without-trace}{%
|
||
\paragraph{Pass without Trace}\label{pass-without-trace}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (ashes from a burned leaf of mistletoe and
|
||
a sprig of spruce)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
A veil of shadows and silence radiates from you, masking you and your
|
||
companions from detection. For the duration, each creature you choose
|
||
within 30 feet of you (including you) has a +10 bonus to Dexterity
|
||
(Stealth) checks and can't be tracked except by magical means. A
|
||
creature that receives this bonus leaves behind no tracks or other
|
||
traces of its passage.
|
||
|
||
\hypertarget{passwall}{%
|
||
\paragraph{Passwall}\label{passwall}}
|
||
|
||
\emph{5th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of sesame seeds)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
A passage appears at a point of your choice that you can see on a
|
||
wooden, plaster, or stone surface (such as a wall, a ceiling, or a
|
||
floor) within range, and lasts for the duration. You choose the
|
||
opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep.
|
||
The passage creates no instability in a structure surrounding it.
|
||
|
||
When the opening disappears, any creatures or objects still in the
|
||
passage created by the spell are safely ejected to an unoccupied space
|
||
nearest to the surface on which you cast the spell.
|
||
|
||
\hypertarget{phantasmal-killer}{%
|
||
\paragraph{Phantasmal Killer}\label{phantasmal-killer}}
|
||
|
||
\emph{4th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You tap into the nightmares of a creature you can see within range and
|
||
create an illusory manifestation of its deepest fears, visible only to
|
||
that creature. The target must make a Wisdom saving throw. On a failed
|
||
save, the target becomes frightened for the duration. At the end of each
|
||
of the target's turns before the spell ends, the target must succeed on
|
||
a Wisdom saving throw or take 4d10 psychic damage. On a successful save,
|
||
the spell ends.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, the damage increases by 1d10 for each slot
|
||
level above 4th.
|
||
|
||
\hypertarget{phantom-steed}{%
|
||
\paragraph{Phantom Steed}\label{phantom-steed}}
|
||
|
||
\emph{3rd-level illusion (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
A Large quasi-real, horselike creature appears on the ground in an
|
||
unoccupied space of your choice within range. You decide the creature's
|
||
appearance, but it is equipped with a saddle, bit, and bridle. Any of
|
||
the equipment created by the spell vanishes in a puff of smoke if it is
|
||
carried more than 10 feet away from the steed.
|
||
|
||
For the duration, you or a creature you choose can ride the steed. The
|
||
creature uses the statistics for a riding horse, except it has a speed
|
||
of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast
|
||
pace. When the spell ends, the steed gradually fades, giving the rider 1
|
||
minute to dismount. The spell ends if you use an action to dismiss it or
|
||
if the steed takes any damage.
|
||
|
||
\hypertarget{planar-ally}{%
|
||
\paragraph{Planar Ally}\label{planar-ally}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You beseech an otherworldly entity for aid. The being must be known to
|
||
you: a god, a primordial, a demon prince, or some other being of cosmic
|
||
power. That entity sends a celestial, an elemental, or a fiend loyal to
|
||
it to aid you, making the creature appear in an unoccupied space within
|
||
range. If you know a specific creature's name, you can speak that name
|
||
when you cast this spell to request that creature, though you might get
|
||
a different creature anyway (GM's choice).
|
||
|
||
When the creature appears, it is under no compulsion to behave in any
|
||
particular way. You can ask the creature to perform a service in
|
||
exchange for payment, but it isn't obliged to do so. The requested task
|
||
could range from simple (fly us across the chasm, or help us fight a
|
||
battle) to complex (spy on our enemies, or protect us during our foray
|
||
into the dungeon). You must be able to communicate with the creature to
|
||
bargain for its services.
|
||
|
||
Payment can take a variety of forms. A celestial might require a sizable
|
||
donation of gold or magic items to an allied temple, while a fiend might
|
||
demand a living sacrifice or a gift of treasure. Some creatures might
|
||
exchange their service for a quest undertaken by you.
|
||
|
||
As a rule of thumb, a task that can be measured in minutes requires a
|
||
payment worth 100 gp per minute. A task measured in hours requires 1,000
|
||
gp per hour. And a task measured in days (up to 10 days) requires 10,000
|
||
gp per day. The GM can adjust these payments based on the circumstances
|
||
under which you cast the spell. If the task is aligned with the
|
||
creature's ethos, the payment might be halved or even waived.
|
||
Nonhazardous tasks typically require only half the suggested payment,
|
||
while especially dangerous tasks might require a greater gift. Creatures
|
||
rarely accept tasks that seem suicidal.
|
||
|
||
After the creature completes the task, or when the agreed-upon duration
|
||
of service expires, the creature returns to its home plane after
|
||
reporting back to you, if appropriate to the task and if possible. If
|
||
you are unable to agree on a price for the creature's service, the
|
||
creature immediately returns to its home plane.
|
||
|
||
A creature enlisted to join your group counts as a member of it,
|
||
receiving a full share of experience points awarded.
|
||
|
||
\hypertarget{planar-binding}{%
|
||
\paragraph{Planar Binding}\label{planar-binding}}
|
||
|
||
\emph{5th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a jewel worth at least 1,000 gp, which the
|
||
spell consumes)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
With this spell, you attempt to bind a celestial, an elemental, a fey,
|
||
or a fiend to your service. The creature must be within range for the
|
||
entire casting of the spell. (Typically, the creature is first summoned
|
||
into the center of an inverted \emph{magic circle} in order to keep it
|
||
trapped while this spell is cast.) At the completion of the casting, the
|
||
target must make a Charisma saving throw. On a failed save, it is bound
|
||
to serve you for the duration. If the creature was summoned or created
|
||
by another spell, that spell's duration is extended to match the
|
||
duration of this spell.
|
||
|
||
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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{plane-shift}{%
|
||
\paragraph{Plane Shift}\label{plane-shift}}
|
||
|
||
\emph{7th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a forked, metal rod worth at least 250 gp,
|
||
attuned to a particular plane of existence)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You and up to eight willing creatures who link hands in a circle are
|
||
transported to a different plane of existence. You can specify a target
|
||
destination in general terms, such as the City of Brass on the Elemental
|
||
Plane of Fire or the palace of Dispater on the second level of the Nine
|
||
Hells, and you appear in or near that destination. If you are trying to
|
||
reach the City of Brass, for example, you might arrive in its Street of
|
||
Steel, before its Gate of Ashes, or looking at the city from across the
|
||
Sea of Fire, at the GM's discretion.
|
||
|
||
Alternatively, if you know the sigil sequence of a teleportation circle
|
||
on another plane of existence, this spell can take you to that circle.
|
||
If the teleportation circle is too small to hold all the creatures you
|
||
transported, they appear in the closest unoccupied spaces next to the
|
||
circle.
|
||
|
||
You can use this spell to banish an unwilling creature to another plane.
|
||
Choose a creature within your reach and make a melee spell attack
|
||
against it. On a hit, the creature must make a Charisma saving throw. If
|
||
the creature fails this save, it is transported to a random location on
|
||
the plane of existence you specify. A creature so transported must find
|
||
its own way back to your current plane of existence.
|
||
|
||
\hypertarget{plant-growth}{%
|
||
\paragraph{Plant Growth}\label{plant-growth}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action or 8 hours
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
This spell channels vitality into plants within a specific area. There
|
||
are two possible uses for the spell, granting either immediate or
|
||
long-term benefits.
|
||
|
||
If you cast this spell using 1 action, choose a point within range. All
|
||
normal plants in a 100-foot radius centered on that point become thick
|
||
and overgrown. A creature moving through the area must spend 4 feet of
|
||
movement for every 1 foot it moves.
|
||
|
||
You can exclude one or more areas of any size within the spell's area
|
||
from being affected.
|
||
|
||
If you cast this spell over 8 hours, you enrich the land. All plants in
|
||
a half-mile radius centered on a point within range become enriched for
|
||
1 year. The plants yield twice the normal amount of food when harvested.
|
||
|
||
\hypertarget{poison-spray}{%
|
||
\paragraph{Poison Spray}\label{poison-spray}}
|
||
|
||
\emph{Conjuration cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You extend your hand toward a creature you can see within range and
|
||
project a puff of noxious gas from your palm. The creature must succeed
|
||
on a Constitution saving throw or take 1d12 poison damage.
|
||
|
||
This~spell's~damage~increases~by~1d12~when~you~ reach 5th level (2d12),
|
||
11th level (3d12), and 17th level (4d12).
|
||
|
||
\hypertarget{polymorph}{%
|
||
\paragraph{Polymorph}\label{polymorph}}
|
||
|
||
\emph{4th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a caterpillar cocoon)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
This spell transforms a creature that you can see within range into a
|
||
new form. An unwilling creature must make a Wisdom saving throw to avoid
|
||
the effect. The spell has no effect on a shapechanger or a creature with
|
||
0 hit points.
|
||
|
||
The transformation lasts for the duration, or until the target drops to
|
||
0 hit points or dies. The new form can be any beast whose challenge
|
||
rating is equal to or less than the target's (or the target's level, if
|
||
it doesn't have a challenge rating). The target's game statistics,
|
||
including mental ability scores, are replaced by the statistics of the
|
||
chosen beast. It retains its alignment and personality.
|
||
|
||
The target assumes the hit points of its new form. When it reverts to
|
||
its normal form, the creature returns to the number of hit points it had
|
||
before it transformed. If it reverts as a result of dropping to 0 hit
|
||
points, any excess damage carries over to its normal form. As long as
|
||
the excess damage doesn't reduce the creature's normal form to 0 hit
|
||
points, it isn't knocked unconscious.
|
||
|
||
The creature is limited in the actions it can perform by the nature of
|
||
its new form, and it can't speak, cast spells, or take any other action
|
||
that requires hands or speech.
|
||
|
||
The target's gear melds into the new form. The creature can't activate,
|
||
use, wield, or otherwise benefit from any of its equipment.
|
||
|
||
\hypertarget{power-word-kill}{%
|
||
\paragraph{Power Word Kill}\label{power-word-kill}}
|
||
|
||
\emph{9th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You utter a word of power that can compel one creature you can see
|
||
within range to die instantly. If the creature you choose has 100 hit
|
||
points or fewer, it dies. Otherwise, the spell has no effect.
|
||
|
||
\hypertarget{power-word-stun}{%
|
||
\paragraph{Power Word Stun}\label{power-word-stun}}
|
||
|
||
\emph{8th-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You speak a word of power that can overwhelm the mind of one creature
|
||
you can see within range, leaving it dumbfounded. If the target has 150
|
||
hit points or fewer, it is stunned. Otherwise, the spell has no effect.
|
||
|
||
The stunned target must make a Constitution saving throw at the end of
|
||
each of its turns. On a successful save, this stunning effect ends.
|
||
|
||
\hypertarget{prayer-of-healing}{%
|
||
\paragraph{Prayer of Healing}\label{prayer-of-healing}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Up to six creatures of your choice that you can see within range each
|
||
regain hit points equal to 2d8 + your spellcasting ability modifier.
|
||
This spell has no effect on undead or constructs.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the healing increases by 1d8 for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{prestidigitation}{%
|
||
\paragraph{Prestidigitation}\label{prestidigitation}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Up to 1 hour
|
||
|
||
This spell is a minor magical trick that novice spellcasters use for
|
||
practice. You create one of the following magical effects within Range:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You create an instantaneous, harmless sensory effect, such as a shower
|
||
of sparks, a puff of wind, faint musical notes, or an odd odor.
|
||
\item
|
||
You instantaneously light or snuff out a candle, a torch, or a small
|
||
campfire.
|
||
\item
|
||
You instantaneously clean or soil an object no larger than 1 cubic
|
||
foot.
|
||
\item
|
||
You chill, warm, or flavor up to 1 cubic foot of nonliving material
|
||
for 1 hour.
|
||
\item
|
||
You make a color, a small mark, or a symbol appear on an object or a
|
||
surface for 1 hour.
|
||
\item
|
||
You create a nonmagical trinket or an illusory image that can fit in
|
||
your hand and that lasts until the end of your next turn.
|
||
\end{itemize}
|
||
|
||
If you cast this spell multiple times, you can have up to three of its
|
||
non-instantaneous effects active at a time, and you can dismiss such an
|
||
effect as an action.
|
||
|
||
\hypertarget{prismatic-spray}{%
|
||
\paragraph{Prismatic Spray}\label{prismatic-spray}}
|
||
|
||
\emph{7th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (60-foot cone)
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Eight multicolored rays of light flash from your hand. Each ray is a
|
||
different color and has a different power and purpose. Each creature in
|
||
a 60-foot cone must make a Dexterity saving throw. For each target, roll
|
||
a d8 to determine which color ray affects it.
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\textbf{\emph{Red}}. The target takes 10d6 fire damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
\item
|
||
\textbf{\emph{Orange}}. The target takes 10d6 acid damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
\item
|
||
\textbf{\emph{Yellow}}. The target takes 10d6 lightning damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
\item
|
||
\textbf{\emph{Green}}. The target takes 10d6 poison damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
\item
|
||
\textbf{\emph{Blue}}. The target takes 10d6 cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
\item
|
||
\textbf{\emph{Indigo}}. On a failed save, the target is restrained. It
|
||
must then make a Constitution saving throw at the end of each of its
|
||
turns. If it successfully saves three times, the spell ends. If it
|
||
fails its save three times, it permanently turns to stone and is
|
||
subjected to the petrified condition. The successes and failures don't
|
||
need to be consecutive; keep track of both until the target collects
|
||
three of a kind.
|
||
\item
|
||
\textbf{\emph{Violet}}. On a failed save, the target is blinded. It
|
||
must then make a Wisdom saving throw at the start of your next turn. A
|
||
successful save ends the blindness. If it fails that save, the
|
||
creature is transported to another plane of existence of the GM's
|
||
choosing and is no longer blinded. (Typically, a creature that is on a
|
||
plane that isn't its home plane is banished home, while other
|
||
creatures are usually cast into the Astral or Ethereal planes.)
|
||
\item
|
||
\textbf{\emph{Special}}. The target is struck by two rays. Roll twice
|
||
more, rerolling any 8.
|
||
\end{itemize}
|
||
|
||
\hypertarget{prismatic-wall}{%
|
||
\paragraph{Prismatic Wall}\label{prismatic-wall}}
|
||
|
||
\emph{9th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
The spell no longer refers to a rod of cancellation, and the text
|
||
clarifies that dispel magic works only against the violet layer.
|
||
|
||
A shimmering, multicolored plane of light forms a vertical opaque
|
||
wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a
|
||
point you can see within range. Alternatively, you can shape the wall
|
||
into a sphere up to 30 feet in diameter centered on a point you choose
|
||
within range. The wall remains in place for the duration. If you
|
||
position the wall so that it passes through a space occupied by a
|
||
creature, the spell fails, and your action and the spell slot are
|
||
wasted.
|
||
|
||
The wall sheds bright light out to a range of 100 feet and dim light for
|
||
an additional 100 feet. You and creatures you designate at the time you
|
||
cast the spell can pass through and remain near the wall without harm.
|
||
If another creature that can see the wall moves to within 20 feet of it
|
||
or starts its turn there, the creature must succeed on a Constitution
|
||
saving throw or become blinded for 1 minute.
|
||
|
||
The wall consists of seven layers, each with a different color. When a
|
||
creature attempts to reach into or pass through the wall, it does so one
|
||
layer at a time through all the wall's layers. As it passes or reaches
|
||
through each layer, the creature must make a Dexterity saving throw or
|
||
be affected by that layer's properties as described below.
|
||
|
||
The wall can be destroyed, also one layer at a time, in order from red
|
||
to violet, by means specific to each layer. Once a layer is destroyed,
|
||
it remains so for the duration of the spell. An \emph{antimagic field}
|
||
has no effect on it.
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
\textbf{\emph{Red}}. The creature takes 10d6 fire damage on a failed
|
||
save, or half as much damage on a successful one. While this layer is
|
||
in place, nonmagical ranged attacks can't pass through the wall. The
|
||
layer can be destroyed by dealing at least 25 cold damage to it.
|
||
\item
|
||
\textbf{\emph{Orange}}. The creature takes 10d6 acid damage on a
|
||
failed save, or half as much damage on a successful one. While this
|
||
layer is in place, magical ranged attacks can't pass through the wall.
|
||
The layer is destroyed by a strong wind.
|
||
\item
|
||
\textbf{\emph{Yellow}}. The creature takes 10d6 lightning damage on a
|
||
failed save, or half as much damage on a successful one. This layer
|
||
can be destroyed by dealing at least 60 force damage to it.
|
||
\item
|
||
\textbf{\emph{Green}}. The creature takes 10d6 poison damage on a
|
||
failed save, or half as much damage on a successful one. A
|
||
\emph{passwall} spell, or another spell of equal or greater level that
|
||
can open a portal on a solid surface, destroys this layer.
|
||
\item
|
||
\textbf{\emph{Blue}}. The creature takes 10d6 cold damage on a failed
|
||
save, or half as much damage on a successful one. This layer can be
|
||
destroyed by dealing at least 25 fire damage to it.
|
||
\item
|
||
\textbf{\emph{Indigo}}. On a failed save, the creature is restrained.
|
||
It must then make a Constitution saving throw at the end of each of
|
||
its turns. If it successfully saves three times, the spell ends. If it
|
||
fails its save three times, it permanently turns to stone and is
|
||
subjected to the petrified condition. The successes and failures don't
|
||
need to be consecutive; keep track of both until the creature collects
|
||
three of a kind. While this layer is in place, spells can't be cast
|
||
through the wall. The layer is destroyed by bright light shed by a
|
||
\emph{daylight} spell or a similar spell of equal or higher level.
|
||
\item
|
||
\textbf{\emph{Violet}}. On a failed save, the creature is blinded. It
|
||
must then make a Wisdom saving throw at the start of your next turn. A
|
||
successful save ends the blindness. If it fails that save, the
|
||
creature is transported to another plane of the GM's choosing and is
|
||
no longer blinded. (Typically, a creature that is on a plane that
|
||
isn't its home plane is banished home, while other creatures are
|
||
usually cast into the Astral or Ethereal planes.) This layer is
|
||
destroyed by a \emph{dispel magic} spell or a similar spell of equal
|
||
or higher level that can end spells and magical effects.
|
||
\end{itemize}
|
||
|
||
\hypertarget{private-sanctum}{%
|
||
\paragraph{Private Sanctum}\label{private-sanctum}}
|
||
|
||
\emph{4th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a thin sheet of lead, a piece of opaque
|
||
glass, a wad of cotton or cloth, and powdered chrysolite)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
You make an area within range magically secure. The area is a cube that
|
||
can be as small as 5 feet to as large as 100 feet on each side. The
|
||
spell lasts for the duration or until you use an action to dismiss it.
|
||
|
||
When you cast the spell, you decide what sort of security the spell
|
||
provides, choosing any or all of the following properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Sound can't pass through the barrier at the edge of the warded area.
|
||
\item
|
||
The barrier of the warded area appears dark and foggy, preventing
|
||
vision (including darkvision) through it.
|
||
\item
|
||
Sensors created by divination spells can't appear inside the protected
|
||
area or pass through the barrier at its perimeter.
|
||
\item
|
||
Creatures in the area can't be targeted by divination spells.
|
||
\item
|
||
Nothing can teleport into or out of the warded area.
|
||
\item
|
||
Planar travel is blocked within the warded area. Casting this spell on
|
||
the same spot every day for a year makes this effect permanent.
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, you can increase the size of the cube by
|
||
100 feet for each slot level beyond 4th. Thus you could protect a cube
|
||
that can be up to 200 feet on one side by using a spell slot of 5th
|
||
level.
|
||
|
||
\hypertarget{produce-flame}{%
|
||
\paragraph{Produce Flame}\label{produce-flame}}
|
||
|
||
\emph{Conjuration cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
A flickering flame appears in your hand. The flame remains there for the
|
||
duration and harms neither you nor your equipment. The flame sheds
|
||
bright light in a 10-foot radius and dim light for an additional 10
|
||
feet. The spell ends if you dismiss it as an action or if you cast it
|
||
again.
|
||
|
||
You can also attack with the flame, although doing so ends the spell.
|
||
When you cast this spell, or as an action on a later turn, you can hurl
|
||
the flame at a creature within 30 feet of you. Make a ranged spell
|
||
attack. On a hit, the target takes 1d8 fire damage.
|
||
|
||
This spell's damage increases by 1d8 when you reach 5th level (2d8),
|
||
11th level (3d8), and 17th level (4d8).
|
||
|
||
\hypertarget{programmed-illusion}{%
|
||
\paragraph{Programmed Illusion}\label{programmed-illusion}}
|
||
|
||
\emph{6th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of fleece and jade dust worth at
|
||
least 25 gp)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You create an illusion of an object, a creature, or some other visible
|
||
phenomenon within range that activates when a specific condition occurs.
|
||
The illusion is imperceptible until then. It must be no larger than a
|
||
30-foot cube, and you decide when you cast the spell how the illusion
|
||
behaves and what sounds it makes. This scripted performance can last up
|
||
to 5 minutes.
|
||
|
||
When the condition you specify occurs, the illusion springs into
|
||
existence and performs in the manner you described. Once the illusion
|
||
finishes performing, it disappears and remains dormant for 10 minutes.
|
||
After this time, the illusion can be activated again.
|
||
|
||
The triggering condition can be as general or as detailed as you like,
|
||
though it must be based on visual or audible conditions that occur
|
||
within 30 feet of the area. For example, you could create an illusion of
|
||
yourself to appear and warn off others who attempt to open a trapped
|
||
door, or you could set the illusion to trigger only when a creature says
|
||
the correct word or phrase.
|
||
|
||
Physical interaction with the image reveals it to be an illusion,
|
||
because things can pass through it. A creature that uses its action to
|
||
examine the image can determine that it is an illusion with a successful
|
||
Intelligence (Investigation) check against your spell save DC. If a
|
||
creature discerns the illusion for what it is, the creature can see
|
||
through the image, and any noise it makes sounds hollow to the creature.
|
||
|
||
\hypertarget{project-image}{%
|
||
\paragraph{Project Image}\label{project-image}}
|
||
|
||
\emph{7th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 500 miles
|
||
|
||
\textbf{Components:} V, S, M (a small replica of you made from materials
|
||
worth at least 5 gp)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 day
|
||
|
||
You create an illusory copy of yourself that lasts for the duration. The
|
||
copy can appear at any location within range that you have seen before,
|
||
regardless of intervening obstacles. The illusion looks and sounds like
|
||
you but is intangible. If the illusion takes any damage, it disappears,
|
||
and the spell ends.
|
||
|
||
You can use your action to move this illusion up to twice your speed,
|
||
and make it gesture, speak, and behave in whatever way you choose. It
|
||
mimics your mannerisms perfectly.
|
||
|
||
You can see through its eyes and hear through its ears as if you were in
|
||
its space. On your turn as a bonus action, you can switch from using its
|
||
senses to using your own, or back again. While you are using its senses,
|
||
you are blinded and deafened in regard to your own surroundings.
|
||
|
||
Physical interaction with the image reveals it to be an illusion,
|
||
because things can pass through it. A
|
||
|
||
creature that uses its action to examine the image can determine that it
|
||
is an illusion with a successful Intelligence (Investigation) check
|
||
against your spell save DC. If a creature discerns the illusion for what
|
||
it is, the creature can see through the image, and any noise it makes
|
||
sounds hollow to the creature.
|
||
|
||
\hypertarget{protection-from-energy}{%
|
||
\paragraph{Protection from Energy}\label{protection-from-energy}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
For the duration, the willing creature you touch has resistance to one
|
||
damage type of your choice: acid, cold, fire, lightning, or thunder.
|
||
|
||
\hypertarget{protection-from-evil-and-good}{%
|
||
\paragraph{Protection from Evil and
|
||
Good}\label{protection-from-evil-and-good}}
|
||
|
||
\emph{1st-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (holy water or powdered silver and iron,
|
||
which the spell consumes)
|
||
|
||
\textbf{Duration:} Concentration up to 10 minutes
|
||
|
||
Until the spell ends, one willing creature you touch is protected
|
||
against certain types of creatures: aberrations, celestials, elementals,
|
||
fey, fiends, and undead.
|
||
|
||
The protection grants several benefits. Creatures of those types have
|
||
disadvantage on attack rolls against the target. The target also can't
|
||
be charmed, frightened, or possessed by them. If the target is already
|
||
charmed, frightened, or possessed by such a creature, the target has
|
||
advantage on any new saving throw against the relevant effect.
|
||
|
||
\hypertarget{protection-from-poison}{%
|
||
\paragraph{Protection from Poison}\label{protection-from-poison}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch a creature. If it is poisoned, you neutralize the poison. If
|
||
more than one poison afflicts the target, you neutralize one poison that
|
||
you know is present, or you neutralize one at random.
|
||
|
||
For the duration, the target has advantage on saving throws against
|
||
being poisoned, and it has resistance to poison damage.
|
||
|
||
\hypertarget{purify-food-and-drink}{%
|
||
\paragraph{Purify Food and Drink}\label{purify-food-and-drink}}
|
||
|
||
\emph{1st-level transmutation (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
\hypertarget{spells-q}{%
|
||
\section{Spells (Q)}\label{spells-q}}
|
||
|
||
\hypertarget{spells-r}{%
|
||
\section{Spells (R)}\label{spells-r}}
|
||
|
||
\hypertarget{raise-dead}{%
|
||
\paragraph{Raise Dead}\label{raise-dead}}
|
||
|
||
\emph{5th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a diamond worth at least 500 gp, which the
|
||
spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You return a dead creature you touch to life, provided that it has been
|
||
dead no longer than 10 days. If the creature's soul is both willing and
|
||
at liberty to rejoin the body, the creature returns to life with 1 hit
|
||
point.
|
||
|
||
This spell also neutralizes any poisons and cures nonmagical diseases
|
||
that affected the creature at the time it died. This spell doesn't,
|
||
however, remove magical diseases, curses, or similar effects; if these
|
||
aren't first removed prior to casting the spell, they take effect when
|
||
the creature returns to life. The spell can't return an undead creature
|
||
to life.
|
||
|
||
This spell closes all mortal wounds, but it doesn't restore missing body
|
||
parts. If the creature is lacking body parts or organs integral for its
|
||
survival-its head, for instance-the spell automatically fails.
|
||
|
||
Coming back from the dead is an ordeal. The target takes a -4 penalty to
|
||
all attack rolls, saving throws, and ability checks. Every time the
|
||
target finishes a long rest, the penalty is reduced by 1 until it
|
||
disappears.
|
||
|
||
\hypertarget{ray-of-enfeeblement}{%
|
||
\paragraph{Ray of Enfeeblement}\label{ray-of-enfeeblement}}
|
||
|
||
\emph{2nd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A black beam of enervating energy springs from your finger toward a
|
||
creature within range. Make a ranged spell attack against the target. On
|
||
a hit, the target deals only half damage with weapon attacks that use
|
||
Strength until the spell ends.
|
||
|
||
At the end of each of the target's turns, it can make a Constitution
|
||
saving throw against the spell. On a success, the spell ends.
|
||
|
||
\hypertarget{ray-of-frost}{%
|
||
\paragraph{Ray of Frost}\label{ray-of-frost}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A frigid beam of blue-white light streaks toward a creature within
|
||
range. Make a ranged spell attack against the target. On a hit, it takes
|
||
1d8 cold damage, and its speed is reduced by 10 feet until the start of
|
||
your next turn.
|
||
|
||
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||
level (3d8), and 17th level (4d8).
|
||
|
||
\hypertarget{regenerate}{%
|
||
\paragraph{Regenerate}\label{regenerate}}
|
||
|
||
\emph{7th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a prayer wheel and holy water)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch a creature and stimulate its natural healing ability. The
|
||
target regains 4d8 + 15 hit points. For the duration of the spell, the
|
||
target regains 1 hit point at the start of each of its turns (10 hit
|
||
points each minute).
|
||
|
||
The target's severed body members (fingers, legs, tails, and so on), if
|
||
any, are restored after 2 minutes. If you have the severed part and hold
|
||
it to the stump, the spell instantaneously causes the limb to knit to
|
||
the stump.
|
||
|
||
\hypertarget{reincarnate}{%
|
||
\paragraph{Reincarnate}\label{reincarnate}}
|
||
|
||
\emph{5th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (rare oils and unguents worth at least
|
||
1,000 gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a dead humanoid or a piece of a dead humanoid. Provided that
|
||
the creature has been dead no longer than 10 days, the spell forms a new
|
||
adult body for it and then calls the soul to enter that body.
|
||
|
||
If the target's soul isn't free or willing to do so, the spell fails.
|
||
|
||
The magic fashions a new body for the creature to inhabit, which likely
|
||
causes the creature's 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.
|
||
|
||
\textbf{Table- Reincarnate Race}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d100 & Race \\
|
||
\midrule
|
||
\endhead
|
||
01-04 & Dragonborn \\
|
||
05-13 & Dwarf, hill \\
|
||
14-21 & Dwarf, mountain \\
|
||
22-25 & Elf, dark \\
|
||
26-34 & Elf, high \\
|
||
35-42 & Elf, wood \\
|
||
43-46 & Gnome, forest \\
|
||
47-52 & Gnome, rock \\
|
||
53-56 & Half-elf \\
|
||
57-60 & Half-orc \\
|
||
61-68 & Halfling, lightfoot \\
|
||
69-76 & Halfling, stout \\
|
||
77-96 & Human \\
|
||
97-00 & Tiefling \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
The reincarnated creature recalls its former life and experiences. It
|
||
retains the capabilities it had in its original form, except it
|
||
exchanges its original race for the new one and changes its racial
|
||
traits accordingly.
|
||
|
||
\hypertarget{remove-curse}{%
|
||
\paragraph{Remove Curse}\label{remove-curse}}
|
||
|
||
\emph{3rd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
At your touch, all curses affecting one creature or object end. If the
|
||
object is a cursed magic item, its curse remains, but the spell breaks
|
||
its owner's attunement to the object so it can be removed or discarded.
|
||
|
||
\hypertarget{resilient-sphere}{%
|
||
\paragraph{Resilient Sphere}\label{resilient-sphere}}
|
||
|
||
\emph{4th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a hemispherical piece of clear crystal and
|
||
a matching hemispherical piece of gum arabic)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A sphere of shimmering force encloses a creature or object of Large size
|
||
or smaller within range. An unwilling creature must make a Dexterity
|
||
saving throw. On a failed save, the creature is enclosed for the
|
||
duration.
|
||
|
||
Nothing-not physical objects, energy, or other spell effects-can pass
|
||
through the barrier, in or out, though a creature in the sphere can
|
||
breathe there. The sphere is immune to all damage, and a creature or
|
||
object inside can't be damaged by attacks or effects originating from
|
||
outside, nor can a creature inside the sphere damage anything outside
|
||
it.
|
||
|
||
The sphere is weightless and just large enough to contain the creature
|
||
or object inside. An enclosed creature can use its action to push
|
||
against the sphere's walls and thus roll the sphere at up to half the
|
||
creature's speed. Similarly, the globe can be picked up and moved by
|
||
other creatures.
|
||
|
||
A \emph{disintegrate} spell targeting the globe destroys it without
|
||
harming anything inside it.
|
||
|
||
\hypertarget{resistance}{%
|
||
\paragraph{Resistance}\label{resistance}}
|
||
|
||
\emph{Abjuration cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a miniature cloak)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You touch one willing creature. Once before the spell ends, the target
|
||
can roll a d4 and add the number rolled to one saving throw of its
|
||
choice. It can roll the die before or after making the saving throw. The
|
||
spell then ends.
|
||
|
||
\hypertarget{resurrection}{%
|
||
\paragraph{Resurrection}\label{resurrection}}
|
||
|
||
\emph{7th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a diamond worth at least 1,000 gp, which
|
||
the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a dead creature that has been dead for no more than a century,
|
||
that didn't die of old age, and that isn't undead. If its soul is free
|
||
and willing, the target returns to life with all its hit points.
|
||
|
||
This spell neutralizes any poisons and cures normal diseases afflicting
|
||
the creature when it died. It doesn't, however, remove magical diseases,
|
||
curses, and the like; if such effects aren't removed prior to casting
|
||
the spell, they afflict the target on its return to life.
|
||
|
||
This spell closes all mortal wounds and restores any missing body parts.
|
||
|
||
Coming back from the dead is an ordeal. The target takes a -4 penalty to
|
||
all attack rolls, saving throws, and ability checks. Every time the
|
||
target finishes a long rest, the penalty is reduced by 1 until it
|
||
disappears.
|
||
|
||
Casting this spell to restore life to a creature that has been dead for
|
||
one year or longer taxes you greatly. Until you finish a long rest, you
|
||
can't cast spells again, and you have disadvantage on all attack rolls,
|
||
ability checks, and saving throws.
|
||
|
||
\hypertarget{reverse-gravity}{%
|
||
\paragraph{Reverse Gravity}\label{reverse-gravity}}
|
||
|
||
\emph{7th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 100 feet
|
||
|
||
\textbf{Components:} V, S, M (a lodestone and iron filings)
|
||
|
||
\textbf{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 aren't
|
||
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.
|
||
|
||
At the end of the duration, affected objects and creatures fall back
|
||
down.
|
||
|
||
\hypertarget{revivify}{%
|
||
\paragraph{Revivify}\label{revivify}}
|
||
|
||
\emph{3rd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (diamonds worth 300 gp, which the spell
|
||
consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a creature that has died within the last minute. That creature
|
||
returns to life with 1 hit point. This spell can't return to life a
|
||
creature that has died of old age, nor can it restore any missing body
|
||
parts.
|
||
|
||
\hypertarget{rope-trick}{%
|
||
\paragraph{Rope Trick}\label{rope-trick}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (powdered corn extract and a twisted loop
|
||
of parchment)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You touch a length of rope that is up to 60 feet long. One end of the
|
||
rope then rises into the air until the whole rope hangs perpendicular to
|
||
the ground. At the upper end of the rope, an invisible entrance opens to
|
||
an extradimensional space that lasts until the spell ends.
|
||
|
||
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 can't 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.
|
||
|
||
\hypertarget{spells-s}{%
|
||
\section{Spells (S)}\label{spells-s}}
|
||
|
||
\hypertarget{sacred-flame}{%
|
||
\paragraph{Sacred Flame}\label{sacred-flame}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Flame-like radiance descends on a creature that you can see within
|
||
range. The target must succeed on a Dexterity saving throw or take 1d8
|
||
radiant damage. The target gains no benefit from cover for this saving
|
||
throw.
|
||
|
||
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||
level (3d8), and 17th level (4d8).
|
||
|
||
\hypertarget{sanctuary}{%
|
||
\paragraph{Sanctuary}\label{sanctuary}}
|
||
|
||
\emph{1st-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a small silver mirror)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You ward a creature within range against attack. Until the spell ends,
|
||
any creature who targets the warded creature with an attack or a harmful
|
||
spell must first make a Wisdom saving throw. On a failed save, the
|
||
creature must choose a new target or lose the attack or spell. This
|
||
spell doesn't protect the warded creature from area effects, such as the
|
||
explosion of a fireball.
|
||
|
||
If the warded creature makes an attack, casts a spell that affects an
|
||
enemy, or deals damage to another creature, this spell ends.
|
||
|
||
\hypertarget{scorching-ray}{%
|
||
\paragraph{Scorching Ray}\label{scorching-ray}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You create three rays of fire and hurl them at targets within range. You
|
||
can hurl them at one target or several.
|
||
|
||
Make a ranged spell attack for each ray. On a hit, the target takes 2d6
|
||
fire damage.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, you create one additional ray for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{scrying}{%
|
||
\paragraph{Scrying}\label{scrying}}
|
||
|
||
\emph{5th-level divination}
|
||
|
||
\textbf{Casting Time:} 10 minutes
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a focus worth at least 1,000 gp, such as a
|
||
crystal ball, a silver mirror, or a font filled with holy water)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
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 you're casting
|
||
this spell, it can fail the saving throw voluntarily if it wants to be
|
||
observed.
|
||
|
||
\textbf{Table- Scrying Save Modifier}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Knowledge & Save Modifier \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
On a successful save, the target isn't affected, and you can't use this
|
||
spell against it again for 24 hours.
|
||
|
||
On a failed save, the spell creates an invisible sensor within 10 feet
|
||
of the target. You can see and hear through the sensor as if you were
|
||
there. The sensor moves with the target, remaining within 10 feet of it
|
||
for the duration. A creature that can see invisible objects sees the
|
||
sensor as a luminous orb about the size of your fist.
|
||
|
||
Instead of targeting a creature, you can choose a location you have seen
|
||
before as the target of this spell. When you do, the sensor appears at
|
||
that location and doesn't move.
|
||
|
||
\hypertarget{secret-chest}{%
|
||
\paragraph{Secret Chest}\label{secret-chest}}
|
||
|
||
\emph{4th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (an exquisite chest, 3 feet by 2 feet by 2
|
||
feet, constructed from rare materials worth at least 5,000 gp, and a
|
||
Tiny replica made from the same materials worth at least 50 gp)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You hide a chest, and all its contents, on the Ethereal Plane. You must
|
||
touch the chest and the miniature replica that serves as a material
|
||
component for the spell. The chest can contain up to 12 cubic feet of
|
||
nonliving material (3 feet by 2 feet by 2 feet).
|
||
|
||
While the chest remains on the Ethereal Plane, you can use an action and
|
||
touch the replica to recall the chest. It appears in an unoccupied space
|
||
on the ground within 5 feet of you. You can send the chest back to the
|
||
Ethereal Plane by using an action and touching both the chest and the
|
||
replica.
|
||
|
||
After 60 days, there is a cumulative 5 percent chance per day that the
|
||
spell's effect ends. This effect ends if you cast this spell again, if
|
||
the smaller replica chest is destroyed, or if you choose to end the
|
||
spell as an action. If the spell ends and the larger chest is on the
|
||
Ethereal Plane, it is irretrievably lost.
|
||
|
||
\hypertarget{see-invisibility}{%
|
||
\paragraph{See Invisibility}\label{see-invisibility}}
|
||
|
||
\emph{2nd-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a pinch of talc and a small sprinkling of
|
||
powdered silver)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
For the duration, you see invisible creatures and objects as if they
|
||
were visible, and you can see into the Ethereal Plane. Ethereal
|
||
creatures and objects appear ghostly and translucent.
|
||
|
||
\hypertarget{seeming}{%
|
||
\paragraph{Seeming}\label{seeming}}
|
||
|
||
\emph{5th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
This spell allows you to change the appearance of any number of
|
||
creatures that you can see within range. You give each target you choose
|
||
a new, illusory appearance. An unwilling target can make a Charisma
|
||
saving throw, and if it succeeds, it is unaffected by this spell.
|
||
|
||
The spell disguises physical appearance as well as clothing, armor,
|
||
weapons, and equipment. You can make each creature seem 1 foot shorter
|
||
or taller and appear thin, fat, or in between. You can't change a
|
||
target's body type, so you must choose a form that has the same basic
|
||
arrangement of limbs. Otherwise, the extent of the illusion is up to
|
||
you. The spell lasts for the duration, unless you use your action to
|
||
dismiss it sooner.
|
||
|
||
The changes wrought by this spell fail to hold up to physical
|
||
inspection. For example, if you use this spell to add a hat to a
|
||
creature's outfit, objects pass through the hat, and anyone who touches
|
||
it would feel nothing or would feel the creature's head and hair. If you
|
||
use this spell to appear thinner than you are, the hand of someone who
|
||
reaches out to touch you would bump into you while it was seemingly
|
||
still in midair.
|
||
|
||
A creature can use its action to inspect a target and make an
|
||
Intelligence (Investigation) check against your spell save DC. If it
|
||
succeeds, it becomes aware that the target is disguised.
|
||
|
||
\hypertarget{sending}{%
|
||
\paragraph{Sending}\label{sending}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Unlimited
|
||
|
||
\textbf{Components:} V, S, M (a short piece of fine copper wire)
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
You send a short message of twenty-five words or less to a creature with
|
||
which you are familiar. The creature hears the message in its mind,
|
||
recognizes you as the sender if it knows you, and can answer in a like
|
||
manner immediately. The spell enables creatures with Intelligence scores
|
||
of at least 1 to understand the meaning of your message.
|
||
|
||
You can send the message across any distance and even to other planes of
|
||
existence, but if the target is on a different plane than you, there is
|
||
a 5 percent chance that the message doesn't arrive.
|
||
|
||
\hypertarget{sequester}{%
|
||
\paragraph{Sequester}\label{sequester}}
|
||
|
||
\emph{7th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a powder composed of diamond, emerald,
|
||
ruby, and sapphire dust worth at least 5,000 gp, which the spell
|
||
consumes)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
By means of this spell, a willing creature or an object can be hidden
|
||
away, safe from detection for the duration. When you cast the spell and
|
||
touch the target, it becomes invisible and can't be targeted by
|
||
divination spells or perceived through scrying sensors created by
|
||
divination spells.
|
||
|
||
If the target is a creature, it falls into a state of suspended
|
||
animation. Time ceases to flow for it, and it doesn't grow older.
|
||
|
||
You can set a condition for the spell to end early. The condition can be
|
||
anything you choose, but it must occur or be visible within 1 mile of
|
||
the target. Examples include ``after 1,000 years'' or ``when the
|
||
tarrasque awakens.'' This spell also ends if the target takes any
|
||
damage.
|
||
|
||
\hypertarget{shapechange}{%
|
||
\paragraph{Shapechange}\label{shapechange}}
|
||
|
||
\emph{9th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S, M (a jade circlet worth at least 1,500 gp,
|
||
which you must place on your head before you cast the spell)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
You assume the form of a different creature for the duration. The new
|
||
form can be of any creature with a challenge rating equal to your level
|
||
or lower. The creature can't be a construct or an undead, and you must
|
||
have seen the sort of creature at least once. You transform into an
|
||
average example of that creature, one without any class levels or the
|
||
Spellcasting trait.
|
||
|
||
Your game statistics are replaced by the statistics of the chosen
|
||
creature, though you retain your alignment 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 listed in its
|
||
statistics is higher than yours, use the creature's bonus in place of
|
||
yours. You can't use any legendary actions or lair actions of the new
|
||
form.
|
||
|
||
You assume the hit points and Hit Dice of the new form. When you revert
|
||
to your normal form, you return to the number of hit points you had
|
||
before you transformed. If you revert as a result of dropping to 0 hit
|
||
points, any excess damage carries over to your normal form. As long as
|
||
the excess damage doesn't reduce your normal form to 0 hit points, you
|
||
aren't knocked unconscious.
|
||
|
||
You retain the benefit of any features from your class, race, or other
|
||
source and can use them, provided that your new form is physically
|
||
capable of doing so. You can't use any special senses you have (for
|
||
example, darkvision) unless your new form also has that sense. You can
|
||
only speak if the creature can normally speak.
|
||
|
||
When you transform, you choose whether your equipment falls to the
|
||
ground, merges into the new form, or is worn by it. Worn equipment
|
||
functions as normal. The GM determines whether it is practical for the
|
||
new form to wear a piece of equipment, based on the creature's shape and
|
||
size. Your equipment doesn't change shape or size to match the new form,
|
||
and any equipment that the new form can't wear must either fall to the
|
||
ground or merge into your new form. Equipment that merges has no effect
|
||
in that state.
|
||
|
||
During this spell's duration, you can use your action to assume a
|
||
different form following the same restrictions and rules for the
|
||
original form, with one exception: if your new form has more hit points
|
||
than your current one, your hit points remain at their current value.
|
||
|
||
\hypertarget{shatter}{%
|
||
\paragraph{Shatter}\label{shatter}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a chip of mica)
|
||
|
||
\textbf{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 nonmagical object that isn't being worn or carried also takes the
|
||
damage if it's in the spell's area.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for each slot
|
||
level above 2nd.
|
||
|
||
\hypertarget{shield}{%
|
||
\paragraph{Shield}\label{shield}}
|
||
|
||
\emph{1st-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 reaction, which you take when you are hit by an
|
||
attack or targeted by the \emph{magic missile} spell
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
An invisible barrier of magical force appears and protects you. Until
|
||
the start of your next turn, you have a +5 bonus to AC, including
|
||
against the triggering attack, and you take no damage from \emph{magic
|
||
missile}.
|
||
|
||
\hypertarget{shield-of-faith}{%
|
||
\paragraph{Shield of Faith}\label{shield-of-faith}}
|
||
|
||
\emph{1st-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a small parchment with a bit of holy text
|
||
written on it)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
A shimmering field appears and surrounds a creature of your choice
|
||
within range, granting it a +2 bonus to AC for the duration.
|
||
|
||
\hypertarget{shillelagh}{%
|
||
\paragraph{Shillelagh}\label{shillelagh}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (mistletoe, a shamrock leaf, and a club or
|
||
quarterstaff)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
The wood of a club or quarterstaff you are holding is imbued with
|
||
nature's power. For the duration, you can use your spellcasting ability
|
||
instead of Strength for the attack and damage rolls of melee attacks
|
||
using that weapon, and the weapon's damage die becomes a d8. The weapon
|
||
also becomes magical, if it isn't already. The spell ends if you cast it
|
||
again or if you let go of the weapon.
|
||
|
||
\hypertarget{shocking-grasp}{%
|
||
\paragraph{Shocking Grasp}\label{shocking-grasp}}
|
||
|
||
\emph{Evocation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Lightning springs from your hand to deliver a shock to a creature you
|
||
try to touch. Make a melee spell attack against the target. You have
|
||
advantage on the attack roll if the target is wearing armor made of
|
||
metal. On a hit, the target takes 1d8 lightning damage, and it can't
|
||
take reactions until the start of its next turn.
|
||
|
||
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||
level (3d8), and 17th level (4d8).
|
||
|
||
\hypertarget{silence}{%
|
||
\paragraph{Silence}\label{silence}}
|
||
|
||
\emph{2nd-level illusion (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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.
|
||
|
||
\hypertarget{silent-image}{%
|
||
\paragraph{Silent Image}\label{silent-image}}
|
||
|
||
\emph{1st-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of fleece)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You create the image of an object, a creature, or some other visible
|
||
phenomenon that is no larger than a 15-foot cube. The image appears at a
|
||
spot within range and lasts for the duration. The image is purely
|
||
visual; it isn't accompanied by sound, smell, or other sensory effects.
|
||
|
||
You can use your action to cause the image to move to any spot within
|
||
range. As the image changes location, you can alter its appearance so
|
||
that its movements appear natural for the image. For example, if you
|
||
create an image of a creature and move it, you can alter the image so
|
||
that it appears to be walking.
|
||
|
||
Physical interaction with the image reveals it to be an illusion,
|
||
because things can pass through it. A creature that uses its action to
|
||
examine the image can determine that it is an illusion with a successful
|
||
Intelligence (Investigation) check against your spell save DC. If a
|
||
creature discerns the illusion for what it is, the creature can see
|
||
through the image.
|
||
|
||
\hypertarget{simulacrum}{%
|
||
\paragraph{Simulacrum}\label{simulacrum}}
|
||
|
||
\emph{7th-level illusion}
|
||
|
||
\textbf{Casting Time:} 12 hours
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (snow or ice in quantities sufficient to
|
||
made a life-size copy of the duplicated creature; some hair, fingernail
|
||
clippings, or other piece of that creature's body placed inside the snow
|
||
or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate
|
||
and consumed by the spell)
|
||
|
||
\textbf{Duration:} Until dispelled
|
||
|
||
You shape an illusory duplicate of one beast or humanoid that is within
|
||
range for the entire casting time of the spell. The duplicate is a
|
||
creature, partially real and formed from ice or snow, and it can take
|
||
actions and otherwise be affected as a normal creature. It appears to be
|
||
the same as the original, but it has half the creature's hit point
|
||
maximum and is formed without any equipment. Otherwise, the illusion
|
||
uses all the statistics of the creature it duplicates, except that it is
|
||
a construct.
|
||
|
||
The simulacrum is friendly to you and creatures you designate. It obeys
|
||
your spoken commands, moving and acting in accordance with your wishes
|
||
and acting on your turn in combat. The simulacrum lacks the ability to
|
||
learn or become more powerful, so it never increases its level or other
|
||
abilities, nor can it regain expended spell slots.
|
||
|
||
If the simulacrum is damaged, you can repair it in an alchemical
|
||
laboratory, using rare herbs and minerals worth 100 gp per hit point it
|
||
regains. The simulacrum lasts until it drops to 0 hit points, at which
|
||
point it reverts to snow and melts instantly.
|
||
|
||
If you cast this spell again, any currently active duplicates you
|
||
created with this spell are instantly destroyed.
|
||
|
||
\hypertarget{sleep}{%
|
||
\paragraph{Sleep}\label{sleep}}
|
||
|
||
\emph{1st-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of fine sand, rose petals, or a
|
||
cricket)
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
This spell sends creatures into a magical slumber. Roll 5d8; the total
|
||
is how many hit points of creatures this spell can affect. Creatures
|
||
within 20 feet of a point you choose within range are affected in
|
||
ascending order of their current hit points (ignoring unconscious
|
||
creatures).
|
||
|
||
Starting with the creature that has the lowest current hit points, each
|
||
creature affected by this spell falls unconscious until the spell ends,
|
||
the sleeper takes damage, or someone uses an action to shake or slap the
|
||
sleeper awake. Subtract each creature's hit points from the total before
|
||
moving on to the creature with the next lowest hit points. A creature's
|
||
hit points must be equal to or less than the remaining total for that
|
||
creature to be affected.
|
||
|
||
Undead and creatures immune to being charmed aren't affected by this
|
||
spell.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, roll an additional 2d8 for each slot level
|
||
above 1st.
|
||
|
||
\hypertarget{sleet-storm}{%
|
||
\paragraph{Sleet Storm}\label{sleet-storm}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of dust and a few drops of water)
|
||
|
||
\textbf{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.
|
||
|
||
The ground in the area is covered with slick ice, making it difficult
|
||
terrain. When a creature enters the spell's 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.
|
||
|
||
If a creature starts its turn in the spell's area and is concentrating
|
||
on a spell, the creature must make a successful Constitution saving
|
||
throw against your spell save DC or lose concentration.
|
||
|
||
\hypertarget{slow}{%
|
||
\paragraph{Slow}\label{slow}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of molasses)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You alter time around up to six creatures of your choice in a 40-foot
|
||
cube within range. Each target must succeed on a Wisdom saving throw or
|
||
be affected by this spell for the duration.
|
||
|
||
An affected target's speed is halved, it takes a -2 penalty to AC and
|
||
Dexterity saving throws, and it can't use reactions. On its turn, it can
|
||
use either an action or a bonus action, not both. Regardless of the
|
||
creature's abilities or magic items, it can't make more than one melee
|
||
or ranged attack during its turn.
|
||
|
||
If the creature attempts to cast a spell with a casting time of 1
|
||
action, roll a d20. On an 11 or higher, the spell doesn't take effect
|
||
until the creature's next turn, and the creature must use its action on
|
||
that turn to complete the spell. If it can't, the spell is wasted.
|
||
|
||
A creature affected by this spell makes another Wisdom saving throw at
|
||
the end of each of its turns. On a successful save, the effect ends for
|
||
it.
|
||
|
||
\hypertarget{spare-the-dying}{%
|
||
\paragraph{Spare the Dying}\label{spare-the-dying}}
|
||
|
||
\emph{Necromancy cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a living creature that has 0 hit points. The creature becomes
|
||
stable. This spell has no effect on undead or constructs.
|
||
|
||
\hypertarget{speak-with-animals}{%
|
||
\paragraph{Speak with Animals}\label{speak-with-animals}}
|
||
|
||
\emph{1st-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
You gain the ability to comprehend and verbally communicate with beasts
|
||
for the duration. The knowledge and awareness of many beasts is limited
|
||
by their intelligence, but at minimum, beasts can give you information
|
||
about nearby locations and monsters, including whatever they can
|
||
perceive or have perceived within the past day. You might be able to
|
||
persuade a beast to perform a small favor for you, at the GM's
|
||
discretion.
|
||
|
||
\hypertarget{speak-with-dead}{%
|
||
\paragraph{Speak with Dead}\label{speak-with-dead}}
|
||
|
||
\emph{3rd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S, M (burning incense)
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
You grant the semblance of life and intelligence to a corpse of your
|
||
choice within range, allowing it to answer the questions you pose. The
|
||
corpse must still have a mouth and can't be undead. The spell fails if
|
||
the corpse was the target of this spell within the last 10 days.
|
||
|
||
Until the spell ends, you can ask the corpse up to five questions. The
|
||
corpse knows only what it knew in life, including the languages it knew.
|
||
Answers are usually brief, cryptic, or repetitive, and the corpse is
|
||
under no compulsion to offer a truthful answer if you are hostile to it
|
||
or it recognizes you as an enemy. This spell doesn't return the
|
||
creature's soul to its body, only its animating spirit. Thus, the corpse
|
||
can't learn new information, doesn't comprehend anything that has
|
||
happened since it died, and can't speculate about future events.
|
||
|
||
\hypertarget{speak-with-plants}{%
|
||
\paragraph{Speak with Plants}\label{speak-with-plants}}
|
||
|
||
\emph{3rd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (30-foot radius)
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 10 minutes
|
||
|
||
You imbue plants within 30 feet of you with limited sentience and
|
||
animation, giving them the ability to communicate with you and follow
|
||
your simple commands. You can question plants about events in the
|
||
spell's area within the past day, gaining information about creatures
|
||
that have passed, weather, and other circumstances.
|
||
|
||
You can also turn difficult terrain caused by plant growth (such as
|
||
thickets and undergrowth) into ordinary terrain that lasts for the
|
||
duration. Or you can turn ordinary terrain where plants are present into
|
||
difficult terrain that lasts for the duration, causing vines and
|
||
branches to hinder pursuers, for example.
|
||
|
||
Plants might be able to perform other tasks on your behalf, at the GM's
|
||
discretion. The spell doesn't enable plants to uproot themselves and
|
||
move about, but they can freely move branches, tendrils, and stalks.
|
||
|
||
If a plant creature is in the area, you can communicate with it as if
|
||
you shared a common language, but you gain no magical ability to
|
||
influence it.
|
||
|
||
This spell can cause the plants created by the \emph{entangle} spell to
|
||
release a restrained creature.
|
||
|
||
\hypertarget{spider-climb}{%
|
||
\paragraph{Spider Climb}\label{spider-climb}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a drop of bitumen and a spider)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
Until the spell ends, one willing creature you touch gains the ability
|
||
to move up, down, and across vertical surfaces and upside down along
|
||
ceilings, while leaving its hands free. The target also gains a climbing
|
||
speed equal to its walking speed.
|
||
|
||
\hypertarget{spike-growth}{%
|
||
\paragraph{Spike Growth}\label{spike-growth}}
|
||
|
||
\emph{2nd-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (seven sharp thorns or seven small twigs,
|
||
each sharpened to a point)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
The ground in a 20-foot radius centered on a point within range twists
|
||
and sprouts hard spikes and thorns. The area becomes difficult terrain
|
||
for the duration. When a creature moves into or within the area, it
|
||
takes 2d4 piercing damage for every 5 feet it travels.
|
||
|
||
The transformation of the ground is camouflaged to look natural. Any
|
||
creature that can't see the area at the time the spell is cast must make
|
||
a Wisdom (Perception) check against your spell save DC to recognize the
|
||
terrain as hazardous before entering it.
|
||
|
||
\hypertarget{spirit-guardians}{%
|
||
\paragraph{Spirit Guardians}\label{spirit-guardians}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (15-foot radius)
|
||
|
||
\textbf{Components:} V, S, M (a holy symbol)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You call forth spirits to protect you. They flit around you to a
|
||
distance of 15 feet for the duration. If you are good or neutral, their
|
||
spectral form appears angelic or fey (your choice). If you are evil,
|
||
they appear fiendish.
|
||
|
||
When you cast this spell, you can designate any number of creatures you
|
||
can see to be unaffected by it. An affected creature's speed is halved
|
||
in the area, and when the creature enters the area for the first time on
|
||
a turn or starts its turn there, it must make a Wisdom saving throw. On
|
||
a failed save, the creature takes 3d8 radiant damage (if you are good or
|
||
neutral) or 3d8 necrotic damage (if you are evil). On a successful save,
|
||
the creature takes half as much damage.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d8 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{spiritual-weapon}{%
|
||
\paragraph{Spiritual Weapon}\label{spiritual-weapon}}
|
||
|
||
\emph{2nd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 bonus action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 minute
|
||
|
||
You create a floating, spectral weapon within range that lasts for the
|
||
duration or until you cast this spell again. When you cast the spell,
|
||
you can make a melee spell attack against a creature within 5 feet of
|
||
the weapon. On a hit, the target takes force damage equal to 1d8 + your
|
||
spellcasting ability modifier.
|
||
|
||
As a bonus action on your turn, you can move the weapon up to 20 feet
|
||
and repeat the attack against a creature within 5 feet of it.
|
||
|
||
The weapon can take whatever form you choose. Clerics of deities who are
|
||
associated with a particular weapon (as St.~Cuthbert is known for his
|
||
mace and Thor for his hammer) make this spell's effect resemble that
|
||
weapon.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for every two
|
||
slot levels above 2nd.
|
||
|
||
\hypertarget{stinking-cloud}{%
|
||
\paragraph{Stinking Cloud}\label{stinking-cloud}}
|
||
|
||
\emph{3rd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 90 feet
|
||
|
||
\textbf{Components:} V, S, M (a rotten egg or several skunk cabbage
|
||
leaves)
|
||
|
||
\textbf{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.
|
||
|
||
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 don't need to breathe or are immune to poison
|
||
automatically succeed on this saving throw.
|
||
|
||
A moderate wind (at least 10 miles per hour) disperses the cloud after 4
|
||
rounds. A strong wind (at least 20 miles per hour) disperses it after 1
|
||
round.
|
||
|
||
\hypertarget{stone-shape}{%
|
||
\paragraph{Stone Shape}\label{stone-shape}}
|
||
|
||
\emph{4th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (soft clay, which must be worked into
|
||
roughly the desired shape of the stone object)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a stone object of Medium size or smaller or a section of stone
|
||
no more than 5 feet in any dimension and form it into any shape that
|
||
suits your purpose. So, for example, you could shape a large rock into a
|
||
weapon, idol, or coffer, or make a small passage through a wall, as long
|
||
as the wall is less than 5 feet thick. You could also shape a stone door
|
||
or its frame to seal the door shut. The object you create can have up to
|
||
two hinges and a latch, but finer mechanical detail isn't possible.
|
||
|
||
\hypertarget{stoneskin}{%
|
||
\paragraph{Stoneskin}\label{stoneskin}}
|
||
|
||
\emph{4th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (diamond dust worth 100 gp, which the spell
|
||
consumes)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
This spell turns the flesh of a willing creature you touch as hard as
|
||
stone. Until the spell ends, the target has resistance to nonmagical
|
||
bludgeoning, piercing, and slashing damage.
|
||
|
||
\hypertarget{storm-of-vengeance}{%
|
||
\paragraph{Storm of Vengeance}\label{storm-of-vengeance}}
|
||
|
||
\emph{9th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Sight
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A churning storm cloud forms, centered on a point you can see and
|
||
spreading to a radius of 360 feet. Lightning flashes in the area,
|
||
thunder booms, and strong winds roar. Each creature under the cloud (no
|
||
more than 5,000 feet beneath the cloud) when it appears must make a
|
||
Constitution saving throw. On a failed save, a creature takes 2d6
|
||
thunder damage and becomes deafened for 5 minutes.
|
||
|
||
Each round you maintain concentration on this spell, the storm produces
|
||
different effects on your turn.
|
||
|
||
\textbf{\emph{Round 2}}. Acidic rain falls from the cloud. Each creature
|
||
and object under the cloud takes 1d6 acid damage.
|
||
|
||
\textbf{\emph{Round 3}}. You call six bolts of lightning from the cloud
|
||
to strike six creatures or objects of your choice beneath the cloud. A
|
||
given creature or object can't be struck by more than one bolt. A struck
|
||
creature must make a Dexterity saving throw. The creature takes 10d6
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{\emph{Round 4}}. Hailstones rain down from the cloud. Each
|
||
creature under the cloud takes 2d6 bludgeoning damage.
|
||
|
||
\textbf{\emph{Round 5-10}}. Gusts and freezing rain assail the area
|
||
under the cloud. The area becomes difficult terrain and is heavily
|
||
obscured. Each creature there takes 1d6 cold damage. Ranged weapon
|
||
attacks in the area are impossible. The wind and rain count as a severe
|
||
distraction for the purposes of maintaining concentration on spells.
|
||
Finally, gusts of strong wind (ranging from 20 to 50 miles per hour)
|
||
automatically disperse fog, mists, and similar phenomena in the area,
|
||
whether mundane or magical.
|
||
|
||
\hypertarget{suggestion}{%
|
||
\paragraph{Suggestion}\label{suggestion}}
|
||
|
||
\emph{2nd-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, M (a snake's tongue and either a bit of
|
||
honeycomb or a drop of sweet oil)
|
||
|
||
\textbf{Duration:} Concentration, up to 8 hours
|
||
|
||
You suggest a course of activity (limited to a sentence or two) and
|
||
magically influence a creature you can see within range that can hear
|
||
and understand you. Creatures that can't be charmed are immune to this
|
||
effect. The suggestion must be worded in such a manner as to make the
|
||
course of action sound reasonable. Asking the creature to stab itself,
|
||
throw itself onto a spear, immolate itself, or do some other obviously
|
||
harmful act ends the spell.
|
||
|
||
The target must make a Wisdom saving throw. On a failed save, it pursues
|
||
the course of action you described to the best of its ability. The
|
||
suggested course of action can continue for the entire duration. If the
|
||
suggested activity can be completed in a shorter time, the spell ends
|
||
when the subject finishes what it was asked to do.
|
||
|
||
You can also specify conditions that will trigger a special activity
|
||
during the duration. For example, you might suggest that a knight give
|
||
her warhorse to the first beggar she meets. If the condition isn't met
|
||
before the spell expires, the activity isn't performed.
|
||
|
||
If you or any of your companions damage the target, the spell ends.
|
||
|
||
\hypertarget{sunbeam}{%
|
||
\paragraph{Sunbeam}\label{sunbeam}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (60-foot line)
|
||
|
||
\textbf{Components:} V, S, M (a magnifying glass)
|
||
|
||
\textbf{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 isn't 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.
|
||
|
||
For the duration, a mote of brilliant radiance shines in your hand. It
|
||
sheds bright light in a 30-foot radius and dim light for an additional
|
||
30 feet. This light is sunlight.
|
||
|
||
\hypertarget{sunburst}{%
|
||
\paragraph{Sunburst}\label{sunburst}}
|
||
|
||
\emph{8th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 150 feet
|
||
|
||
\textbf{Components:} V, S, M (fire and a piece of sunstone)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
Brilliant sunlight flashes in a 60-foot radius centered on a point you
|
||
choose within range. Each creature in that light must make a
|
||
Constitution saving throw. On a failed save, a creature takes 12d6
|
||
radiant damage and is blinded for 1 minute. On a successful save, it
|
||
takes half as much damage and isn't blinded by this spell. Undead and
|
||
oozes have disadvantage on this saving throw.
|
||
|
||
A creature blinded by this spell makes another Constitution saving throw
|
||
at the end of each of its turns. On a successful save, it is no longer
|
||
blinded.
|
||
|
||
This spell dispels any darkness in its area that was created by a spell.
|
||
|
||
\hypertarget{symbol}{%
|
||
\paragraph{Symbol}\label{symbol}}
|
||
|
||
\emph{7th-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (mercury, phosphorus, and powdered diamond
|
||
and opal with a total value of at least 1,000 gp, which the spell
|
||
consumes)
|
||
|
||
\textbf{Duration:} Until dispelled or triggered
|
||
|
||
When you cast this spell, you inscribe a harmful glyph either on a
|
||
surface (such as a section of floor, a wall, or a table) or within an
|
||
object that can be closed to conceal the glyph (such as a book, a
|
||
scroll, or a treasure chest). If you choose a surface, the glyph can
|
||
cover an area of the surface no larger than 10 feet in diameter. If you
|
||
choose an object, that object must remain in its place; if the object is
|
||
moved more than 10 feet from where you cast this spell, the glyph is
|
||
broken, and the spell ends without being triggered.
|
||
|
||
The glyph is nearly invisible, requiring an Intelligence (Investigation)
|
||
check against your spell save DC to find it.
|
||
|
||
You decide what triggers the glyph when you cast the spell. For glyphs
|
||
inscribed on a surface, the most typical triggers include touching or
|
||
stepping on the glyph, removing another object covering it, approaching
|
||
within a certain distance of it, or manipulating the object that holds
|
||
it. For glyphs inscribed within an object, the most common triggers are
|
||
opening the object, approaching within a certain distance of it, or
|
||
seeing or reading the glyph.
|
||
|
||
You can further refine the trigger so the spell is activated only under
|
||
certain circumstances or according to a creature's 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 don't 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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Discord}}. Each target must make a Constitution saving
|
||
throw. On a failed save, a target bickers and argues with other
|
||
creatures for 1 minute. During this time, it is incapable of meaningful
|
||
communication and has disadvantage on attack rolls and ability checks.
|
||
|
||
\textbf{\emph{Fear}}. Each target must make a Wisdom saving throw and
|
||
becomes frightened for 1 minute on a failed save. While frightened, the
|
||
target drops whatever it is holding and must move at least 30 feet away
|
||
from the glyph on each of its turns, if able.
|
||
|
||
\textbf{\emph{Hopelessness}}. Each target must make a Charisma saving
|
||
throw. On a failed save, the target is overwhelmed with despair for 1
|
||
minute. During this time, it can't attack or target any creature with
|
||
harmful abilities, spells, or other magical effects.
|
||
|
||
\textbf{\emph{Insanity}}. Each target must make an Intelligence saving
|
||
throw. On a failed save, the target is driven insane for 1 minute. An
|
||
insane creature can't take actions, can't understand what other
|
||
creatures say, can't read, and speaks only in gibberish. The GM controls
|
||
its movement, which is erratic.
|
||
|
||
\textbf{\emph{Pain}}. Each target must make a Constitution saving throw
|
||
and becomes incapacitated with excruciating pain for 1 minute on a
|
||
failed save.
|
||
|
||
\textbf{\emph{Sleep}}. Each target must make a Wisdom saving throw and
|
||
falls unconscious for 10 minutes on a failed save. A creature awakens if
|
||
it takes damage or if someone uses an action to shake or slap it awake.
|
||
|
||
\textbf{\emph{Stunning}}. Each target must make a Wisdom saving throw
|
||
and becomes stunned for 1 minute on a failed save.
|
||
|
||
\hypertarget{spells-t}{%
|
||
\section{Spells (T)}\label{spells-t}}
|
||
|
||
\hypertarget{telekinesis}{%
|
||
\paragraph{Telekinesis}\label{telekinesis}}
|
||
|
||
\emph{5th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You gain the ability to move or manipulate creatures or objects by
|
||
thought. When you cast the spell, and as your action each round for the
|
||
duration, you can exert your will on one creature or object that you can
|
||
see within range, causing the appropriate effect below. You can affect
|
||
the same target round after round, or choose a new one at any time. If
|
||
you switch targets, the prior target is no longer affected by the spell.
|
||
|
||
\textbf{\emph{Creature}}. You can try to move a Huge or smaller
|
||
creature. Make an ability check with your spellcasting ability contested
|
||
by the creature's Strength check. If you win the contest, you move the
|
||
creature up to 30 feet in any direction, including upward but not beyond
|
||
the range of this spell. Until the end of your next turn, the creature
|
||
is restrained in your telekinetic grip. A creature lifted upward is
|
||
suspended in mid-air.
|
||
|
||
On subsequent rounds, you can use your action to attempt to maintain
|
||
your telekinetic grip on the creature by repeating the contest.
|
||
|
||
\textbf{\emph{Object}}. You can try to move an object that weighs up to
|
||
1,000 pounds. If the object isn't being worn or carried, you
|
||
automatically move it up to 30 feet in any direction, but not beyond the
|
||
range of this spell.
|
||
|
||
If the object is worn or carried by a creature, you must make an ability
|
||
check with your spellcasting ability contested by that creature's
|
||
Strength check. If you succeed, you pull the object away from that
|
||
creature and can move it up to 30 feet in any direction but not beyond
|
||
the range of this spell.
|
||
|
||
You can exert fine control on objects with your telekinetic grip, such
|
||
as manipulating a simple tool, opening a door or a container, stowing or
|
||
retrieving an item from an open container, or pouring the contents from
|
||
a vial.
|
||
|
||
\hypertarget{telepathic-bond}{%
|
||
\paragraph{Telepathic Bond}\label{telepathic-bond}}
|
||
|
||
\emph{5th-level divination (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (pieces of eggshell from two different
|
||
kinds of creatures)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
You forge a telepathic link among up to eight willing creatures of your
|
||
choice within range, psychically linking each creature to all the others
|
||
for the duration. Creatures with Intelligence scores of 2 or less aren't
|
||
affected by this spell.
|
||
|
||
Until the spell ends, the targets can communicate telepathically through
|
||
the bond whether or not they have a common language. The communication
|
||
is possible over any distance, though it can't extend to other planes of
|
||
existence.
|
||
|
||
\hypertarget{teleport}{%
|
||
\paragraph{Teleport}\label{teleport}}
|
||
|
||
\emph{7th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
This spell instantly transports you and up to eight willing creatures of
|
||
your choice that you can see within range, or a single object that you
|
||
can see within range, to a destination you select. If you target an
|
||
object, it must be able to fit entirely inside a 10-foot cube, and it
|
||
can't be held or carried by an unwilling creature.
|
||
|
||
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.
|
||
|
||
\textbf{Table- Teleport Familiarity}
|
||
|
||
\begin{longtable}[]{@{}lllll@{}}
|
||
\toprule
|
||
Familiarity & Mishap & Similar Area & Off Target & On Target \\
|
||
\midrule
|
||
\endhead
|
||
Permanent circle & - & - & - & 01-100 \\
|
||
Associated object & - & - & - & 01-100 \\
|
||
Very familiar & 01-05 & 06-13 & 14-24 & 25-100 \\
|
||
Seen casually & 01-33 & 34-43 & 44-53 & 54-100 \\
|
||
Viewed once & 01-43 & 44-53 & 54-73 & 74-100 \\
|
||
Description & 01-43 & 44-53 & 54-73 & 74-100 \\
|
||
False destination & 01-50 & 51-100 & - & - \\
|
||
& & & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Familiarity}}. ``Permanent circle'' means a permanent
|
||
teleportation circle whose sigil sequence you know. ``Associated
|
||
object'' means that you possess an object taken from the desired
|
||
destination within the last six months, such as a book from a wizard's
|
||
library, bed linen from a royal suite, or a chunk of marble from a
|
||
lich's secret tomb.
|
||
|
||
``Very familiar'' is a place you have been very often, a place you have
|
||
carefully studied, or a place you can see when you cast the spell.
|
||
``Seen casually'' is someplace you have seen more than once but with
|
||
which you aren't very familiar. ``Viewed once'' is a place you have seen
|
||
once, possibly using magic. ``Description'' is a place whose location
|
||
and appearance you know through someone else's description, perhaps from
|
||
a map.
|
||
|
||
``False destination'' is a place that doesn't exist. Perhaps you tried
|
||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||
attempting to teleport to a familiar location that no longer exists.
|
||
|
||
\textbf{\emph{On Target}}. You and your group (or the target object)
|
||
appear where you want to.
|
||
|
||
\textbf{\emph{Off Target}}. You and your group (or the target object)
|
||
appear a random distance away from the destination in a random
|
||
direction. Distance off target is 1d10 × 1d10 percent of the distance
|
||
that was to be traveled. For example, if you tried to travel 120 miles,
|
||
landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||
be off target by 15 percent, or 18 miles. The GM determines the
|
||
direction off target randomly by rolling a d8 and designating 1 as
|
||
north, 2 as northeast, 3 as east, and so on around the points of the
|
||
compass. If you were teleporting to a coastal city and wound up 18 miles
|
||
out at sea, you could be in trouble.
|
||
|
||
\textbf{\emph{Similar Area}}. You and your group (or the target object)
|
||
wind up in a different area that's visually or thematically similar to
|
||
the target area. If you are heading for your home laboratory, for
|
||
example, you might wind up in another wizard's laboratory or in an
|
||
alchemical supply shop that has many of the same tools and implements as
|
||
your laboratory. Generally, you appear in the closest similar place, but
|
||
since the spell has no range limit, you could conceivably wind up
|
||
anywhere on the plane.
|
||
|
||
\textbf{\emph{Mishap}}. The spell's unpredictable magic results in a
|
||
difficult journey. Each teleporting creature (or the target object)
|
||
takes 3d10 force damage, and the GM rerolls on the table to see where
|
||
you wind up (multiple mishaps can occur, dealing damage each time).
|
||
|
||
\hypertarget{teleportation-circle}{%
|
||
\paragraph{Teleportation Circle}\label{teleportation-circle}}
|
||
|
||
\emph{5th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, M (rare chalks and inks infused with precious
|
||
gems with 50 gp, which the spell consumes)
|
||
|
||
\textbf{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.
|
||
|
||
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.
|
||
|
||
You can create a permanent teleportation circle by casting this spell in
|
||
the same location every day for one year. You need not use the circle to
|
||
teleport when you cast the spell in this way.
|
||
|
||
\hypertarget{thaumaturgy}{%
|
||
\paragraph{Thaumaturgy}\label{thaumaturgy}}
|
||
|
||
\emph{Transmutation cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Up to 1 minute
|
||
|
||
You manifest a minor wonder, a sign of supernatural power, within range.
|
||
You create one of the following magical effects within Range:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Your voice booms up to three times as loud as normal for 1 minute.
|
||
\item
|
||
You cause flames to flicker, brighten, dim, or change color for 1
|
||
minute.
|
||
\item
|
||
You cause harmless tremors in the ground for 1 minute.
|
||
\item
|
||
You create an instantaneous sound that originates from a point of your
|
||
choice within range, such as a rumble of thunder, the cry of a raven,
|
||
or ominous whispers.
|
||
\item
|
||
You instantaneously cause an unlocked door or window to fly open or
|
||
slam shut.
|
||
\item
|
||
You alter the appearance of your eyes for 1 minute. If you cast this
|
||
spell multiple times, you can have up to three of its 1-minute effects
|
||
active at a time, and you can dismiss such an effect as an action.
|
||
\end{itemize}
|
||
|
||
\hypertarget{thunderwave}{%
|
||
\paragraph{Thunderwave}\label{thunderwave}}
|
||
|
||
\emph{1st-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self (15-foot cube)
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
A wave of thunderous force sweeps out from you. Each creature in a
|
||
15-foot cube originating from you must make a Constitution saving throw.
|
||
On a failed save, a creature takes 2d8 thunder damage and is pushed 10
|
||
feet away from you. On a successful save, the creature takes half as
|
||
much damage and isn't pushed.
|
||
|
||
In addition, unsecured objects that are completely within the area of
|
||
effect are automatically pushed 10 feet away from you by the spell's
|
||
effect, and the spell emits a thunderous boom audible out to 300 feet.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 for each slot
|
||
level above 1st.
|
||
|
||
\hypertarget{time-stop}{%
|
||
\paragraph{Time Stop}\label{time-stop}}
|
||
|
||
\emph{9th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You briefly stop the flow of time for everyone but yourself. No time
|
||
passes for other creatures, while you take 1d4 + 1 turns in a row,
|
||
during which you can use actions and move as normal.
|
||
|
||
This spell ends if one of the actions you use during this period, or any
|
||
effects that you create during this period, affects a creature other
|
||
than you or an object being worn or carried by someone other than you.
|
||
In addition, the spell ends if you move to a place more than 1,000 feet
|
||
from the location where you cast it.
|
||
|
||
\hypertarget{tiny-hut}{%
|
||
\paragraph{Tiny Hut}\label{tiny-hut}}
|
||
|
||
\emph{3rd-level evocation (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} Self (10-foot radius hemisphere)
|
||
|
||
\textbf{Components:} V, S, M (a small crystal bead)
|
||
|
||
\textbf{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.
|
||
|
||
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 can't
|
||
extend through the dome or be cast through it. The atmosphere inside the
|
||
space is comfortable and dry, regardless of the weather outside.
|
||
|
||
Until the spell ends, you can command the interior to become dimly lit
|
||
or dark. The dome is opaque from the outside, of any color you choose,
|
||
but it is transparent from the inside.
|
||
|
||
\hypertarget{tongues}{%
|
||
\paragraph{Tongues}\label{tongues}}
|
||
|
||
\emph{3rd-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, M (a small clay model of a ziggurat)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
This spell grants the creature you touch the ability to understand any
|
||
spoken language it hears. Moreover, when the target speaks, any creature
|
||
that knows at least one language and can hear the target understands
|
||
what it says.
|
||
|
||
\hypertarget{transport-via-plants}{%
|
||
\paragraph{Transport via Plants}\label{transport-via-plants}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 10 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} 1 round
|
||
|
||
This spell creates a magical link between a Large or larger inanimate
|
||
plant within range and another plant, at any distance, on the same plane
|
||
of existence. You must have seen or touched the destination plant at
|
||
least once before. For the duration, any creature can step into the
|
||
target plant and exit from the destination plant by using 5 feet of
|
||
movement.
|
||
|
||
\hypertarget{tree-stride}{%
|
||
\paragraph{Tree Stride}\label{tree-stride}}
|
||
|
||
\emph{5th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You gain the ability to enter a tree and move from inside it to inside
|
||
another tree of the same kind within 500 feet. Both trees must be living
|
||
and at least the same size as you. You must use 5 feet of movement to
|
||
enter a tree. You instantly know the location of all other trees of the
|
||
same kind within 500 feet and, as part of the move used to enter the
|
||
tree, can either pass into one of those trees or step out of the tree
|
||
you're in. You appear in a spot of your choice within 5 feet of the
|
||
destination tree, using another 5 feet of movement. If you have no
|
||
movement left, you appear within 5 feet of the tree you entered.
|
||
|
||
You can use this transportation ability once per round for the duration.
|
||
You must end each turn outside a tree.
|
||
|
||
\hypertarget{true-polymorph}{%
|
||
\paragraph{True Polymorph}\label{true-polymorph}}
|
||
|
||
\emph{9th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a drop of mercury, a dollop of gum arabic,
|
||
and a wisp of smoke)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 hour
|
||
|
||
Choose one creature or nonmagical object that you can see within range.
|
||
You transform the creature into a different creature, the creature into
|
||
a nonmagical object, or the object into a creature (the object must be
|
||
neither worn nor carried by another creature). The transformation lasts
|
||
for the duration, or until the target drops to 0 hit points or dies. If
|
||
you concentrate on this spell for the full duration, the transformation
|
||
lasts until it is dispelled.
|
||
|
||
This spell has no effect on a shapechanger or a creature with 0 hit
|
||
points. An unwilling creature can make a Wisdom saving throw, and if it
|
||
succeeds, it isn't affected by this spell.
|
||
|
||
\textbf{\emph{Creature into Creature}}. If you turn a creature into
|
||
another kind of creature, the new form can be any kind you choose whose
|
||
challenge rating is equal to or less than the target's (or its level, if
|
||
the target doesn't have a challenge rating). The target's game
|
||
statistics, including mental ability scores, are replaced by the
|
||
statistics of the new form. It retains its alignment and personality.
|
||
|
||
The target assumes the hit points of its new form, and when it reverts
|
||
to its normal form, the creature returns to the number of hit points it
|
||
had before it transformed. If it reverts as a result of dropping to 0
|
||
hit points, any excess damage carries over to its normal form. As long
|
||
as the excess damage doesn't reduce the creature's normal form to 0 hit
|
||
points, it isn't knocked unconscious.
|
||
|
||
The creature is limited in the actions it can perform by the nature of
|
||
its new form, and it can't speak, cast spells, or take any other action
|
||
that requires hands or speech, unless its new form is capable of such
|
||
actions.
|
||
|
||
The target's gear melds into the new form. The creature can't activate,
|
||
use, wield, or otherwise benefit from any of its equipment.
|
||
|
||
\textbf{\emph{Object into Creature}}. You can turn an object into any
|
||
kind of creature, as long as the creature's size is no larger than the
|
||
object's size and the creature's challenge rating is 9 or lower. The
|
||
creature is friendly to you and your companions. It acts on each of your
|
||
turns. You decide what action it takes and how it moves. The GM has the
|
||
creature's statistics and resolves all of its actions and movement.
|
||
|
||
If the spell becomes permanent, you no longer control the creature. It
|
||
might remain friendly to you, depending on how you have treated it.
|
||
|
||
\textbf{\emph{Creature into Object}}. If you turn a creature into an
|
||
object, it transforms along with whatever it is wearing and carrying
|
||
into that form, as long as the object's size is no larger than the
|
||
creature's size. The creature's statistics become those of the object,
|
||
and the creature has no memory of time spent in this form, after the
|
||
spell ends and it returns to its normal form.
|
||
|
||
\hypertarget{true-resurrection}{%
|
||
\paragraph{True Resurrection}\label{true-resurrection}}
|
||
|
||
\emph{9th-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 hour
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a sprinkle of holy water and diamonds
|
||
worth at least 25,000 gp, which the spell consumes)
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You touch a creature that has been dead for no longer than 200 years and
|
||
that died for any reason except old age. If the creature's soul is free
|
||
and willing, the creature is restored to life with all its hit points.
|
||
|
||
This spell closes all wounds, neutralizes any poison, cures all
|
||
diseases, and lifts any curses affecting the creature when it died. The
|
||
spell replaces damaged or missing organs and limbs. If the creature was
|
||
undead, it is restored to its non-undead form.
|
||
|
||
The spell can even provide a new body if the original no longer exists,
|
||
in which case you must speak the creature's name. The creature then
|
||
appears in an unoccupied space you choose within 10 feet of you.
|
||
|
||
\hypertarget{true-seeing}{%
|
||
\paragraph{True Seeing}\label{true-seeing}}
|
||
|
||
\emph{6th-level divination}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (an ointment for the eyes that costs 25 gp;
|
||
is made from mushroom powder, saffron, and fat; and is consumed by the
|
||
spell)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
This spell gives the willing creature you touch the ability to see
|
||
things as they actually are. For the duration, the creature has
|
||
truesight, notices secret doors hidden by magic, and can see into the
|
||
Ethereal Plane, all out to a range of 120 feet.
|
||
|
||
\hypertarget{true-strike}{%
|
||
\paragraph{True Strike}\label{true-strike}}
|
||
|
||
\emph{Divination cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 round
|
||
|
||
You extend your hand and point a finger at a target in range. Your magic
|
||
grants you a brief insight into the target's defenses. On your next
|
||
turn, you gain advantage on your first attack roll against the target,
|
||
provided that this spell hasn't ended.
|
||
|
||
\hypertarget{spells-u}{%
|
||
\section{Spells (U)}\label{spells-u}}
|
||
|
||
\hypertarget{unseen-servant}{%
|
||
\paragraph{Unseen Servant}\label{unseen-servant}}
|
||
|
||
\emph{1st-level conjuration (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a piece of string and a bit of wood)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
This spell creates an invisible, mindless, shapeless, Medium force that
|
||
performs simple tasks at your command until the spell ends. The servant
|
||
springs into existence in an unoccupied space on the ground within
|
||
range. It has AC 10, 1 hit point, and a Strength of 2, and it can't
|
||
attack. If it drops to 0 hit points, the spell ends.
|
||
|
||
Once on each of your turns as a bonus action, you can mentally command
|
||
the servant to move up to 15 feet and interact with an object. The
|
||
servant can perform simple tasks that a human servant could do, such as
|
||
fetching things, cleaning, mending, folding clothes, lighting fires,
|
||
serving food, and pouring wine. Once you give the command, the servant
|
||
performs the task to the best of its ability until it completes the
|
||
task, then waits for your next command.
|
||
|
||
If you command the servant to perform a task that would move it more
|
||
than 60 feet away from you, the spell ends.
|
||
|
||
\hypertarget{spells-v}{%
|
||
\section{Spells (V)}\label{spells-v}}
|
||
|
||
\hypertarget{vampiric-touch}{%
|
||
\paragraph{Vampiric Touch}\label{vampiric-touch}}
|
||
|
||
\emph{3rd-level necromancy}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
The touch of your shadow-wreathed hand can siphon life force from others
|
||
to heal your wounds. Make a melee spell attack against a creature within
|
||
your reach. On a hit, the target takes 3d6 necrotic damage, and you
|
||
regain hit points equal to half the amount of necrotic damage dealt.
|
||
Until the spell ends, you can make the attack again on each of your
|
||
turns as an action.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for each slot
|
||
level above 3rd.
|
||
|
||
\hypertarget{vicious-mockery}{%
|
||
\paragraph{Vicious Mockery}\label{vicious-mockery}}
|
||
|
||
\emph{Enchantment cantrip}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You unleash a string of insults laced with subtle enchantments at a
|
||
creature you can see within range. If the target can hear you (though it
|
||
need not understand you), it must succeed on a Wisdom saving throw or
|
||
take 1d4 psychic damage and have disadvantage on the next attack roll it
|
||
makes before the end of its next turn.
|
||
|
||
This~spell's~damage~increases~by~1d4~when~you~reach 5th level (2d4),
|
||
11th level (3d4), and 17th level (4d4).
|
||
|
||
\hypertarget{spells-w}{%
|
||
\section{Spells (W)}\label{spells-w}}
|
||
|
||
\hypertarget{wall-of-fire}{%
|
||
\paragraph{Wall of Fire}\label{wall-of-fire}}
|
||
|
||
\emph{4th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a small piece of phosphorus)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
You create a wall of fire on a solid surface within range. You can make
|
||
the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed
|
||
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall
|
||
is opaque and lasts for the duration.
|
||
|
||
When the wall appears, each creature within its area must make a
|
||
Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||
damage, or half as much damage on a successful save.
|
||
|
||
One side of the wall, selected by you when you cast this spell, deals
|
||
5d8 fire damage to each creature that ends its turn within 10 feet of
|
||
that side or inside the wall. A creature takes the same damage when it
|
||
enters the wall for the first time on a turn or ends its turn there. The
|
||
other side of the wall deals no damage.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 5th level or higher, the damage increases by 1d8 for each slot
|
||
level above 4th.
|
||
|
||
\hypertarget{wall-of-force}{%
|
||
\paragraph{Wall of Force}\label{wall-of-force}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a pinch of powder made by crushing a clear
|
||
gemstone)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
An invisible wall of force springs into existence at a point you choose
|
||
within range. The wall appears in any orientation you choose, as a
|
||
horizontal or vertical barrier or at an angle. It can be free floating
|
||
or resting on a solid surface. 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-by-10-foot panels. Each panel must be
|
||
contiguous with another panel. In any form, the wall is 1/4 inch thick.
|
||
It lasts for the duration. If the wall cuts through a creature's space
|
||
when it appears, the creature is pushed to one side of the wall (your
|
||
choice which side).
|
||
|
||
Nothing can physically pass through the wall. It is immune to all damage
|
||
and can't be dispelled by \emph{dispel magic}. A \emph{disintegrate}
|
||
spell destroys the wall instantly, however. The wall also extends into
|
||
the Ethereal Plane, blocking ethereal travel through the wall.
|
||
|
||
\hypertarget{wall-of-ice}{%
|
||
\paragraph{Wall of Ice}\label{wall-of-ice}}
|
||
|
||
\emph{6th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a small piece of quartz)
|
||
|
||
\textbf{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.
|
||
|
||
If the wall cuts through a creature's 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.
|
||
|
||
The wall is an object that can be damaged and thus breached. It has AC
|
||
12 and 30 hit points per 10-foot section, and it is vulnerable to fire
|
||
damage. Reducing a 10-foot section of wall to 0 hit points destroys it
|
||
and leaves behind a sheet of frigid air in the space the wall occupied.
|
||
A creature moving through the sheet of frigid air for the first time on
|
||
a turn must make a Constitution saving throw. That creature takes 5d6
|
||
cold damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, the damage the wall deals when it appears
|
||
increases by 2d6, and the damage from passing through the sheet of
|
||
frigid air increases by 1d6, for each slot level above 6th.
|
||
|
||
\hypertarget{wall-of-stone}{%
|
||
\paragraph{Wall of Stone}\label{wall-of-stone}}
|
||
|
||
\emph{5th-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a small block of granite)
|
||
|
||
\textbf{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.
|
||
|
||
If the wall cuts through a creature's 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.
|
||
|
||
The wall can have any shape you desire, though it can't occupy the same
|
||
space as a creature or object. The wall doesn't need to be vertical or
|
||
rest on any firm foundation. It must, however, merge with and be solidly
|
||
supported by existing stone. Thus, you can use this spell to bridge a
|
||
chasm or create a ramp.
|
||
|
||
If you create a span greater than 20 feet in length, you must halve the
|
||
size of each panel to create supports. You can crudely shape the wall to
|
||
create crenellations, battlements, and so on.
|
||
|
||
The wall is an object made of stone that can be damaged and thus
|
||
breached. Each panel has AC 15 and 30 hit points per inch of thickness.
|
||
Reducing a panel to 0 hit points destroys it and might cause connected
|
||
panels to collapse at the GM's discretion.
|
||
|
||
If you maintain your concentration on this spell for its whole duration,
|
||
the wall becomes permanent and can't be dispelled. Otherwise, the wall
|
||
disappears when the spell ends.
|
||
|
||
\hypertarget{wall-of-thorns}{%
|
||
\paragraph{Wall of Thorns}\label{wall-of-thorns}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a handful of thorns)
|
||
|
||
\textbf{Duration:} Concentration, up to 10 minutes
|
||
|
||
You create a wall of tough, pliable, tangled brush bristling with
|
||
needle-sharp thorns. The wall appears within range on a solid surface
|
||
and lasts for the duration. You choose to make the wall up to 60 feet
|
||
long, 10 feet high, and 5 feet thick or a circle that has a 20-foot
|
||
diameter and is up to 20 feet high and 5 feet thick. The wall blocks
|
||
line of sight.
|
||
|
||
When the wall appears, each creature within its area must make a
|
||
Dexterity saving throw. On a failed save, a creature takes 7d8 piercing
|
||
damage, or half as much damage on a successful save.
|
||
|
||
A creature can move through the wall, albeit slowly and painfully. For
|
||
every 1 foot a creature moves through the wall, it must spend 4 feet of
|
||
movement. Furthermore, the first time a creature enters the wall on a
|
||
turn or ends its turn there, the creature must make a Dexterity saving
|
||
throw. It takes 7d8 slashing damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell
|
||
slot of 7th level or higher, both types of damage increase by 1d8 for
|
||
each slot level above 6th.
|
||
|
||
\hypertarget{warding-bond}{%
|
||
\paragraph{Warding Bond}\label{warding-bond}}
|
||
|
||
\emph{2nd-level abjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Touch
|
||
|
||
\textbf{Components:} V, S, M (a pair of platinum rings worth at least 50
|
||
gp each, which you and the target must wear for the duration)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
This spell wards a willing creature you touch and creates a mystic
|
||
connection between you and the target until the spell ends. While the
|
||
target is within 60 feet of you, it gains a +1 bonus to AC and saving
|
||
throws, and it has resistance to all damage. Also, each time it takes
|
||
damage, you take the same amount of damage.
|
||
|
||
The spell ends if you drop to 0 hit points or if you and the target
|
||
become separated by more than 60 feet. It also ends if the spell is cast
|
||
again on either of the connected creatures. You can also dismiss the
|
||
spell as an action.
|
||
|
||
\hypertarget{water-breathing}{%
|
||
\paragraph{Water Breathing}\label{water-breathing}}
|
||
|
||
\emph{3rd-level transmutation (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a short reed or piece of straw)
|
||
|
||
\textbf{Duration:} 24 hours
|
||
|
||
This spell grants up to ten willing creatures you can see within range
|
||
the ability to breathe underwater until the spell ends. Affected
|
||
creatures also retain their normal mode of respiration.
|
||
|
||
\hypertarget{water-walk}{%
|
||
\paragraph{Water Walk}\label{water-walk}}
|
||
|
||
\emph{3rd-level transmutation (ritual)}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (a piece of cork)
|
||
|
||
\textbf{Duration:} 1 hour
|
||
|
||
This spell grants the ability to move across any liquid surface-such as
|
||
water, acid, mud, snow, quicksand, or lava-as if it were harmless solid
|
||
ground (creatures crossing molten lava can still take damage from the
|
||
heat). Up to ten willing creatures you can see within range gain this
|
||
ability for the duration.
|
||
|
||
If you target a creature submerged in a liquid, the spell carries the
|
||
target to the surface of the liquid at a rate of 60 feet per round.
|
||
|
||
\hypertarget{web}{%
|
||
\paragraph{Web}\label{web}}
|
||
|
||
\emph{2nd-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S, M (a bit of spiderweb)
|
||
|
||
\textbf{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.
|
||
|
||
If the webs aren't 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.
|
||
|
||
Each creature that starts its turn in the webs or that enters them
|
||
during its turn must make a
|
||
|
||
Dexterity saving throw. On a failed save, the creature is restrained as
|
||
long as it remains in the webs or until it breaks free.
|
||
|
||
A creature restrained by the webs can use its action to make a Strength
|
||
check against your spell save DC. If it succeeds, it is no longer
|
||
restrained.
|
||
|
||
The webs are flammable. Any 5-foot cube of webs exposed to fire burns
|
||
away in 1 round, dealing 2d4 fire damage to any creature that starts its
|
||
turn in the fire.
|
||
|
||
\hypertarget{weird}{%
|
||
\paragraph{Weird}\label{weird}}
|
||
|
||
\emph{9th-level illusion}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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
|
||
creature's deepest fears, manifesting its worst nightmares as an
|
||
implacable threat. At the end of each of the frightened creature's
|
||
turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
|
||
damage. On a successful save, the spell ends for that creature.
|
||
|
||
\hypertarget{wind-walk}{%
|
||
\paragraph{Wind Walk}\label{wind-walk}}
|
||
|
||
\emph{6th-level transmutation}
|
||
|
||
\textbf{Casting Time:} 1 minute
|
||
|
||
\textbf{Range:} 30 feet
|
||
|
||
\textbf{Components:} V, S, M (fire and holy water)
|
||
|
||
\textbf{Duration:} 8 hours
|
||
|
||
You and up to ten willing creatures you can see within range assume a
|
||
gaseous form for the duration, appearing as wisps of cloud. While in
|
||
this cloud form, a creature has a flying speed of 300 feet and has
|
||
resistance to damage from nonmagical weapons. The only actions a
|
||
creature can take in this form are the Dash action or to revert to its
|
||
normal form. Reverting takes 1 minute, during which time a creature is
|
||
incapacitated and can't move. Until the spell ends, a creature can
|
||
revert to cloud form, which also requires the 1-minute transformation.
|
||
|
||
If a creature is in cloud form and flying when the effect ends, the
|
||
creature descends 60 feet per round for 1 minute until it lands, which
|
||
it does safely. If it can't land after 1 minute, the creature falls the
|
||
remaining distance.
|
||
|
||
\hypertarget{wind-wall}{%
|
||
\paragraph{Wind Wall}\label{wind-wall}}
|
||
|
||
\emph{3rd-level evocation}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 120 feet
|
||
|
||
\textbf{Components:} V, S, M (a tiny fan and a feather of exotic origin)
|
||
|
||
\textbf{Duration:} Concentration, up to 1 minute
|
||
|
||
A wall of strong wind rises from the ground at a point you choose within
|
||
range. You can make the wall up to 50 feet long, 15 feet high, and 1
|
||
foot thick. You can shape the wall in any way you choose so long as it
|
||
makes one continuous path along the ground. The wall lasts for the
|
||
duration.
|
||
|
||
When the wall appears, each creature within its area must make a
|
||
Strength saving throw. A creature takes 3d8 bludgeoning damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
The strong wind keeps fog, smoke, and other gases at bay. Small or
|
||
smaller flying creatures or objects can't pass through the wall. Loose,
|
||
lightweight materials brought into the wall fly upward. Arrows, bolts,
|
||
and other ordinary projectiles launched at targets behind the wall are
|
||
deflected upward and automatically miss. (Boulders hurled by giants or
|
||
siege engines, and similar projectiles, are unaffected.) Creatures in
|
||
gaseous form can't pass through it.
|
||
|
||
\hypertarget{wish}{%
|
||
\paragraph{Wish}\label{wish}}
|
||
|
||
\emph{9th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} Self
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
\emph{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 don't need to meet any requirements in that spell,
|
||
including costly components. The spell simply takes effect.
|
||
|
||
Alternatively, you can create one of the following effects of your
|
||
choice:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You create one object of up to 25,000 gp in value that isn't a magic
|
||
item. The object can be no more than 300 feet in any dimension, and it
|
||
appears in an unoccupied space you can see on the ground.
|
||
\item
|
||
You allow up to twenty creatures that you can see to regain all hit
|
||
points, and you end all effects on them described in the \emph{greater
|
||
restoration} spell.
|
||
\item
|
||
You grant up to ten creatures that you can see resistance to a damage
|
||
type you choose.
|
||
\item
|
||
You grant up to ten creatures you can see immunity to a single spell
|
||
or other magical effect for 8 hours. For instance, you could make
|
||
yourself and all your companions immune to a lich's life drain attack.
|
||
\item
|
||
You undo a single recent event by forcing a reroll of any roll made
|
||
within the last round (including your last turn). Reality reshapes
|
||
itself to accommodate the new result. For example, a \emph{wish} spell
|
||
could undo an opponent's successful save, a foe's critical hit, or a
|
||
friend's failed save. You can force the reroll to be made with
|
||
advantage or disadvantage, and you can choose whether to use the
|
||
reroll or the original roll.
|
||
\end{itemize}
|
||
|
||
You might be able to achieve something beyond the scope of the above
|
||
examples. State your wish to the GM as precisely as possible. The GM has
|
||
great latitude in ruling what occurs in such an instance; the greater
|
||
the wish, the greater the likelihood that something goes wrong. This
|
||
spell might simply fail, the effect you desire might only be partly
|
||
achieved, or you might suffer some unforeseen consequence as a result of
|
||
how you worded the wish. For example, wishing that a villain were dead
|
||
might propel you forward in time to a period when that villain is no
|
||
longer alive, effectively removing you from the game. Similarly, wishing
|
||
for a legendary magic item or artifact might instantly transport you to
|
||
the presence of the item's current owner.
|
||
|
||
The stress of casting this spell to produce any effect other than
|
||
duplicating another spell weakens you. After enduring that stress, each
|
||
time you cast a spell until you finish a long rest, you take 1d10
|
||
necrotic damage per level of that spell. This damage can't be reduced or
|
||
prevented in any way. In addition, your Strength drops to 3, if it isn't
|
||
3 or lower already, for 2d4 days. For each of those days that you spend
|
||
resting and doing nothing more than light activity, your remaining
|
||
recovery time decreases by 2 days. Finally, there is a 33 percent chance
|
||
that you are unable to cast \emph{wish} ever again if you suffer this
|
||
stress.
|
||
|
||
\hypertarget{word-of-recall}{%
|
||
\paragraph{Word of Recall}\label{word-of-recall}}
|
||
|
||
\emph{6th-level conjuration}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 5 feet
|
||
|
||
\textbf{Components:} V
|
||
|
||
\textbf{Duration:} Instantaneous
|
||
|
||
You and up to five willing creatures within 5 feet of you instantly
|
||
teleport to a previously designated sanctuary. You and any creatures
|
||
that teleport with you appear in the nearest unoccupied space to the
|
||
spot you designated when you prepared your sanctuary (see below). If you
|
||
cast this spell without first preparing a sanctuary, the spell has no
|
||
effect.
|
||
|
||
You must designate a sanctuary by casting this spell within a location,
|
||
such as a temple, dedicated to or strongly linked to your deity. If you
|
||
attempt to cast the spell in this manner in an area that isn't dedicated
|
||
to your deity, the spell has no effect.
|
||
|
||
\hypertarget{spells-x}{%
|
||
\section{Spells (X)}\label{spells-x}}
|
||
|
||
\hypertarget{spells-y}{%
|
||
\section{Spells (Y)}\label{spells-y}}
|
||
|
||
\hypertarget{spells-z}{%
|
||
\section{Spells (Z)}\label{spells-z}}
|
||
|
||
\hypertarget{zone-of-truth}{%
|
||
\paragraph{Zone of Truth}\label{zone-of-truth}}
|
||
|
||
\emph{2nd-level enchantment}
|
||
|
||
\textbf{Casting Time:} 1 action
|
||
|
||
\textbf{Range:} 60 feet
|
||
|
||
\textbf{Components:} V, S
|
||
|
||
\textbf{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 spell's area for the first time
|
||
on a turn or starts its turn there must make a Charisma saving throw. On
|
||
a failed save, a creature can't speak a deliberate lie while in the
|
||
radius. You know whether each creature succeeds or fails on its saving
|
||
throw.
|
||
|
||
An affected creature is aware of the spell and can thus avoid answering
|
||
questions to which it would normally respond with a lie. Such a creature
|
||
can be evasive in its answers as long as it remains within the
|
||
boundaries of the truth.
|
||
|
||
\hypertarget{gamemastering}{%
|
||
\section{GAMEMASTERING}\label{gamemastering}}
|
||
|
||
\hypertarget{conditions}{%
|
||
\section{Conditions}\label{conditions}}
|
||
|
||
Conditions alter a creature's capabilities in a variety of ways and can
|
||
arise as a result of a spell, a class feature, a monster's attack, or
|
||
other effect. Most conditions, such as blinded, are impairments, but a
|
||
few, such as invisible, can be advantageous.
|
||
|
||
A condition lasts either until it is countered (the prone condition is
|
||
countered by standing up, for example) or for a duration specified by
|
||
the effect that imposed the condition.
|
||
|
||
If multiple effects impose the same condition on a creature, each
|
||
instance of the condition has its own duration, but the condition's
|
||
effects don't get worse. A creature either has a condition or doesn't.
|
||
|
||
The following definitions specify what happens to a creature while it is
|
||
subjected to a condition.
|
||
|
||
\hypertarget{blinded}{%
|
||
\subsection{Blinded}\label{blinded}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A blinded creature can't see and automatically fails any ability check
|
||
that requires sight.
|
||
\item
|
||
Attack rolls against the creature have advantage, and the creature's
|
||
attack rolls have disadvantage.
|
||
\end{itemize}
|
||
|
||
\hypertarget{charmed}{%
|
||
\subsection{Charmed}\label{charmed}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A charmed creature can't attack the charmer or target the charmer with
|
||
harmful abilities or magical effects.
|
||
\item
|
||
The charmer has advantage on any ability check to interact socially
|
||
with the creature.
|
||
\end{itemize}
|
||
|
||
\hypertarget{deafened}{%
|
||
\subsection{Deafened}\label{deafened}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A deafened creature can't hear and automatically fails any ability
|
||
check that requires hearing.
|
||
\end{itemize}
|
||
|
||
\hypertarget{exhaustion}{%
|
||
\subsection{Exhaustion}\label{exhaustion}}
|
||
|
||
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 effect's description.
|
||
|
||
\textbf{Table- Exhaustion Effects}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Level & Effect \\
|
||
\midrule
|
||
\endhead
|
||
1 & Disadvantage on ability checks \\
|
||
2 & Speed halved \\
|
||
3 & Disadvantage on attack rolls and saving throws \\
|
||
4 & Hit point maximum halved \\
|
||
5 & Speed reduced to 0 \\
|
||
6 & Death \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
If an already exhausted creature suffers another effect that causes
|
||
exhaustion, its current level of exhaustion increases by the amount
|
||
specified in the effect's description.
|
||
|
||
A creature suffers the effect of its current level of exhaustion as well
|
||
as all lower levels. For example, a creature suffering level 2
|
||
exhaustion has its speed halved and has disadvantage on ability checks.
|
||
|
||
An effect that removes exhaustion reduces its level as specified in the
|
||
effect's description, with all exhaustion effects ending if a creature's
|
||
exhaustion level is reduced below 1.
|
||
|
||
Finishing a long rest reduces a creature's exhaustion level by 1,
|
||
provided that the creature has also ingested some food and drink. Also,
|
||
being raised from the dead reduces a creature's exhaustion level by 1.
|
||
|
||
\hypertarget{frightened}{%
|
||
\subsection{Frightened}\label{frightened}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A frightened creature has disadvantage on ability checks and attack
|
||
rolls while the source of its fear is within line of sight.
|
||
\item
|
||
The creature can't willingly move closer to the source of its fear.
|
||
\end{itemize}
|
||
|
||
\hypertarget{grappled}{%
|
||
\subsection{Grappled}\label{grappled}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A grappled creature's speed becomes 0, and it can't benefit from any
|
||
bonus to its speed.
|
||
\item
|
||
The condition ends if the grappler is incapacitated (see the
|
||
condition).
|
||
\item
|
||
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 \emph{thunder-wave} spell.
|
||
\end{itemize}
|
||
|
||
\hypertarget{incapacitated}{%
|
||
\subsection{Incapacitated}\label{incapacitated}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
An incapacitated creature can't take actions or reactions.
|
||
\end{itemize}
|
||
|
||
\hypertarget{invisible}{%
|
||
\subsection{Invisible}\label{invisible}}
|
||
|
||
\begin{itemize}
|
||
\item
|
||
An invisible creature is impossible to see without the aid of magic or
|
||
a special sense. For the purpose of hiding, the creature is heavily
|
||
obscured. The creature's location can be detected by any noise it
|
||
makes or any tracks it leaves.
|
||
\item
|
||
Attack rolls against the creature have disadvantage, and the
|
||
creature's attack rolls have advantage.
|
||
\end{itemize}
|
||
|
||
\hypertarget{paralyzed}{%
|
||
\subsection{Paralyzed}\label{paralyzed}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A paralyzed creature is incapacitated (see the condition) and can't
|
||
move or speak.
|
||
\item
|
||
The creature automatically fails Strength and Dexterity saving throws.
|
||
\item
|
||
Attack rolls against the creature have advantage.
|
||
\item
|
||
Any attack that hits the creature is a critical hit if the attacker is
|
||
within 5 feet of the creature.
|
||
\end{itemize}
|
||
|
||
\hypertarget{petrified}{%
|
||
\subsection{Petrified}\label{petrified}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A petrified creature is transformed, along with any nonmagical object
|
||
it is wearing or carrying, into a solid inanimate substance (usually
|
||
stone). Its weight increases by a factor of ten, and it ceases aging.
|
||
\item
|
||
The creature is incapacitated (see the condition), can't move or
|
||
speak, and is unaware of its surroundings.
|
||
\item
|
||
Attack rolls against the creature have advantage.
|
||
\item
|
||
The creature automatically fails Strength and Dexterity saving throws.
|
||
\item
|
||
The creature has resistance to all damage.
|
||
\item
|
||
The creature is immune to poison and disease, although a poison or
|
||
disease already in its system is suspended, not neutralized.
|
||
\end{itemize}
|
||
|
||
\hypertarget{poisoned}{%
|
||
\subsection{Poisoned}\label{poisoned}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A poisoned creature has disadvantage on attack rolls and ability
|
||
checks.
|
||
\end{itemize}
|
||
|
||
\hypertarget{prone}{%
|
||
\subsection{Prone}\label{prone}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A prone creature's only movement option is to crawl, unless it stands
|
||
up and thereby ends the condition.
|
||
\item
|
||
The creature has disadvantage on attack rolls.
|
||
\item
|
||
An attack roll against the creature has advantage if the attacker is
|
||
within 5 feet of the creature. Otherwise, the attack roll has
|
||
disadvantage.
|
||
\end{itemize}
|
||
|
||
\hypertarget{restrained}{%
|
||
\subsection{Restrained}\label{restrained}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A restrained creature's speed becomes 0, and it can't benefit from any
|
||
bonus to its speed.
|
||
\item
|
||
Attack rolls against the creature have advantage, and the creature's
|
||
attack rolls have disadvantage.
|
||
\item
|
||
The creature has disadvantage on Dexterity saving throws.
|
||
\end{itemize}
|
||
|
||
\hypertarget{stunned}{%
|
||
\subsection{Stunned}\label{stunned}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
A stunned creature is incapacitated (see the condition), can't move,
|
||
and can speak only falteringly.
|
||
\item
|
||
The creature automatically fails Strength and Dexterity saving throws.
|
||
\item
|
||
Attack rolls against the creature have advantage.
|
||
\end{itemize}
|
||
|
||
\hypertarget{unconscious}{%
|
||
\subsection{Unconscious}\label{unconscious}}
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
An unconscious creature is incapacitated (see the condition), can't
|
||
move or speak, and is unaware of its surroundings
|
||
\item
|
||
The creature drops whatever it's holding and falls prone.
|
||
\item
|
||
The creature automatically fails Strength and Dexterity saving throws.
|
||
\item
|
||
Attack rolls against the creature have advantage.
|
||
\item
|
||
Any attack that hits the creature is a critical hit if the attacker is
|
||
within 5 feet of the creature.
|
||
\end{itemize}
|
||
|
||
\hypertarget{pantheons}{%
|
||
\section{Pantheons}\label{pantheons}}
|
||
|
||
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy
|
||
interpretations of historical religions from our world's ancient times.
|
||
They include deities that are most appropriate for use in a game,
|
||
divorced from their historical context in the real world and united into
|
||
pantheons that serve the needs of the game.
|
||
|
||
\hypertarget{the-celtic-pantheon}{%
|
||
\subsection{The Celtic Pantheon}\label{the-celtic-pantheon}}
|
||
|
||
It's said that something wild lurks in the heart of every soul, a space
|
||
that thrills to the sound of geese calling at night, to the whispering
|
||
wind through the pines, to the unexpected red of mistletoe on an oak-and
|
||
it is in this space that the Celtic gods dwell. They sprang from the
|
||
brook and stream, their might heightened by the strength of the oak and
|
||
the beauty of the woodlands and open moor. When the first forester dared
|
||
put a name to the face seen in the bole of a tree or the voice babbling
|
||
in a brook, these gods forced themselves into being.
|
||
|
||
The Celtic gods are as often served by druids as by clerics, for they
|
||
are closely aligned with the forces of nature that druids revere.
|
||
|
||
\textbf{Table- Celtic Deities}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.4359}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0940}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1624}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3077}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Deity
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Alignment
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Suggested Domains
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Symbol
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
The Daghdha, god of weather and crops & CG & Nature, Trickery & Bubbling
|
||
cauldron or shield \\
|
||
Arawn, god of life and death & NE & Life, Death & Black star on gray
|
||
background \\
|
||
Belenus, god of sun, light, and warmth & NG & Light & Solar disk and
|
||
standing stones \\
|
||
Brigantia, goddess of rivers and livestock & NG & Life & Footbridge \\
|
||
Diancecht, god of medicine and healing & LG & Life & Crossed oak and
|
||
mistletoe branches \\
|
||
Dunatis, god of mountains and peaks & N & Nature & Red sun-capped
|
||
mountain peak \\
|
||
Goibhniu, god of smiths and healing & NG & Knowledge, Life & Giant
|
||
mallet over sword \\
|
||
Lugh, god of arts, travel, and commerce & CN & Knowledge, Life & Pair of
|
||
long hands \\
|
||
Manannan mac Lir, god of oceans and sea creatures & LN & Nature, Tempest
|
||
& Wave of white water on green \\
|
||
Math Mathonwy, god of magic & NE & Knowledge & Staff \\
|
||
Morrigan, goddess of battle & CE & War & Two crossed spears \\
|
||
Nuada, god of war and warriors & N & War & Silver hand on black
|
||
background \\
|
||
Oghma, god of speech and writing & NG & Knowledge & Unfurled scroll \\
|
||
Silvanus, god of nature and forests & N & Nature & Summer oak tree \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{the-greek-pantheon}{%
|
||
\subsection{The Greek Pantheon}\label{the-greek-pantheon}}
|
||
|
||
The gods of Olympus make themselves known with the gentle lap of waves
|
||
against the shores and the crash of the thunder among the
|
||
cloud-enshrouded peaks. The thick boar-infested woods and the sere,
|
||
olive-covered hillsides hold evidence of their passing. Every aspect of
|
||
nature echoes with their presence, and they've made a place for
|
||
themselves inside the human heart, too.
|
||
|
||
\textbf{Table- Greek Deities}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3729}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0932}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2034}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3305}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Deity
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Alignment
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Suggested Domains
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Symbol
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
Zeus, god of the sky, ruler of the gods & N & Tempest & Fist full of
|
||
lightning bolts \\
|
||
Aphrodite, goddess of love and beauty & CG & Light & Sea shell \\
|
||
Apollo, god of light, music, and healing & CG & Knowledge, Life, Light &
|
||
Lyre \\
|
||
Ares, god of war and strife & CE & War & Spear \\
|
||
Artemis, goddess of hunting and childbirth & NG & Life, Nature & Bow and
|
||
arrow on lunar disk \\
|
||
Athena, goddess of wisdom and civilization & LG & Knowledge, War &
|
||
Owl \\
|
||
Demeter, goddess of agriculture & NG & Life & Mare's head \\
|
||
Dionysus, god of mirth and wine & CN & Life & Thyrsus (staff tipped with
|
||
pine cone) \\
|
||
Hades, god of the underworld & LE & Death & Black ram \\
|
||
Hecate, goddess of magic and the moon & CE & Knowledge, Trickery &
|
||
Setting moon \\
|
||
Hephaestus, god of smithing and craft & NG & Knowledge & Hammer and
|
||
anvil \\
|
||
Hera, goddess of marriage and intrigue & CN & Trickery & Fan of peacock
|
||
feathers \\
|
||
Hercules, god of strength and adventure & CG & Tempest, War & Lion's
|
||
head \\
|
||
Hermes, god of travel and commerce & CG & Trickery & Caduceus (winged
|
||
staff and serpents) \\
|
||
Hestia, goddess of home and family & NG & Life & Hearth \\
|
||
Nike, goddess of victory & LN & War & Winged woman \\
|
||
Pan, god of nature & CN & Nature & Syrinx (pan pipes) \\
|
||
Poseidon, god of the sea and earthquakes & CN & Tempest & Trident \\
|
||
Tyche, goddess of good fortune & N & Trickery & Red pentagram \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{the-egyptian-pantheon}{%
|
||
\subsection{The Egyptian Pantheon}\label{the-egyptian-pantheon}}
|
||
|
||
These gods are a young dynasty of an ancient divine family, heirs to the
|
||
rulership of the cosmos and the maintenance of the divine principle of
|
||
Ma'at-the fundamental order of truth, justice, law, and order that puts
|
||
gods, mortal pharaohs, and ordinary men and women in their logical and
|
||
rightful place in the universe.
|
||
|
||
The Egyptian pantheon is unusual in having three gods responsible for
|
||
death, each with different alignments. Anubis is the lawful neutral god
|
||
of the afterlife, who judges the souls of the dead. Set is a chaotic
|
||
evil god of murder, perhaps best known for killing his brother Osiris.
|
||
And Nephthys is a chaotic good goddess of mourning.
|
||
|
||
\textbf{Table- Egyptian Deities}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3902}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0894}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2114}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3089}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Deity
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Alignment
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Suggested Domains
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Symbol
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
Re-Horakhty, god of the sun, ruler of the gods & LG & Life, Light &
|
||
Solar disk encircled by serpent \\
|
||
Anubis, god of judgment and death & LN & Death & Black jackal \\
|
||
Apep, god of evil, fire, and serpents & NE & Trickery & Flaming snake \\
|
||
Bast, goddess of cats and vengeance & CG & War & Cat \\
|
||
Bes, god of luck and music & CN & Trickery & Image of the misshapen
|
||
deity \\
|
||
Hathor, goddess of love, music, and motherhood & NG & Life, Light &
|
||
Horned cowʼs head with lunar disk \\
|
||
Imhotep, god of crafts and medicine & NG & Knowledge & Step pyramid \\
|
||
Isis, goddess of fertility and magic & NG & Knowledge, Life & Ankh and
|
||
star \\
|
||
Nephthys, goddess of death and grief & CG & Death & Horns around a lunar
|
||
disk \\
|
||
Osiris, god of nature and the underworld & LG & Life, Nature & Crook and
|
||
flail \\
|
||
Ptah, god of crafts, knowledge, and secrets & LN & Knowledge & Bull \\
|
||
Set, god of darkness and desert storms & CE & Death, Tempest, Trickery &
|
||
Coiled cobra \\
|
||
Sobek, god of water and crocodiles & LE & Nature, Tempest & Crocodile
|
||
head with horns and plumes \\
|
||
Thoth, god of knowledge and wisdom & N & Knowledge & Ibis \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{the-norse-pantheon}{%
|
||
\subsection{The Norse Pantheon}\label{the-norse-pantheon}}
|
||
|
||
Where the land plummets from the snowy hills into the icy fjords below,
|
||
where the longboats draw up on to the beach, where the glaciers flow
|
||
forward and retreat with every fall and spring-this is the land of the
|
||
Vikings, the home of the Norse pantheon. It's a brutal clime, and one
|
||
that calls for brutal living. The warriors of the land have had to adapt
|
||
to the harsh conditions in order to survive, but they haven't been too
|
||
twisted by the needs of their environment. Given the necessity of
|
||
raiding for food and wealth, it's surprising the mortals turned out as
|
||
well as they did. Their powers reflect the need these warriors had for
|
||
strong leadership and decisive action. Thus, they see their deities in
|
||
every bend of a river, hear them in the crash of the thunder and the
|
||
booming of the glaciers, and smell them in the smoke of a burning
|
||
longhouse.
|
||
|
||
The Norse pantheon includes two main families, the Aesir (deities of war
|
||
and destiny) and the Vanir (gods of fertility and prosperity). Once
|
||
enemies, these two families are now closely allied against their common
|
||
enemies, the giants (including the gods Surtur and Thrym).
|
||
|
||
\textbf{Table- Norse Deities}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3981}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1019}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1759}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3241}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Deity
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Alignment
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Suggested Domains
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Symbol
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
Odin, god of knowledge and war & NG & Knowledge, War & Watching blue
|
||
eye \\
|
||
Aegir, god of the sea and storms & NE & Tempest & Rough ocean waves \\
|
||
Balder, god of beauty and poetry & NG & Life, Light & Gem-encrusted
|
||
silver chalice \\
|
||
Forseti, god of justice and law & N & Light & Head of a bearded man \\
|
||
Frey, god of fertility and the sun & NG & Life, Light & Ice-blue
|
||
greatsword \\
|
||
Freya, goddess of fertility and love & NG & Life & Falcon \\
|
||
Frigga, goddess of birth and fertility & N & Life, Light & Cat \\
|
||
Heimdall, god of watchfulness and loyalty & LG & Light, War & Curling
|
||
musical horn \\
|
||
Hel, goddess of the underworld & NE & Death & Woman's face, rotting on
|
||
one side \\
|
||
Hermod, god of luck & CN & Trickery & Winged scroll \\
|
||
Loki, god of thieves and trickery & CE & Trickery & Flame \\
|
||
Njord, god of sea and wind & NG & Nature, Tempest & Gold coin \\
|
||
Odur, god of light and the sun & CG & Light & Solar disk \\
|
||
Sif, goddess of war & CG & War & Upraised sword \\
|
||
Skadi, god of earth and mountains & N & Nature & Mountain peak \\
|
||
Surtur, god of fire giants and war & LE & War & Flaming sword \\
|
||
Thor, god of storms and thunder & CG & Tempest, War & Hammer \\
|
||
Thrym, god of frost giants and cold & CE & War & White double-bladed
|
||
axe \\
|
||
Tyr, god of courage and strategy & LN & Knowledge, War & Sword \\
|
||
Uller, god of hunting and winter & CN & Nature & Longbow \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{planes}{%
|
||
\section{Planes}\label{planes}}
|
||
|
||
The cosmos teems with a multitude of worlds as well as myriad alternate
|
||
dimensions of reality, called the \textbf{planes of existence}. It
|
||
encompasses every world where GMs run their adventures, all within the
|
||
relatively mundane realm of the Material Plane. Beyond that plane are
|
||
domains of raw elemental matter and energy, realms of pure thought and
|
||
ethos, the homes of demons and angels, and the dominions of the gods.
|
||
|
||
Many spells and magic items can draw energy from these planes, summon
|
||
the creatures that dwell there, communicate with their denizens, and
|
||
allow adventurers to travel there. As your character achieves greater
|
||
power and higher levels, you might walk on streets made of solid fire or
|
||
test your mettle on a battlefield where the fallen are resurrected with
|
||
each dawn.
|
||
|
||
\hypertarget{the-material-plane}{%
|
||
\subsection{The Material Plane}\label{the-material-plane}}
|
||
|
||
The Material Plane is the nexus where the philosophical and elemental
|
||
forces that define the other planes collide in the jumbled existence of
|
||
mortal life and mundane matter. All fantasy gaming worlds exist within
|
||
the Material Plane, making it the starting point for most campaigns and
|
||
adventures. The rest of the multiverse is defined in relation to the
|
||
Material Plane.
|
||
|
||
The worlds of the Material Plane are infinitely diverse, for they
|
||
reflect the creative imagination of the GMs who set their games there,
|
||
as well as the players whose heroes adventure there. They include
|
||
magic-wasted desert planets and island-dotted water worlds, worlds where
|
||
magic combines with advanced technology and others trapped in an endless
|
||
Stone Age, worlds where the gods walk and places they have abandoned.
|
||
|
||
\hypertarget{beyond-the-material}{%
|
||
\subsection{Beyond the Material}\label{beyond-the-material}}
|
||
|
||
Beyond the Material Plane, the various planes of existence are realms of
|
||
myth and mystery. They're not simply other worlds, but different
|
||
qualities of being, formed and governed by spiritual and elemental
|
||
principles abstracted from the ordinary world.
|
||
|
||
\hypertarget{planar-travel}{%
|
||
\subsubsection{Planar Travel}\label{planar-travel}}
|
||
|
||
When adventurers travel into other planes of existence, they are
|
||
undertaking a legendary journey across the thresholds of existence to a
|
||
mythic destination where they strive to complete their quest. Such a
|
||
journey is the stuff of legend. Braving the realms of the dead, seeking
|
||
out the celestial servants of a deity, or bargaining with an efreeti in
|
||
its home city will be the subject of song and story for years to come.
|
||
|
||
Travel to the planes beyond the Material Plane can be accomplished in
|
||
two ways: by casting a spell or by using a planar portal.
|
||
|
||
\textbf{\emph{Spells}}. A number of spells allow direct or indirect
|
||
access to other planes of existence. \emph{Plane shift} and \emph{gate}
|
||
can transport adventurers directly to any other plane of existence, with
|
||
different degrees of precision. \emph{Etherealness} allows adventurers
|
||
to enter the Ethereal Plane and travel from there to any of the planes
|
||
it touches-such as the Elemental Planes. And the \emph{astral
|
||
projection} spell lets adventurers project themselves into the Astral
|
||
Plane and travel to the Outer Planes.
|
||
|
||
\textbf{\emph{Portals}}. A portal is a general term for a stationary
|
||
interplanar connection that links a specific location on one plane to a
|
||
specific location on another. Some portals are like doorways, a clear
|
||
window, or a fog- shrouded passage, and simply stepping through it
|
||
effects the interplanar travel. Others are locations- circles of
|
||
standing stones, soaring towers, sailing ships, or even whole towns-that
|
||
exist in multiple planes at once or flicker from one plane to another in
|
||
turn. Some are vortices, typically joining an Elemental Plane with a
|
||
very similar location on the Material Plane, such as the heart of a
|
||
volcano (leading to the Plane of Fire) or the depths of the ocean (to
|
||
the Plane of Water).
|
||
|
||
\hypertarget{transitive-planes}{%
|
||
\subsubsection{Transitive Planes}\label{transitive-planes}}
|
||
|
||
The Ethereal Plane and the Astral Plane are called the Transitive
|
||
Planes. They are mostly featureless realms that serve primarily as ways
|
||
to travel from one plane to another. Spells such as \emph{etherealness}
|
||
and \emph{astral projection} allow characters to enter these planes and
|
||
traverse them to reach the planes beyond.
|
||
|
||
The \textbf{Ethereal Plane} is a misty, fog-bound dimension that is
|
||
sometimes described as a great ocean. Its shores, called the Border
|
||
Ethereal, overlap the Material Plane and the Inner Planes, so that every
|
||
location on those planes has a corresponding location on the Ethereal
|
||
Plane. Certain creatures can see into the Border Ethereal, and the
|
||
\emph{see invisibility} and \emph{true seeing} spell grant that ability.
|
||
Some magical effects also extend from the Material Plane into the Border
|
||
Ethereal, particularly effects that use force energy such as
|
||
\emph{forcecage} and \emph{wall of force}. The depths of the plane, the
|
||
Deep Ethereal, are a region of swirling mists and colorful fogs.
|
||
|
||
The \textbf{Astral Plane} is the realm of thought and dream, where
|
||
visitors travel as disembodied souls to reach the planes of the divine
|
||
and demonic. It is a great, silvery sea, the same above and below, with
|
||
swirling wisps of white and gray streaking among motes of light
|
||
resembling distant stars. Erratic whirlpools of color flicker in midair
|
||
like spinning coins. Occasional bits of solid matter can be found here,
|
||
but most of the Astral Plane is an endless, open domain.
|
||
|
||
\hypertarget{inner-planes}{%
|
||
\subsubsection{Inner Planes}\label{inner-planes}}
|
||
|
||
The Inner Planes surround and enfold the Material Plane and its echoes,
|
||
providing the raw elemental substance from which all the worlds were
|
||
made. The four \textbf{Elemental Planes} - Air, Earth, Fire, and Water -
|
||
form a ring around the Material Plane, suspended within the churning
|
||
\textbf{Elemental Chaos}.
|
||
|
||
At their innermost edges, where they are closest to the Material Plane
|
||
(in a conceptual if not a literal geographical sense), the four
|
||
Elemental Planes resemble a world in the Material Plane. The four
|
||
elements mingle together as they do in the Material Plane, forming land,
|
||
sea, and sky. Farther from the Material Plane, though, the Elemental
|
||
Planes are both alien and hostile. Here, the elements exist in their
|
||
purest form-great expanses of solid earth, blazing fire, crystal-clear
|
||
water, and unsullied air. These regions are little-known, so when
|
||
discussing the Plane of Fire, for example, a speaker usually means just
|
||
the border region. At the farthest extents of the Inner Planes, the pure
|
||
elements dissolve and bleed together into an unending tumult of clashing
|
||
energies and colliding substance, the Elemental Chaos.
|
||
|
||
\hypertarget{outer-planes}{%
|
||
\subsubsection{Outer Planes}\label{outer-planes}}
|
||
|
||
If the Inner Planes are the raw matter and energy that makes up the
|
||
multiverse, the Outer Planes are the direction, thought and purpose for
|
||
such construction. Accordingly, many sages refer to the Outer Planes as
|
||
divine planes, spiritual planes, or godly planes, for the Outer Planes
|
||
are best known as the homes of deities.
|
||
|
||
When discussing anything to do with deities, the language used must be
|
||
highly metaphorical. Their actual homes are not literally ``places'' at
|
||
all, but exemplify the idea that the Outer Planes are realms of thought
|
||
and spirit. As with the Elemental Planes, one can imagine the
|
||
perceptible part of the Outer Planes as a sort of border region, while
|
||
extensive spiritual regions lie beyond ordinary sensory experience.
|
||
|
||
Even in those perceptible regions, appearances can be deceptive.
|
||
Initially, many of the Outer Planes appear hospitable and familiar to
|
||
natives of the Material Plane. But the landscape can change at the whims
|
||
of the powerful forces that live on the Outer Planes. The desires of the
|
||
mighty forces that dwell on these planes can remake them completely,
|
||
effectively erasing and rebuilding existence itself to better fulfill
|
||
their own needs.
|
||
|
||
Distance is a virtually meaningless concept on the Outer Planes. The
|
||
perceptible regions of the planes often seem quite small, but they can
|
||
also stretch on to what seems like infinity. It might be possible to
|
||
take a guided tour of the Nine Hells, from the first layer to the ninth,
|
||
in a single day-if the powers of the Hells desire it. Or it could take
|
||
weeks for travelers to make a grueling trek across a single layer.
|
||
|
||
The most well-known Outer Planes are a group of sixteen planes that
|
||
correspond to the eight alignments (excluding neutrality) and the shades
|
||
of distinction between them.
|
||
|
||
\hypertarget{outer-planes-1}{%
|
||
\paragraph{Outer Planes}\label{outer-planes-1}}
|
||
|
||
The planes with some element of good in their nature are called the
|
||
\textbf{Upper Planes}. Celestial creatures such as angels and pegasi
|
||
dwell in the Upper Planes. Planes with some element of evil are the
|
||
\textbf{Lower Planes}. Fiends such as demons and devils dwell in the
|
||
Lower Planes. A plane's alignment is its essence, and a character whose
|
||
alignment doesn't match the plane's experiences a profound sense of
|
||
dissonance there. When a good creature visits Elysium, for example (a
|
||
neutral good Upper Plane), it feels in tune with the plane, but an evil
|
||
creature feels out of tune and more than a little uncomfortable.
|
||
|
||
\hypertarget{demiplanes}{%
|
||
\paragraph{Demiplanes}\label{demiplanes}}
|
||
|
||
Demiplanes are small extradimensional spaces with their own unique
|
||
rules. They are pieces of reality that don't seem to fit anywhere else.
|
||
Demiplanes come into being by a variety of means. Some are created by
|
||
spells, such as \emph{demiplane}, or generated at the desire of a
|
||
powerful deity or other force. They may exist naturally, as a fold of
|
||
existing reality that has been pinched off from the rest of the
|
||
multiverse, or as a baby universe growing in power. A given demiplane
|
||
can be entered through a single point where it touches another plane.
|
||
Theoretically, a \emph{plane shift} spell can also carry travelers to a
|
||
demiplane, but the proper frequency required for the tuning fork is
|
||
extremely hard to acquire. The \emph{gate} spell is more reliable,
|
||
assuming the caster knows of the demiplane.
|
||
|
||
\hypertarget{situational-rules}{%
|
||
\section{Situational Rules}\label{situational-rules}}
|
||
|
||
\hypertarget{traps}{%
|
||
\subsection{Traps}\label{traps}}
|
||
|
||
Traps can be found almost anywhere. One wrong step in an ancient tomb
|
||
might trigger a series of scything blades, which cleave through armor
|
||
and bone. The seemingly innocuous vines that hang over a cave entrance
|
||
might grasp and choke anyone who pushes through them. A net hidden among
|
||
the trees might drop on travelers who pass underneath. In a fantasy
|
||
game, unwary adventurers can fall to their deaths, be burned alive, or
|
||
fall under a fusillade of poisoned darts.
|
||
|
||
A trap can be either mechanical or magical in nature. \textbf{Mechanical
|
||
traps} include pits, arrow traps, falling blocks, water-filled rooms,
|
||
whirling blades, and anything else that depends on a mechanism to
|
||
operate. \textbf{Magic traps} are either magical device traps or spell
|
||
traps. Magical device traps initiate spell effects when activated. Spell
|
||
traps are spells such as \emph{glyph of warding} and \emph{symbol} that
|
||
function as traps.
|
||
|
||
\hypertarget{traps-in-play}{%
|
||
\subsubsection{Traps in Play}\label{traps-in-play}}
|
||
|
||
When adventurers come across a trap, you need to know how the trap is
|
||
triggered and what it does, as well as the possibility for the
|
||
characters to detect the trap and to disable or avoid it.
|
||
|
||
\hypertarget{triggering-a-trap}{%
|
||
\paragraph{Triggering a Trap}\label{triggering-a-trap}}
|
||
|
||
Most traps are triggered when a creature goes somewhere or touches
|
||
something that the trap's creator wanted to protect. Common triggers
|
||
include stepping on a pressure plate or a false section of floor,
|
||
pulling a trip wire, turning a doorknob, and using the wrong key in a
|
||
lock. Magic traps are often set to go off when a creature enters an area
|
||
or touches an object. Some magic traps (such as the \emph{glyph of
|
||
warding} spell) have more complicated trigger conditions, including a
|
||
password that prevents the trap from activating.
|
||
|
||
\hypertarget{detecting-and-disabling-a-trap}{%
|
||
\paragraph{Detecting and Disabling a
|
||
Trap}\label{detecting-and-disabling-a-trap}}
|
||
|
||
Usually, some element of a trap is visible to careful inspection.
|
||
Characters might notice an uneven flagstone that conceals a pressure
|
||
plate, spot the gleam of light off a trip wire, notice small holes in
|
||
the walls from which jets of flame will erupt, or otherwise detect
|
||
something that points to a trap's presence.
|
||
|
||
A trap's description specifies the checks and DCs needed to detect it,
|
||
disable it, or both. A character actively looking for a trap can attempt
|
||
a Wisdom (Perception) check against the trap's DC. You can also compare
|
||
the DC to detect the trap with each character's passive Wisdom
|
||
(Perception) score to determine whether anyone in the party notices the
|
||
trap in passing. If the adventurers detect a trap before triggering it,
|
||
they might be able to disarm it, either permanently or long enough to
|
||
move past it. You might call for an Intelligence (Investigation) check
|
||
for a character to deduce what needs to be done, followed by a Dexterity
|
||
check using thieves' tools to perform the necessary sabotage.
|
||
|
||
Any character can attempt an Intelligence (Arcana) check to detect or
|
||
disarm a magic trap, in addition to any other checks noted in the trap's
|
||
description. The DCs are the same regardless of the check used. In
|
||
addition, \emph{dispel magic} has a chance of disabling most magic
|
||
traps. A magic trap's description provides the DC for the ability check
|
||
made when you use \emph{dispel magic}.
|
||
|
||
In most cases, a trap's description is clear enough that you can
|
||
adjudicate whether a character's actions locate or foil the trap. As
|
||
with many situations, you shouldn't allow die rolling to override clever
|
||
play and good planning. Use your common sense, drawing on the trap's
|
||
description to determine what happens. No trap's design can anticipate
|
||
every possible action that the characters might attempt.
|
||
|
||
You should allow a character to discover a trap without making an
|
||
ability check if an action would clearly reveal the trap's presence. For
|
||
example, if a character lifts a rug that conceals a pressure plate, the
|
||
character has found the trigger and no check is required.
|
||
|
||
Foiling traps can be a little more complicated. Consider a trapped
|
||
treasure chest. If the chest is opened without first pulling on the two
|
||
handles set in its sides, a mechanism inside fires a hail of poison
|
||
needles toward anyone in front of it. After inspecting the chest and
|
||
making a few checks, the characters are still unsure if it's trapped.
|
||
Rather than simply open the chest, they prop a shield in front of it and
|
||
push the chest open at a distance with an iron rod. In this case, the
|
||
trap still triggers, but the hail of needles fires harmlessly into the
|
||
shield.
|
||
|
||
Traps are often designed with mechanisms that allow them to be disarmed
|
||
or bypassed. Intelligent monsters that place traps in or around their
|
||
lairs need ways to get past those traps without harming themselves. Such
|
||
traps might have hidden levers that disable their triggers, or a secret
|
||
door might conceal a passage that goes around the trap.
|
||
|
||
\hypertarget{trap-effects}{%
|
||
\paragraph{Trap Effects}\label{trap-effects}}
|
||
|
||
The effects of traps can range from inconvenient to deadly, making use
|
||
of elements such as arrows, spikes, blades, poison, toxic gas, blasts of
|
||
fire, and deep pits. The deadliest traps combine multiple elements to
|
||
kill, injure, contain, or drive off any creature unfortunate enough to
|
||
trigger them. A trap's description specifies what happens when it is
|
||
triggered.
|
||
|
||
The attack bonus of a trap, the save DC to resist its effects, and the
|
||
damage it deals can vary depending on the trap's severity. Use the Trap
|
||
Save DCs and Attack Bonuses table and the Damage Severity by Level table
|
||
for suggestions based on three levels of trap severity.
|
||
|
||
A trap intended to be a \textbf{setback} is unlikely to kill or
|
||
seriously harm characters of the indicated levels, whereas a
|
||
\textbf{dangerous} trap is likely to seriously injure (and potentially
|
||
kill) characters of the indicated levels. A \textbf{deadly} trap is
|
||
likely to kill characters of the indicated levels.
|
||
|
||
\textbf{Table- Trap Dangers}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Trap Danger & Save DC & Attack Bonus \\
|
||
\midrule
|
||
\endhead
|
||
Setback & 10-11 & +3 to +5 \\
|
||
Dangerous & 12-15 & +6 to +8 \\
|
||
Deadly & 16-20 & +9 to +12 \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Trap Severity}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
Character Level & Setback & Dangerous & Deadly \\
|
||
\midrule
|
||
\endhead
|
||
1st-4th & 1d10 & 2d10 & 4d10 \\
|
||
5th-10th & 2d10 & 4d10 & 10d10 \\
|
||
11th-16th & 4d10 & 10d10 & 18d10 \\
|
||
17th-20th & 10d10 & 18d10 & 24d10 \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{complex-traps}{%
|
||
\paragraph{Complex Traps}\label{complex-traps}}
|
||
|
||
Complex traps work like standard traps, except once activated they
|
||
execute a series of actions each round. A complex trap turns the process
|
||
of dealing with a trap into something more like a combat encounter.
|
||
|
||
When a complex trap activates, it rolls initiative. The trap's
|
||
description includes an initiative bonus. On its turn, the trap
|
||
activates again, often taking an action. It might make successive
|
||
attacks against intruders, create an effect that changes over time, or
|
||
otherwise produce a dynamic challenge. Otherwise, the complex trap can
|
||
be detected and disabled or bypassed in the usual ways.
|
||
|
||
For example, a trap that causes a room to slowly flood works best as a
|
||
complex trap. On the trap's turn, the water level rises. After several
|
||
rounds, the room is completely flooded.
|
||
|
||
\hypertarget{sample-traps}{%
|
||
\subsubsection{Sample Traps}\label{sample-traps}}
|
||
|
||
The magical and mechanical traps presented here vary in deadliness and
|
||
are presented in alphabetical order.
|
||
|
||
\hypertarget{collapsing-roof}{%
|
||
\paragraph{Collapsing Roof}\label{collapsing-roof}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
This trap uses a trip wire to collapse the supports keeping an unstable
|
||
section of a ceiling in place.
|
||
|
||
The trip wire is 3 inches off the ground and stretches between two
|
||
support beams. The DC to spot the trip wire is 10. A successful DC 15
|
||
Dexterity check using thieves' tools disables 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.
|
||
|
||
Anyone who inspects the beams can easily determine that they are merely
|
||
wedged in place. As an action, a character can knock over a beam,
|
||
causing the trap to trigger.
|
||
|
||
The ceiling above the trip wire is in bad repair, and anyone who can see
|
||
it can tell that it's in danger of collapse.
|
||
|
||
When the trap is triggered, the unstable ceiling collapses. Any creature
|
||
in the area beneath the unstable section must succeed on a DC 15
|
||
Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed
|
||
save, or half as much damage on a successful one. Once the trap is
|
||
triggered, the floor of the area is filled with rubble and becomes
|
||
difficult terrain.
|
||
|
||
\hypertarget{falling-net}{%
|
||
\paragraph{Falling Net}\label{falling-net}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
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
|
||
|
||
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.
|
||
|
||
\hypertarget{fire-breathing-statue}{%
|
||
\paragraph{Fire-Breathing Statue}\label{fire-breathing-statue}}
|
||
|
||
\emph{Magic trap}
|
||
|
||
This trap is activated when an intruder steps on a hidden pressure
|
||
plate, releasing a magical gout of flame from a nearby statue. The
|
||
statue can be of anything, including a dragon or a wizard casting a
|
||
spell.
|
||
|
||
The DC is 15 to spot the pressure plate, as well as faint scorch marks
|
||
on the floor and walls. A spell or other effect that can sense the
|
||
presence of magic, such as \emph{detect magic}, reveals an aura of
|
||
evocation magic around the statue.
|
||
|
||
The trap activates when more than 20 pounds of weight is placed on the
|
||
pressure plate, causing the statue to release a 30-foot cone of fire.
|
||
Each creature in the fire must make a DC 13 Dexterity saving throw,
|
||
taking 22 (4d10) fire damage on a failed save, or half as much damage on
|
||
a successful one.
|
||
|
||
Wedging an iron spike or other object under the pressure plate prevents
|
||
the trap from activating. A successful \emph{dispel magic} (DC 13) cast
|
||
on the statue destroys the trap.
|
||
|
||
\hypertarget{pits}{%
|
||
\paragraph{Pits}\label{pits}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
Four basic pit traps are presented here.
|
||
|
||
\textbf{\emph{Simple Pit}}. A simple pit trap is a hole dug in the
|
||
ground. The hole is covered by a large cloth anchored on the pit's edge
|
||
and camouflaged with dirt and debris.
|
||
|
||
The DC to spot the pit is 10. Anyone stepping on the cloth falls through
|
||
and pulls the cloth down into the pit, taking damage based on the pit's
|
||
depth (usually 10 feet, but some pits are deeper).
|
||
|
||
\textbf{\emph{Hidden Pit}}. This pit has a cover constructed from
|
||
material identical to the floor around it.
|
||
|
||
A successful DC 15 Wisdom (Perception) check discerns an absence of foot
|
||
traffic over the section of floor that forms the pit's cover. A
|
||
successful DC 15 Intelligence (Investigation) check is necessary to
|
||
confirm that the trapped section of floor is actually the cover of a
|
||
pit.
|
||
|
||
When a creature steps on the cover, it swings open like a trapdoor,
|
||
causing the intruder to spill into the pit below. The pit is usually 10
|
||
or 20 feet deep but can be deeper.
|
||
|
||
Once the pit trap is detected, an iron spike or similar object can be
|
||
wedged between the pit's cover and the surrounding floor in such a way
|
||
as to prevent the cover from opening, thereby making it safe to cross.
|
||
The cover can also be magically held shut using the \emph{arcane lock}
|
||
spell or similar magic.
|
||
|
||
\textbf{\emph{Locking Pit}}. This pit trap is identical to a hidden pit
|
||
trap, with one key exception: the trap door that covers the pit is
|
||
spring-loaded. After a creature falls into the pit, the cover snaps shut
|
||
to trap its victim inside.
|
||
|
||
A successful DC 20 Strength check is necessary to pry the cover open.
|
||
The cover can also be smashed open. A character in the pit can also
|
||
attempt to disable the spring mechanism from the inside with a DC 15
|
||
Dexterity check using thieves' tools, provided that the mechanism can be
|
||
reached and the character can see. In some cases, a mechanism (usually
|
||
hidden behind a secret door nearby) opens the pit.
|
||
|
||
\textbf{\emph{Spiked Pit}}. This pit trap is a simple, hidden, or
|
||
locking pit trap with sharpened wooden or iron spikes at the bottom. A
|
||
creature falling into the pit takes 11 (2d10) piercing damage from the
|
||
spikes, in addition to any falling damage. Even nastier versions have
|
||
poison smeared on the spikes. In that case, anyone taking piercing
|
||
damage from the spikes must also make a DC 13 Constitution saving throw,
|
||
taking an 22 (4d10) poison damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\hypertarget{poison-darts}{%
|
||
\paragraph{Poison Darts}\label{poison-darts}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
When a creature steps on a hidden pressure plate, poison-tipped darts
|
||
shoot from spring-loaded or pressurized tubes cleverly embedded in the
|
||
surrounding walls. An area might include multiple pressure plates, each
|
||
one rigged to its own set of darts.
|
||
|
||
The tiny holes in the walls are obscured by dust and cobwebs, or
|
||
cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the
|
||
walls. The DC to spot them is 15. With a successful DC 15 Intelligence
|
||
(Investigation) check, a character can deduce the presence of the
|
||
pressure plate from variations in the mortar and stone used to create
|
||
it, compared to the surrounding floor. Wedging an iron spike or other
|
||
object under the pressure plate prevents the trap from activating.
|
||
Stuffing the holes with cloth or wax prevents the darts contained within
|
||
from launching.
|
||
|
||
The trap activates when more than 20 pounds of weight is placed on the
|
||
pressure plate, releasing four darts. Each dart makes a ranged attack
|
||
with a +8
|
||
|
||
bonus against a random target within 10 feet of the pressure plate
|
||
(vision is irrelevant to this attack roll). (If there are no targets in
|
||
the area, the darts don't hit anything.) A target that is hit takes 2
|
||
(1d4) piercing damage and must succeed on a DC 15 Constitution saving
|
||
throw, taking 11 (2d10) poison damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\hypertarget{poison-needle}{%
|
||
\paragraph{Poison Needle}\label{poison-needle}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
A poisoned needle is hidden within a treasure chest's lock, or in
|
||
something else that a creature might open. Opening the chest without the
|
||
proper key causes the needle to spring out, delivering a dose of poison.
|
||
|
||
When the trap is triggered, the needle extends 3 inches straight out
|
||
from the lock. A creature within range takes 1 piercing damage and 11
|
||
(2d10) poison damage, and must succeed on a DC 15 Constitution saving
|
||
throw or be poisoned for 1 hour.
|
||
|
||
A successful DC 20 Intelligence (Investigation) check allows a character
|
||
to deduce the trap's presence from alterations made to the lock to
|
||
accommodate the needle. A successful DC 15 Dexterity check using
|
||
thieves' tools disarms the trap, removing the needle from the lock.
|
||
Unsuccessfully attempting to pick the lock triggers the trap.
|
||
|
||
\hypertarget{rolling-sphere}{%
|
||
\paragraph{Rolling Sphere}\label{rolling-sphere}}
|
||
|
||
\emph{Mechanical trap}
|
||
|
||
When 20 or more pounds of pressure are placed on this trap's pressure
|
||
plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot
|
||
diameter rolling sphere of solid stone.
|
||
|
||
With a successful DC 15 Wisdom (Perception) check, a character can spot
|
||
the trapdoor and pressure plate. A search of the floor accompanied by a
|
||
successful DC 15 Intelligence (Investigation) check reveals variations
|
||
in the mortar and stone that betray the pressure plate's presence. The
|
||
same check made while inspecting the ceiling notes variations in the
|
||
stonework that reveal the trapdoor. Wedging an iron spike or other
|
||
object under the pressure plate prevents the trap from activating.
|
||
|
||
Activation of the sphere requires all creatures present to roll
|
||
initiative. The sphere rolls initiative with a +8 bonus. On its turn, it
|
||
moves 60 feet in a straight line. The sphere can move through creatures'
|
||
spaces, and creatures can move through its space, treating it as
|
||
difficult terrain. Whenever the sphere enters a creature's space or a
|
||
creature enters its space while it's rolling, that creature must succeed
|
||
on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage
|
||
and be knocked prone.
|
||
|
||
The sphere stops when it hits a wall or similar barrier. It can't go
|
||
around corners, but smart dungeon builders incorporate gentle, curving
|
||
turns into nearby passages that allow the sphere to keep moving.
|
||
|
||
As an action, a creature within 5 feet of the sphere can attempt to slow
|
||
it down with a DC 20 Strength check. On a successful check, the sphere's
|
||
speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops
|
||
moving and is no longer a threat.
|
||
|
||
\hypertarget{sphere-of-annihilation}{%
|
||
\paragraph{Sphere of Annihilation}\label{sphere-of-annihilation}}
|
||
|
||
\emph{Magic trap}
|
||
|
||
Magical, impenetrable darkness fills the gaping mouth of a stone face
|
||
carved into a wall. The mouth is 2 feet in diameter and roughly
|
||
circular. No sound issues from it, no light can illuminate the inside of
|
||
it, and any matter that enters it is instantly obliterated.
|
||
|
||
A successful DC 20 Intelligence (Arcana) check reveals that the mouth
|
||
contains a \emph{sphere of annihilation} that can't be controlled or
|
||
moved. It is otherwise identical to a normal \emph{sphere of
|
||
annihilation}.
|
||
|
||
Some versions of the trap include an enchantment placed on the stone
|
||
face, such that specified creatures feel an overwhelming urge to
|
||
approach it and crawl inside its mouth. This effect is otherwise like
|
||
the sympathy aspect of the \emph{antipathy/sympathy} spell. A successful
|
||
\emph{dispel magic} (DC 18) removes this enchantment.
|
||
|
||
\hypertarget{diseases}{%
|
||
\subsection{Diseases}\label{diseases}}
|
||
|
||
A plague ravages the kingdom, setting the adventurers on a quest to find
|
||
a cure. An adventurer emerges from an ancient tomb, unopened for
|
||
centuries, and soon finds herself suffering from a wasting illness. A
|
||
warlock offends some dark power and contracts a strange affliction that
|
||
spreads whenever he casts spells.
|
||
|
||
A simple outbreak might amount to little more than a small drain on
|
||
party resources, curable by a casting of \emph{lesser restoration}. A
|
||
more complicated outbreak can form the basis of one or more adventures
|
||
as characters search for a cure, stop the spread of the disease, and
|
||
deal with the consequences.
|
||
|
||
A disease that does more than infect a few party members is primarily a
|
||
plot device. The rules help describe the effects of the disease and how
|
||
it can be cured, but the specifics of how a disease works aren't bound
|
||
by a common set of rules. Diseases can affect any creature, and a given
|
||
illness might or might not pass from one race or kind of creature to
|
||
another. A plague might affect only constructs or undead, or sweep
|
||
through a halfling neighborhood but leave other races untouched. What
|
||
matters is the story you want to tell.
|
||
|
||
\hypertarget{sample-diseases}{%
|
||
\subsubsection{Sample Diseases}\label{sample-diseases}}
|
||
|
||
The diseases here illustrate the variety of ways disease can work in the
|
||
game. Feel free to alter the saving throw DCs, incubation times,
|
||
symptoms, and other characteristics of these diseases to suit your
|
||
campaign.
|
||
|
||
\hypertarget{cackle-fever}{%
|
||
\paragraph{Cackle Fever}\label{cackle-fever}}
|
||
|
||
This disease targets humanoids, although gnomes are strangely immune.
|
||
While in the grips of this disease, victims frequently succumb to fits
|
||
of mad laughter, giving the disease its common name and its morbid
|
||
nickname: ``the shrieks.''
|
||
|
||
Symptoms manifest 1d4 hours after infection and include fever and
|
||
disorientation. The infected creature gains one level of exhaustion that
|
||
can't be removed until the disease is cured.
|
||
|
||
Any event that causes the infected creature great stress-including
|
||
entering combat, taking damage, experiencing fear, or having a
|
||
nightmare-forces the creature to make a DC 13 Constitution saving throw.
|
||
On a failed save, the creature takes 5 (1d10) psychic damage and becomes
|
||
incapacitated with mad laughter for 1 minute. The creature can repeat
|
||
the saving throw at the end of each of its turns, ending the mad
|
||
laughter and the incapacitated condition on a success.
|
||
|
||
Any humanoid creature that starts its turn within 10 feet of an infected
|
||
creature in the throes of mad laughter must succeed on a DC 10
|
||
Constitution saving throw or also become infected with the disease. Once
|
||
a creature succeeds on this save, it is immune to the mad laughter of
|
||
that particular infected creature for 24 hours.
|
||
|
||
At the end of each long rest, an infected creature can make a DC 13
|
||
Constitution saving throw. On a successful save, the DC for this save
|
||
and for the save to avoid an attack of mad laughter drops by 1d6. When
|
||
the saving throw DC drops to 0, the creature recovers from the disease.
|
||
A creature that fails three of these saving throws gains a randomly
|
||
determined form of indefinite madness, as described later in this
|
||
chapter.
|
||
|
||
\hypertarget{sewer-plague}{%
|
||
\paragraph{Sewer Plague}\label{sewer-plague}}
|
||
|
||
Sewer plague is a generic term for a broad category of illnesses that
|
||
incubate in sewers, refuse heaps, and stagnant swamps, and which are
|
||
sometimes transmitted by creatures that dwell in those areas, such as
|
||
rats and otyughs.
|
||
|
||
When a humanoid creature is bitten by a creature that carries the
|
||
disease, or when it comes into contact with filth or offal contaminated
|
||
by the disease, the creature must succeed on a DC 11 Constitution saving
|
||
throw or become infected.
|
||
|
||
It takes 1d4 days for sewer plague's symptoms to manifest in an infected
|
||
creature. Symptoms include fatigue and cramps. The infected creature
|
||
suffers one level of exhaustion, and it regains only half the normal
|
||
number of hit points from spending Hit Dice and no hit points from
|
||
finishing a long rest.
|
||
|
||
At the end of each long rest, an infected creature must make a DC 11
|
||
Constitution saving throw. On a failed save, the character gains one
|
||
level of exhaustion. On a successful save, the character's exhaustion
|
||
level decreases by one level. If a successful saving throw reduces the
|
||
infected creature's level of exhaustion below 1, the creature recovers
|
||
from the disease.
|
||
|
||
\hypertarget{sight-rot}{%
|
||
\paragraph{Sight Rot}\label{sight-rot}}
|
||
|
||
This painful infection causes bleeding from the eyes and eventually
|
||
blinds the victim.
|
||
|
||
A beast or humanoid that drinks water tainted by sight rot must succeed
|
||
on a DC 15 Constitution saving throw or become infected. One day after
|
||
infection, the creature's vision starts to become blurry. The creature
|
||
takes a -1 penalty to attack rolls and ability checks that rely on
|
||
sight. At the end of each long rest after the symptoms appear, the
|
||
penalty worsens by 1. When it reaches -5, the victim is blinded until
|
||
its sight is restored by magic such as \emph{lesser restoration} or
|
||
\emph{heal}.
|
||
|
||
Sight rot can be cured using a rare flower called Eyebright, which grows
|
||
in some swamps. Given an hour, a character who has proficiency with an
|
||
herbalism kit can turn the flower into one dose of ointment. Applied to
|
||
the eyes before a long rest, one dose of it prevents the disease from
|
||
worsening after that rest. After three doses, the ointment cures the
|
||
disease entirely.
|
||
|
||
\hypertarget{madness}{%
|
||
\subsection{Madness}\label{madness}}
|
||
|
||
In a typical campaign, characters aren't driven mad by the horrors they
|
||
face and the carnage they inflict day after day, but sometimes the
|
||
stress of being an adventurer can be too much to bear. If your campaign
|
||
has a strong horror theme, you might want to use madness as a way to
|
||
reinforce that theme, emphasizing the extraordinarily horrific nature of
|
||
the threats the adventurers face.
|
||
|
||
\hypertarget{going-mad}{%
|
||
\subsubsection{Going Mad}\label{going-mad}}
|
||
|
||
Various magical effects can inflict madness on an otherwise stable mind.
|
||
Certain spells, such as \emph{contact other plane} and \emph{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.
|
||
|
||
\hypertarget{madness-effects}{%
|
||
\subsubsection{Madness Effects}\label{madness-effects}}
|
||
|
||
Madness can be short-term, long-term, or indefinite. Most relatively
|
||
mundane effects impose short-term madness, which lasts for just a few
|
||
minutes. More horrific effects or cumulative effects can result in
|
||
long-term or indefinite madness.
|
||
|
||
A character afflicted with \textbf{short-term madness} is subjected to
|
||
an effect from the Short-Term Madness table for 1d10 minutes.
|
||
|
||
A character afflicted with \textbf{long-term madness} is subjected to an
|
||
effect from the Long-Term Madness table for 1d10 × 10 hours.
|
||
|
||
A character afflicted with \textbf{indefinite madness} gains a new
|
||
character flaw from the Indefinite Madness table that lasts until cured.
|
||
|
||
\textbf{Table- Madness Short-Term Effects}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0597}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9403}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect (lasts 1d10 minutes)
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-20 & The character retreats into his or her mind and becomes
|
||
paralyzed. The effect ends if the character takes any damage. \\
|
||
21-30 & The character becomes incapacitated and spends the duration
|
||
screaming, laughing, or weeping. \\
|
||
31-40 & The character becomes frightened and must use his or her action
|
||
and movement each round to flee from the source of the fear. \\
|
||
41-50 & The character begins babbling and is incapable of normal speech
|
||
or spellcasting. \\
|
||
51-60 & The character must use his or her action each round to attack
|
||
the nearest creature. \\
|
||
61-70 & The character experiences vivid hallucinations and has
|
||
disadvantage on ability checks. \\
|
||
71-75 & The character does whatever anyone tells him or her to do that
|
||
isn't obviously self- destructive. \\
|
||
76-80 & The character experiences an overpowering urge to eat something
|
||
strange such as dirt, slime, or offal. \\
|
||
81-90 & The character is stunned. \\
|
||
91-100 & The character falls unconscious. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Madness Long-Term Effects}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0336}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9664}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect (lasts 1d10 × 10 hours)
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-10 & The character feels compelled to repeat a specific activity over
|
||
and over, such as washing hands, touching things, praying, or counting
|
||
coins. \\
|
||
11-20 & The character experiences vivid hallucinations and has
|
||
disadvantage on ability checks. \\
|
||
21-30 & The character suffers extreme paranoia. The character has
|
||
disadvantage on Wisdom and Charisma checks. \\
|
||
31-40 & The character regards something (usually the source of madness)
|
||
with intense revulsion, as if affected by the antipathy effect of the
|
||
antipathy/sympathy spell. \\
|
||
41-45 & The character experiences a powerful delusion. Choose a potion.
|
||
The character imagines that he or she is under its effects. \\
|
||
46-55 & The character becomes attached to a ``lucky charm,'' such as a
|
||
person or an object, and has disadvantage on attack rolls, ability
|
||
checks, and saving throws while more than 30 feet from it. \\
|
||
56-65 & The character is blinded (25\%) or deafened (75\%). \\
|
||
66-75 & The character experiences uncontrollable tremors or tics, which
|
||
impose disadvantage on attack rolls, ability checks, and saving throws
|
||
that involve Strength or Dexterity. \\
|
||
76-85 & The character suffers from partial amnesia. The character knows
|
||
who he or she is and retains racial traits and class features, but
|
||
doesn't recognize other people or remember anything that happened before
|
||
the madness took effect. \\
|
||
86-90 & Whenever the character takes damage, he or she must succeed on a
|
||
DC 15 Wisdom saving throw or be affected as though he or she failed a
|
||
saving throw against the confusion spell. The confusion effect lasts for
|
||
1 minute. \\
|
||
91-95 & The character loses the ability to speak. \\
|
||
96-100 & The character falls unconscious. No amount of jostling or
|
||
damage can wake the character. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Madness Indefinite Flaws}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0548}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9452}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Flaw (lasts until cured)
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-15 & ``Being drunk keeps me sane.'' \\
|
||
16-25 & ``I keep whatever I find.'' \\
|
||
26-30 & ``I try to become more like someone else I know-adopting his or
|
||
her style of dress, mannerisms, and name.'' \\
|
||
31-35 & ``I must bend the truth, exaggerate, or outright lie to be
|
||
interesting to other people.'' \\
|
||
36-45 & ``Achieving my goal is the only thing of interest to me, and
|
||
I'll ignore everything else to pursue it.'' \\
|
||
46-50 & ``I find it hard to care about anything that goes on around
|
||
me.'' \\
|
||
51-55 & ``I don't like the way people judge me all the time.'' \\
|
||
56-70 & ``I am the smartest, wisest, strongest, fastest, and most
|
||
beautiful person I know.'' \\
|
||
71-80 & ``I am convinced that powerful enemies are hunting me, and their
|
||
agents are everywhere I go. I am sure they're watching me all the
|
||
time.'' \\
|
||
81-85 & ``There's only one person I can trust. And only I can see this
|
||
special friend.'' \\
|
||
86-95 & ``I can't take anything seriously. The more serious the
|
||
situation, the funnier I find it.'' \\
|
||
96-100 & ``I've discovered that I really like killing people.'' \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{curing-madness}{%
|
||
\subsubsection{Curing Madness}\label{curing-madness}}
|
||
|
||
A \emph{calm emotions} spell can suppress the effects of madness, while
|
||
a \emph{lesser restoration} spell can rid a character of a short-term or
|
||
long-term madness. Depending on the source of the madness, \emph{remove
|
||
curse} or \emph{dispel evil} might also prove effective. A \emph{greater
|
||
restoration} spell or more powerful magic is required to rid a character
|
||
of indefinite madness.
|
||
|
||
\hypertarget{objects}{%
|
||
\subsection{Objects}\label{objects}}
|
||
|
||
When characters need to saw through ropes, shatter a window, or smash a
|
||
vampire's coffin, the only hard and fast rule is this: given enough time
|
||
and the right tools, characters can destroy any destructible object. Use
|
||
common sense when determining a character's success at damaging an
|
||
object. Can a fighter cut through a section of a stone wall with a
|
||
sword? No, the sword is likely to break before the wall does.
|
||
|
||
For the purpose of these rules, an object is a discrete, inanimate item
|
||
like a window, door, sword, book, table, chair, or stone, not a building
|
||
or a vehicle that is composed of many other objects.
|
||
|
||
\hypertarget{statistics-for-objects}{%
|
||
\subsubsection{Statistics for Objects}\label{statistics-for-objects}}
|
||
|
||
When time is a factor, you can assign an Armor Class and hit points to a
|
||
destructible object. You can also give it immunities, resistances, and
|
||
vulnerabilities to specific types of damage.
|
||
|
||
\textbf{\emph{Armor Class}}. An object's Armor Class is a measure of how
|
||
difficult it is to deal damage to the object when striking it (because
|
||
the object has no chance of dodging out of the way). The Object Armor
|
||
Class table provides suggested AC values for various substances.
|
||
|
||
\textbf{Table- Object's Armor Class}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Substance & AC \\
|
||
\midrule
|
||
\endhead
|
||
Cloth, paper, rope & 11 \\
|
||
Crystal, glass, ice & 13 \\
|
||
Wood, bone & 15 \\
|
||
Stone & 17 \\
|
||
Iron, steel & 19 \\
|
||
Mithral & 21 \\
|
||
Adamantine & 23 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Hit Points}}. An object's hit points measure how much
|
||
damage it can take before losing its structural integrity. Resilient
|
||
objects have more hit points than fragile ones. Large objects also tend
|
||
to have more hit points than small ones, unless breaking a small part of
|
||
the object is just as effective as breaking the whole thing. The Object
|
||
Hit Points table provides suggested hit points for fragile and resilient
|
||
objects that are Large or smaller.
|
||
|
||
\textbf{Table- Object's Hit Points}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Size & Fragile & Resilient \\
|
||
\midrule
|
||
\endhead
|
||
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) \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{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 \emph{earthquake} spell can
|
||
reduce a colossus to rubble. You can track a Huge or Gargantuan object's
|
||
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 section's 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.
|
||
|
||
\textbf{\emph{Objects and Damage Types}}. Objects are immune to poison
|
||
and psychic damage. You might decide that some damage types are more
|
||
effective against a particular object or substance than others. For
|
||
example, bludgeoning damage works well for smashing things but not for
|
||
cutting through rope or leather. Paper or cloth objects might be
|
||
vulnerable to fire and lightning damage. A pick can chip away stone but
|
||
can't effectively cut down a tree. As always, use your best judgment.
|
||
|
||
\textbf{\emph{Damage Threshold}}. Big objects such as castle walls often
|
||
have extra resilience represented by a damage threshold. An object with
|
||
a damage threshold has immunity to all damage unless it takes an amount
|
||
of damage from a single attack or effect equal to or greater than its
|
||
damage threshold, in which case it takes damage as normal. Any damage
|
||
that fails to meet or exceed the object's damage threshold is considered
|
||
superficial and doesn't reduce the object's hit points.
|
||
|
||
\hypertarget{poisons}{%
|
||
\subsection{Poisons}\label{poisons}}
|
||
|
||
Given their insidious and deadly nature, poisons are illegal in most
|
||
societies but are a favorite tool among assassins, drow, and other evil
|
||
creatures.
|
||
|
||
Poisons come in the following four types.
|
||
|
||
\textbf{\emph{Contact}}. Contact poison can be smeared on an object and
|
||
remains potent until it is touched or washed off. A creature that
|
||
touches contact poison with exposed skin suffers its effects.
|
||
|
||
\textbf{\emph{Ingested}}. A creature must swallow an entire dose of
|
||
ingested poison to suffer its effects. The dose can be delivered in food
|
||
or a liquid. You may decide that a partial dose has a reduced effect,
|
||
such as allowing advantage on the saving throw or dealing only half
|
||
damage on a failed save.
|
||
|
||
\textbf{\emph{Inhaled}}. These poisons are powders or gases that take
|
||
effect when inhaled. Blowing the powder or releasing the gas subjects
|
||
creatures in a 5-foot cube to its effect. The resulting cloud dissipates
|
||
immediately afterward. Holding one's breath is ineffective against
|
||
inhaled poisons, as they affect nasal membranes, tear ducts, and other
|
||
parts of the body.
|
||
|
||
\textbf{\emph{Injury}}. Injury poison can be applied to weapons,
|
||
ammunition, trap components, and other objects that deal piercing or
|
||
slashing damage and remains potent until delivered through a wound or
|
||
washed off. A creature that takes piercing or slashing damage from an
|
||
object coated with the poison is exposed to its effects.
|
||
|
||
\textbf{Table- List of Poisons}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Item & Type & Price/Dose \\
|
||
\midrule
|
||
\endhead
|
||
Assassin's blood & Ingested & 150 gp \\
|
||
Burnt othur fumes & Inhaled & 500 gp \\
|
||
Crawler mucus & Contact & 200 gp \\
|
||
Drow poison & Injury & 200 gp \\
|
||
Essence of ether & Inhaled & 300 gp \\
|
||
Malice & Inhaled & 250 gp \\
|
||
Midnight tears & Ingested & 1,500 gp \\
|
||
Oil of taggit & Contact & 400 gp \\
|
||
Pale tincture & Ingested & 250 gp \\
|
||
Purple worm poison & Injury & 2,000 gp \\
|
||
Serpent venom & Injury & 200 gp \\
|
||
Torpor & Ingested & 600 gp \\
|
||
Truth serum & Ingested & 150 gp \\
|
||
Wyvern poison & Injury & 1,200 gp \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{sample-poisons}{%
|
||
\subsubsection{Sample Poisons}\label{sample-poisons}}
|
||
|
||
Each type of poison has its own debilitating effects.
|
||
|
||
\textbf{\emph{Assassin's Blood (Ingested)}}. A creature subjected to
|
||
this poison must make a DC 10 Constitution saving throw. On a failed
|
||
save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a
|
||
successful save, the creature takes half damage and isn't poisoned.
|
||
|
||
\textbf{\emph{Burnt Othur Fumes (Inhaled)}}. A creature subjected to
|
||
this poison must succeed on a DC 13 Constitution saving throw or take 10
|
||
(3d6) poison damage, and must repeat the saving throw at the start of
|
||
each of its turns. On each successive failed save, the character takes 3
|
||
(1d6) poison damage. After three successful saves, the poison ends.
|
||
|
||
\textbf{\emph{Crawler Mucus (Contact)}}. This poison must be harvested
|
||
from a dead or incapacitated crawler. A creature subjected to this
|
||
poison must succeed on a DC 13 Constitution saving throw or be poisoned
|
||
for 1 minute. The poisoned creature is paralyzed. The creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\textbf{\emph{Drow Poison (Injury)}}. This poison is typically made only
|
||
by the drow, and only in a place far removed from sunlight. A creature
|
||
subjected to this poison must succeed on a DC 13 Constitution saving
|
||
throw or be poisoned for 1 hour. If the saving throw fails by 5 or more,
|
||
the creature is also unconscious while poisoned in this way. The
|
||
creature wakes up if it takes damage or if another creature takes an
|
||
action to shake it awake.
|
||
|
||
\textbf{\emph{Essence of Ether (Inhaled)}}. A creature subjected to this
|
||
poison must succeed on a DC 15 Constitution saving throw or become
|
||
poisoned for 8 hours. The poisoned creature is unconscious. The creature
|
||
wakes up if it takes damage or if another creature takes an action to
|
||
shake it awake.
|
||
|
||
\textbf{\emph{Malice (Inhaled)}}. A creature subjected to this poison
|
||
must succeed on a DC 15 Constitution saving throw or become poisoned for
|
||
1 hour. The poisoned creature is blinded.
|
||
|
||
\textbf{\emph{Midnight Tears (Ingested)}}. A creature that ingests this
|
||
poison suffers no effect until the stroke of midnight. If the poison has
|
||
not been neutralized before then, the creature must succeed on a DC 17
|
||
Constitution saving throw, taking 31 (9d6) poison damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\textbf{\emph{Oil of Taggit (Contact)}}. A creature subjected to this
|
||
poison must succeed on a DC 13 Constitution saving throw or become
|
||
poisoned for 24 hours. The poisoned creature is unconscious. The
|
||
creature wakes up if it takes damage.
|
||
|
||
\textbf{\emph{Pale Tincture (Ingested)}}. A creature subjected to this
|
||
poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6)
|
||
poison damage and become poisoned. The poisoned creature must repeat the
|
||
saving throw every 24 hours, taking 3 (1d6) poison damage on a failed
|
||
save. Until this poison ends, the damage the poison deals can't be
|
||
healed by any means. After seven successful saving throws, the effect
|
||
ends and the creature can heal normally.
|
||
|
||
\textbf{\emph{Purple Worm Poison (Injury)}}. This poison must be
|
||
harvested from a dead or incapacitated purple worm. A creature subjected
|
||
to this poison must make a DC 19 Constitution saving throw, taking 42
|
||
(12d6) poison damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{\emph{Serpent Venom (Injury)}}. This poison must be harvested
|
||
from a dead or incapacitated giant poisonous snake. A creature subjected
|
||
to this poison must succeed on a DC 11 Constitution saving throw, taking
|
||
10 (3d6) poison damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{\emph{Torpor (Ingested)}}. A creature subjected to this poison
|
||
must succeed on a DC 15 Constitution saving throw or become poisoned for
|
||
4d6 hours. The poisoned creature is incapacitated.
|
||
|
||
\textbf{\emph{Truth Serum (Ingested)}}. A creature subjected to this
|
||
poison must succeed on a DC 11 Constitution saving throw or become
|
||
poisoned for 1 hour. The poisoned creature can't knowingly speak a lie,
|
||
as if under the effect of a \emph{zone of truth} spell.
|
||
|
||
\textbf{\emph{Wyvern Poison (Injury)}}. This poison must be harvested
|
||
from a dead or incapacitated wyvern. A creature subjected to this poison
|
||
must make a DC 15 Constitution saving throw, taking 24 (7d6) poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{treasure}{%
|
||
\section{TREASURE}\label{treasure}}
|
||
|
||
Magic items are presented in alphabetical order. A magic item's
|
||
description gives the item's name, its category, its rarity, and its
|
||
magical properties.
|
||
|
||
\hypertarget{magic-items-a}{%
|
||
\section{Magic Items (A)}\label{magic-items-a}}
|
||
|
||
\hypertarget{adamantine-armor}{%
|
||
\subsubsection{Adamantine Armor}\label{adamantine-armor}}
|
||
|
||
\emph{Armor (medium or heavy, but not hide), uncommon}
|
||
|
||
This suit of armor is reinforced with adamantine, one of the hardest
|
||
substances in existence. While you're wearing it, any critical hit
|
||
against you becomes a normal hit.
|
||
|
||
\hypertarget{ammunition-1-2-or-3}{%
|
||
\subsubsection{Ammunition, +1, +2, or +3}\label{ammunition-1-2-or-3}}
|
||
|
||
\emph{Weapon (any ammunition), uncommon (+1), rare (+2), or very rare
|
||
(+3)}
|
||
|
||
You have a bonus to attack and damage rolls made with this piece of
|
||
magic ammunition. The bonus is determined by the rarity of the
|
||
ammunition. Once it hits a target, the ammunition is no longer magical.
|
||
|
||
\hypertarget{amulet-of-health}{%
|
||
\subsubsection{Amulet of Health}\label{amulet-of-health}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
Your Constitution score is 19 while you wear this amulet. It has no
|
||
effect on you if your Constitution is already 19 or higher.
|
||
|
||
\hypertarget{amulet-of-proof-against-detection-and-location}{%
|
||
\subsubsection{Amulet of Proof against Detection and
|
||
Location}\label{amulet-of-proof-against-detection-and-location}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing this amulet, you are hidden from divination magic. You
|
||
can't be targeted by such magic or perceived through magical scrying
|
||
sensors.
|
||
|
||
\hypertarget{amulet-of-the-planes}{%
|
||
\subsubsection{Amulet of the Planes}\label{amulet-of-the-planes}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
While wearing this amulet, you can use an action to name a location that
|
||
you are familiar with on another plane of existence. Then make a DC 15
|
||
Intelligence check. On a successful check, you cast the \emph{plane
|
||
shift} spell. On a failure, you and each creature and object within 15
|
||
feet of you travel to a random destination. Roll a d100. On a 1-60, you
|
||
travel to a random location on the plane you named. On a 61-100, you
|
||
travel to a randomly determined plane of existence.
|
||
|
||
\hypertarget{animated-shield}{%
|
||
\subsubsection{Animated Shield}\label{animated-shield}}
|
||
|
||
\emph{Armor (shield), very rare (requires attunement)}
|
||
|
||
While holding this shield, you can speak its command word as a bonus
|
||
action to cause it to animate. The shield leaps into the air and hovers
|
||
in your space to protect you as if you were wielding it, leaving your
|
||
hands free. The shield remains animated for 1 minute, until you use a
|
||
bonus action to end this effect, or until you are incapacitated or die,
|
||
at which point the shield falls to the ground or into your hand if you
|
||
have one free.
|
||
|
||
\hypertarget{apparatus-of-the-crab}{%
|
||
\subsubsection{Apparatus of the Crab}\label{apparatus-of-the-crab}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This item first appears to be a Large sealed iron barrel weighing 500
|
||
pounds. The barrel has a hidden catch, which can be found with a
|
||
successful DC 20 Intelligence (Investigation) check. Releasing the catch
|
||
unlocks a hatch at one end of the barrel, allowing two Medium or smaller
|
||
creatures to crawl inside. Ten levers are set in a row at the far end,
|
||
each in a neutral position, able to move either up or down. When certain
|
||
levers are used, the apparatus transforms to resemble a giant lobster.
|
||
|
||
The apparatus of the Crab is a Large object with the following
|
||
statistics:
|
||
|
||
\textbf{Armor Class} 20
|
||
|
||
\textbf{Hit Points} 200
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft. (or 0 ft. for both if the legs and
|
||
tail aren't extended)
|
||
|
||
\textbf{Damage Immunities} poison, psychic
|
||
|
||
To be used as a vehicle, the apparatus requires one pilot. While the
|
||
apparatus's hatch is closed, the compartment is airtight and watertight.
|
||
The compartment holds enough air for 10 hours of breathing, divided by
|
||
the number of breathing creatures inside.
|
||
|
||
The apparatus floats on water. It can also go underwater to a depth of
|
||
900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per
|
||
minute from pressure.
|
||
|
||
A creature in the compartment can use an action to move as many as two
|
||
of the apparatus's levers up or down. After each use, a lever goes back
|
||
to its neutral position. Each lever, from left to right, functions as
|
||
shown in the Apparatus of the Crab Levers table.
|
||
|
||
\textbf{Table- Apparatus of the Crab}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0252}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.4676}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.5072}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Lever
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Up
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Down
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1 & Legs and tail extend, allowing the apparatus to walk and swim. &
|
||
Legs and tail retract, reducing the apparatus's 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). \\
|
||
4 & Two claws extend from the front sides of the apparatus. & The claws
|
||
retract. \\
|
||
5 & Each extended claw makes the following melee weapon attack: +8 to
|
||
hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. & Each
|
||
extended claw makes the following melee weapon attack: +8 to hit, reach
|
||
5 ft., one target. Hit: The target is grappled (escape DC 15). \\
|
||
6 & The apparatus walks or swims forward. & The apparatus walks or swims
|
||
backward. \\
|
||
7 & The apparatus turns 90 degrees left. & The apparatus turns 90
|
||
degrees right. \\
|
||
8 & Eyelike fixtures emit bright light in a 30-foot radius and dim light
|
||
for an additional 30 feet. & The light turns off. \\
|
||
9 & The apparatus sinks as much as 20 feet in liquid. & The apparatus
|
||
rises up to 20 feet in liquid. \\
|
||
10 & The rear hatch unseals and opens. & The rear hatch closes and
|
||
seals. \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{armor-1-2-or-3}{%
|
||
\subsubsection{Armor, +1, +2, or +3}\label{armor-1-2-or-3}}
|
||
|
||
\emph{Armor (light, medium, or heavy), rare (+1), very rare (+2), or
|
||
legendary (+3)}
|
||
|
||
You have a bonus to AC while wearing this armor. The bonus is determined
|
||
by its rarity.
|
||
|
||
\hypertarget{armor-of-invulnerability}{%
|
||
\subsubsection{Armor of
|
||
Invulnerability}\label{armor-of-invulnerability}}
|
||
|
||
\emph{Armor (plate), legendary (requires attunement)}
|
||
|
||
You have resistance to nonmagical damage while you wear this armor.
|
||
Additionally, you can use an action to make yourself immune to
|
||
nonmagical damage for 10 minutes or until you are no longer wearing the
|
||
armor. Once this special action is used, it can't be used again until
|
||
the next dawn.
|
||
|
||
\hypertarget{armor-of-resistance}{%
|
||
\subsubsection{Armor of Resistance}\label{armor-of-resistance}}
|
||
|
||
\emph{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.
|
||
|
||
\textbf{Table- Armor of Resistance}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d10 & Damage Type \\
|
||
\midrule
|
||
\endhead
|
||
1 & Acid \\
|
||
2 & Cold \\
|
||
3 & Fire \\
|
||
4 & Force \\
|
||
5 & Lightning \\
|
||
6 & Necrotic \\
|
||
7 & Poison \\
|
||
8 & Psychic \\
|
||
9 & Radiant \\
|
||
10 & Thunder \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{armor-of-vulnerability}{%
|
||
\subsubsection{Armor of Vulnerability}\label{armor-of-vulnerability}}
|
||
|
||
\emph{Armor (plate), rare (requires attunement)}
|
||
|
||
While wearing this armor, you have resistance to one of the following
|
||
damage types: bludgeoning, piercing, or slashing. The GM chooses the
|
||
type or determines it randomly.
|
||
|
||
\textbf{\emph{Curse}}. This armor is cursed, a fact that is revealed
|
||
only when an \emph{identify} spell is cast on the armor or you attune to
|
||
it. Attuning to the armor curses you until you are targeted by the
|
||
\emph{remove curse} spell or similar magic; removing the armor fails to
|
||
end the curse. While cursed, you have vulnerability to two of the three
|
||
damage types associated with the armor (not the one to which it grants
|
||
resistance).
|
||
|
||
\hypertarget{arrow-catching-shield}{%
|
||
\subsubsection{Arrow-Catching Shield}\label{arrow-catching-shield}}
|
||
|
||
\emph{Armor (shield), rare (requires attunement)}
|
||
|
||
You gain a +2 bonus to AC against ranged attacks while you wield this
|
||
shield. This bonus is in addition to the shield's normal bonus to AC. In
|
||
addition, whenever an attacker makes a ranged attack against a target
|
||
within 5 feet of you, you can use your reaction to become the target of
|
||
the attack instead.
|
||
|
||
\hypertarget{arrow-of-slaying}{%
|
||
\subsubsection{Arrow of Slaying}\label{arrow-of-slaying}}
|
||
|
||
\emph{Weapon (arrow), very rare}
|
||
|
||
An \emph{arrow of slaying} is a magic weapon meant to slay a particular
|
||
kind of creature. Some are more focused than others; for example, there
|
||
are both \emph{arrows of dragon slaying} and \emph{arrows of blue dragon
|
||
slaying}. If a creature belonging to the type, race, or group associated
|
||
with an \emph{arrow of slaying} takes damage from the arrow, the
|
||
creature must make a DC 17 Constitution saving throw, taking an extra
|
||
6d10 piercing damage on a failed save, or half as much extra damage on a
|
||
successful one.
|
||
|
||
Once an \emph{arrow of slaying} deals its extra damage to a creature, it
|
||
becomes a nonmagical arrow.
|
||
|
||
Other types of magic ammunition of this kind exist, such as \emph{bolts
|
||
of slaying} meant for a crossbow, though arrows are most common.
|
||
|
||
\hypertarget{magic-items-b}{%
|
||
\section{Magic Items (B)}\label{magic-items-b}}
|
||
|
||
\hypertarget{bag-of-beans}{%
|
||
\subsubsection{Bag of Beans}\label{bag-of-beans}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound
|
||
plus 1/4 pound for each bean it contains.
|
||
|
||
If you dump the bag's contents out on the ground, they explode in a
|
||
10-foot radius, extending from the beans. Each creature in the area,
|
||
including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire
|
||
damage on a failed save, or half as much damage on a successful one. The
|
||
fire ignites flammable objects in the area that aren't being worn or
|
||
carried.
|
||
|
||
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.
|
||
|
||
\textbf{Table- Bag of Beans}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0191}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9809}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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. \\
|
||
02-10 & A geyser erupts and spouts water, beer, berry juice, tea,
|
||
vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12
|
||
rounds. \\
|
||
11-20 & A treant sprouts. There's a 50 percent chance that the treant is
|
||
chaotic evil and attacks. \\
|
||
21-30 & An animate, immobile stone statue in your likeness rises. It
|
||
makes verbal threats against you. If you leave it and others come near,
|
||
it describes you as the most heinous of villains and directs the
|
||
newcomers to find and attack you. If you are on the same plane of
|
||
existence as the statue, it knows where you are. The statue becomes
|
||
inanimate after 24 hours. \\
|
||
31-40 & A campfire with blue flames springs forth and burns for 24 hours
|
||
(or until it is extinguished). \\
|
||
41-50 & 1d6+6 shriekers sprout. \\
|
||
51-60 & 1d4+8 bright pink toads crawl forth. Whenever a toad is touched,
|
||
it transforms into a Large or smaller monster of the GM's choice. The
|
||
monster remains for 1 minute, then disappears in a puff of bright pink
|
||
smoke. \\
|
||
61-70 & A hungry bulette burrows up and attacks. 71-80 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 GM's choice.
|
||
The tree vanishes after 1 hour. Picked fruit remains, retaining any
|
||
magic for 30 days. \\
|
||
81-90 & A nest of 1d4+3 eggs springs up. Any creature 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. \\
|
||
91-99 & 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
|
||
lord's lair, and its sarcophagus contains treasure of the GM's
|
||
choice. \\
|
||
100 & A giant beanstalk sprouts, growing to a height of the GM's choice.
|
||
The top leads where the GM chooses, such as to a great view, a cloud
|
||
giant's castle, or a different plane of existence. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{bag-of-devouring}{%
|
||
\subsubsection{Bag of Devouring}\label{bag-of-devouring}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This bag superficially resembles a \emph{bag of holding} but is a
|
||
feeding orifice for a gigantic extradimensional creature. Turning the
|
||
bag inside out closes the orifice.
|
||
|
||
The extradimensional creature attached to the bag can sense whatever is
|
||
placed inside the bag. Animal or vegetable matter placed wholly in the
|
||
bag is devoured and lost forever. When part of a living creature is
|
||
placed in the bag, as happens when someone reaches inside it, there is a
|
||
50 percent chance that the creature is pulled inside the bag. A creature
|
||
inside the bag can use its action to try to escape with a successful DC
|
||
15 Strength check. Another creature can use its action to reach into the
|
||
bag to pull a creature out, doing so with a successful DC 20 Strength
|
||
check (provided it isn't pulled inside the bag first). Any creature that
|
||
starts its turn inside the bag is devoured, its body destroyed.
|
||
|
||
Inanimate objects can be stored in the bag, which can hold a cubic foot
|
||
of such material. However, once each day, the bag swallows any objects
|
||
inside it and spits them out into another plane of existence. The GM
|
||
determines the time and plane.
|
||
|
||
If the bag is pierced or torn, it is destroyed, and anything contained
|
||
within it is transported to a random location on the Astral Plane.
|
||
|
||
\hypertarget{bag-of-holding}{%
|
||
\subsubsection{Bag of Holding}\label{bag-of-holding}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This bag has an interior space considerably larger than its outside
|
||
dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The
|
||
bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet.
|
||
The bag weighs 15 pounds, regardless of its contents. Retrieving an item
|
||
from the bag requires an action.
|
||
|
||
If the bag is overloaded, pierced, or torn, it ruptures and is
|
||
destroyed, and its contents are scattered in the Astral Plane. If the
|
||
bag is turned inside out, its contents spill forth, unharmed, but the
|
||
bag must be put right before it can be used again. Breathing creatures
|
||
inside the bag can survive up to a number of minutes equal to 10 divided
|
||
by the number of creatures (minimum 1 minute), after which time they
|
||
begin to suffocate.
|
||
|
||
Placing a \emph{bag of holding} inside an extradimensional space created
|
||
by a \emph{handy haversack}, \emph{portable hole}, or similar item
|
||
instantly destroys both items and opens a gate to the Astral Plane. The
|
||
gate originates where the one item was placed inside the other. Any
|
||
creature within 10 feet of the gate is sucked through it to a random
|
||
location on the Astral Plane. The gate then closes. The gate is one-way
|
||
only and can't be reopened.
|
||
|
||
\hypertarget{bag-of-tricks}{%
|
||
\subsubsection{Bag of Tricks}\label{bag-of-tricks}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This ordinary bag, made from gray, rust, or tan cloth, appears empty.
|
||
Reaching inside the bag, however, reveals the presence of a small, fuzzy
|
||
object. The bag weighs 1/2 pound.
|
||
|
||
You can use an action to pull the fuzzy object from the bag and throw it
|
||
up to 20 feet. When the object lands, it transforms into a creature you
|
||
determine by rolling a d8 and consulting the table that corresponds to
|
||
the bag's color.
|
||
|
||
The creature is friendly to you and your companions, and it acts on your
|
||
turn. You can use a bonus action to command how the creature moves and
|
||
what action it takes on its next turn, or to give it general orders,
|
||
such as to attack your enemies. In the absence of such orders, the
|
||
creature acts in a fashion appropriate to its nature.
|
||
|
||
Once three fuzzy objects have been pulled from the bag, the bag can't be
|
||
used again until the next dawn.
|
||
|
||
\textbf{Table- Gray Bag of Tricks}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d8 & Creature \\
|
||
\midrule
|
||
\endhead
|
||
1 & Weasel \\
|
||
2 & Giant rat \\
|
||
3 & Badger \\
|
||
4 & Boar \\
|
||
5 & Panther \\
|
||
6 & Giant badger \\
|
||
7 & Dire wolf \\
|
||
8 & Giant elk \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Rust Bag of Tricks}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d8 & Creature \\
|
||
\midrule
|
||
\endhead
|
||
1 & Rat \\
|
||
2 & Owl \\
|
||
3 & Mastiff \\
|
||
4 & Goat \\
|
||
5 & Giant goat \\
|
||
6 & Giant boar \\
|
||
7 & Lion \\
|
||
8 & Brown bear \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Table- Tan Bag of Tricks}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d8 & Creature \\
|
||
\midrule
|
||
\endhead
|
||
1 & Jackal \\
|
||
2 & Ape \\
|
||
3 & Baboon \\
|
||
4 & Axe beak \\
|
||
5 & Black bear \\
|
||
6 & Giant weasel \\
|
||
7 & Giant hyena \\
|
||
8 & Tiger \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{bead-of-force}{%
|
||
\subsubsection{Bead of Force}\label{bead-of-force}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This small black sphere measures 3/4 of an inch in diameter and weighs
|
||
an ounce. Typically, 1d4+4 \emph{beads of force} are found together.
|
||
|
||
You can use an action to throw the bead up to 60 feet. The bead explodes
|
||
on impact and is destroyed. Each creature within a 10-foot radius of
|
||
where the bead landed must succeed on a DC 15 Dexterity saving throw or
|
||
take 5d4 force damage. A sphere of transparent force then encloses the
|
||
area for 1 minute. Any creature that failed the save and is completely
|
||
within the area is trapped inside this sphere. Creatures that succeeded
|
||
on the save, or are partially within the area, are pushed away from the
|
||
center of the sphere until they are no longer inside it. Only breathable
|
||
air can pass through the sphere's wall. No attack or other effect can.
|
||
|
||
An enclosed creature can use its action to push against the sphere's
|
||
wall, moving the sphere up to half the creature's walking speed. The
|
||
sphere can be picked up, and its magic causes it to weigh only 1 pound,
|
||
regardless of the weight of creatures inside.
|
||
|
||
\hypertarget{belt-of-dwarvenkind}{%
|
||
\subsubsection{Belt of Dwarvenkind}\label{belt-of-dwarvenkind}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While wearing this belt, you gain the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Your Constitution score increases by 2, to a maximum of 20.
|
||
\item
|
||
You have advantage on Charisma (Persuasion) checks made to interact
|
||
with dwarves.
|
||
\end{itemize}
|
||
|
||
In addition, while attuned to the belt, you have a 50 percent chance
|
||
each day at dawn of growing a full beard if you're capable of growing
|
||
one, or a visibly thicker beard if you already have one.
|
||
|
||
If you aren't a dwarf, you gain the following additional benefits while
|
||
wearing the belt:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have advantage on saving throws against poison, and you have
|
||
resistance against poison damage.
|
||
\item
|
||
You have darkvision out to a range of 60 feet.
|
||
\item
|
||
You can speak, read, and write Dwarvish.
|
||
\end{itemize}
|
||
|
||
\hypertarget{belt-of-giant-strength}{%
|
||
\subsubsection{Belt of Giant Strength}\label{belt-of-giant-strength}}
|
||
|
||
\emph{Wondrous item, rarity varies (requires attunement)}
|
||
|
||
While wearing this belt, your Strength score changes to a score granted
|
||
by the belt. If your Strength is already equal to or greater than the
|
||
belt's score, the item has no effect on you.
|
||
|
||
Six varieties of this belt exist, corresponding with and having rarity
|
||
according to the six kinds of true giants. The \emph{belt of stone giant
|
||
strength} and the \emph{belt of frost giant strength} look different,
|
||
but they have the same effect.
|
||
|
||
\textbf{Table- Belt of Strength}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Type & Strength & Rarity \\
|
||
\midrule
|
||
\endhead
|
||
Hill giant & 21 & Rare \\
|
||
Stone/frost giant & 23 & Very rare \\
|
||
Fire giant & 25 & Very rare \\
|
||
Cloud giant & 27 & Legendary \\
|
||
Storm giant & 29 & Legendary \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{berserker-axe}{%
|
||
\subsubsection{Berserker Axe}\label{berserker-axe}}
|
||
|
||
\emph{Weapon (any axe), rare (requires attunement)}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon. In addition, while you are attuned to this weapon, your hit
|
||
point maximum increases by 1 for each level you have attained.
|
||
|
||
\textbf{\emph{Curse}}. This axe is cursed, and becoming attuned to it
|
||
extends the curse to you. As long as you remain cursed, you are
|
||
unwilling to part with the axe, keeping it within reach at all times.
|
||
You also have disadvantage on attack rolls with weapons other than this
|
||
one, unless no foe is within 60 feet of you that you can see or hear.
|
||
|
||
Whenever a hostile creature damages you while the axe is in your
|
||
possession, you must succeed on a DC 15 Wisdom saving throw or go
|
||
berserk. While berserk, you must use your action each round to attack
|
||
the creature nearest to you with the axe. If you can make extra attacks
|
||
as part of the Attack action, you use those extra attacks, moving to
|
||
attack the next nearest creature after you fell your current target. If
|
||
you have multiple possible targets, you attack one at random. You are
|
||
berserk until you start your turn with no creatures within 60 feet of
|
||
you that you can see or hear.
|
||
|
||
\hypertarget{boots-of-elvenkind}{%
|
||
\subsubsection{Boots of Elvenkind}\label{boots-of-elvenkind}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While you wear these boots, your steps make no sound, regardless of the
|
||
surface you are moving across. You also have advantage on Dexterity
|
||
(Stealth) checks that rely on moving silently.
|
||
|
||
\hypertarget{boots-of-levitation}{%
|
||
\subsubsection{Boots of Levitation}\label{boots-of-levitation}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While you wear these boots, you can use an action to cast the
|
||
\emph{levitate} spell on yourself at will.
|
||
|
||
\hypertarget{boots-of-speed}{%
|
||
\subsubsection{Boots of Speed}\label{boots-of-speed}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While you wear these boots, you can use a bonus action and click the
|
||
boots' heels together. If you do, the boots double your walking speed,
|
||
and any creature that makes an opportunity attack against you has
|
||
disadvantage on the attack roll. If you click your heels together again,
|
||
you end the effect.
|
||
|
||
When the boots' property has been used for a total of 10 minutes, the
|
||
magic ceases to function until you finish a long rest.
|
||
|
||
\hypertarget{boots-of-striding-and-springing}{%
|
||
\subsubsection{Boots of Striding and
|
||
Springing}\label{boots-of-striding-and-springing}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While you wear these boots, your walking speed becomes 30 feet, unless
|
||
your walking speed is higher, and your speed isn't reduced if you are
|
||
encumbered or wearing heavy armor. In addition, you can jump three times
|
||
the normal distance, though you can't jump farther than your remaining
|
||
movement would allow.
|
||
|
||
\hypertarget{boots-of-the-winterlands}{%
|
||
\subsubsection{Boots of the
|
||
Winterlands}\label{boots-of-the-winterlands}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
These furred boots are snug and feel quite warm. While you wear them,
|
||
you gain the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have resistance to cold damage.
|
||
\item
|
||
You ignore difficult terrain created by ice or snow.
|
||
\item
|
||
You can tolerate temperatures as low as -50 degrees Fahrenheit without
|
||
any additional protection. If you wear heavy clothes, you can tolerate
|
||
temperatures as low as -100 degrees Fahrenheit.
|
||
\end{itemize}
|
||
|
||
\hypertarget{bowl-of-commanding-water-elementals}{%
|
||
\subsubsection{Bowl of Commanding Water
|
||
Elementals}\label{bowl-of-commanding-water-elementals}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
While this bowl is filled with water, you can use an action to speak the
|
||
bowl's command word and summon a water elemental, as if you had cast the
|
||
\emph{conjure elemental} spell. The bowl can't be used this way again
|
||
until the next dawn.
|
||
|
||
The bowl is about 1 foot in diameter and half as deep. It weighs 3
|
||
pounds and holds about 3 gallons.
|
||
|
||
\hypertarget{bracers-of-archery}{%
|
||
\subsubsection{Bracers of Archery}\label{bracers-of-archery}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing these bracers, you have proficiency with the longbow and
|
||
shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made
|
||
with such weapons.
|
||
|
||
\hypertarget{bracers-of-defense}{%
|
||
\subsubsection{Bracers of Defense}\label{bracers-of-defense}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While wearing these bracers, you gain a +2 bonus to AC if you are
|
||
wearing no armor and using no shield.
|
||
|
||
\hypertarget{brazier-of-commanding-fire-elementals}{%
|
||
\subsubsection{Brazier of Commanding Fire
|
||
Elementals}\label{brazier-of-commanding-fire-elementals}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
While a fire burns in this brass brazier, you can use an action to speak
|
||
the brazier's command word and summon a fire elemental, as if you had
|
||
cast the \emph{conjure elemental} spell. The brazier can't be used this
|
||
way again until the next dawn.
|
||
|
||
The brazier weighs 5 pounds.
|
||
|
||
\hypertarget{brooch-of-shielding}{%
|
||
\subsubsection{Brooch of Shielding}\label{brooch-of-shielding}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing this brooch, you have resistance to force damage, and you
|
||
have immunity to damage from the \emph{magic missile} spell.
|
||
|
||
\hypertarget{broom-of-flying}{%
|
||
\subsubsection{Broom of Flying}\label{broom-of-flying}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This wooden broom, which weighs 3 pounds, functions like a mundane broom
|
||
until you stand astride it and speak its command word. It then hovers
|
||
beneath you and can be ridden in the air. It has a flying speed of 50
|
||
feet. It can carry up to 400 pounds, but its flying speed becomes 30
|
||
feet while carrying over 200 pounds. The broom stops hovering when you
|
||
land.
|
||
|
||
You can send the broom to travel alone to a destination within 1 mile of
|
||
you if you speak the command word, name the location, and are familiar
|
||
with that place. The broom comes back to you when you speak another
|
||
command word, provided that the broom is still within 1 mile of you.
|
||
|
||
\hypertarget{magic-items-c}{%
|
||
\section{Magic Items (C)}\label{magic-items-c}}
|
||
|
||
\hypertarget{candle-of-invocation}{%
|
||
\subsubsection{Candle of Invocation}\label{candle-of-invocation}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
This slender taper is dedicated to a deity and shares that deity's
|
||
alignment. The candle's alignment can be detected with the \emph{detect
|
||
evil and good} spell. The GM chooses the god and associated alignment or
|
||
determines the alignment randomly.
|
||
|
||
\textbf{Table- Candle of Invocation}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d20 & Alignment \\
|
||
\midrule
|
||
\endhead
|
||
1-2 & Chaotic evil \\
|
||
3-4 & Chaotic neutral \\
|
||
5-7 & Chaotic good \\
|
||
8-9 & Neutral evil \\
|
||
10-11 & Neutral \\
|
||
12-13 & Neutral good \\
|
||
14-15 & Lawful evil \\
|
||
16-17 & Lawful neutral \\
|
||
18-20 & Lawful good \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
The candle's 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 candle's 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
|
||
candle's can cast 1st-level spells he or she has prepared without
|
||
expending spell slots, though the spell's effect is as if cast with a
|
||
1st-level slot.
|
||
|
||
Alternatively, when you light the candle for the first time, you can
|
||
cast the \emph{gate} spell with it. Doing so destroys the candle.
|
||
|
||
\hypertarget{cape-of-the-mountebank}{%
|
||
\subsubsection{Cape of the Mountebank}\label{cape-of-the-mountebank}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This cape smells faintly of brimstone. While wearing it, you can use it
|
||
to cast the \emph{dimension door} spell as an action. This property of
|
||
the cape can't be used again until the next dawn.
|
||
|
||
When you disappear, you leave behind a cloud of smoke, and you appear in
|
||
a similar cloud of smoke at your destination. The smoke lightly obscures
|
||
the space you left and the space you appear in, and it dissipates at the
|
||
end of your next turn. A light or stronger wind disperses the smoke.
|
||
|
||
\hypertarget{carpet-of-flying}{%
|
||
\subsubsection{Carpet of Flying}\label{carpet-of-flying}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
You can speak the carpet's command word as an action to make the carpet
|
||
hover and fly. It moves according to your spoken directions, provided
|
||
that you are within 30 feet of it.
|
||
|
||
Four sizes of \emph{carpet of flying} exist. The GM chooses the size of
|
||
a given carpet or determines it randomly.
|
||
|
||
\textbf{Table- Carpet of Flying}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
d100 & Size & Capacity & Flying Speed \\
|
||
\midrule
|
||
\endhead
|
||
01-20 & 3 ft. × 5 ft. & 200 lb. & 80 feet \\
|
||
21-55 & 4 ft. × 6 ft. & 400 lb. & 60 feet \\
|
||
56-80 & 5 ft. × 7 ft. & 600 lb. & 40 feet \\
|
||
81-100 & 6 ft. × 9 ft. & 800 lb. & 30 feet \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
A carpet can carry up to twice the weight shown on the table, but it
|
||
flies at half speed if it carries more than its normal capacity.
|
||
|
||
\hypertarget{censer-of-controlling-air-elementals}{%
|
||
\subsubsection{Censer of Controlling Air
|
||
Elementals}\label{censer-of-controlling-air-elementals}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
While incense is burning in this censer, you can use an action to speak
|
||
the censer's command word and summon an air elemental, as if you had
|
||
cast the \emph{conjure elemental} spell. The censer can't 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.
|
||
|
||
\hypertarget{chime-of-opening}{%
|
||
\subsubsection{Chime of Opening}\label{chime-of-opening}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This hollow metal tube measures about 1 foot long and weighs 1 pound.
|
||
You can strike it as an action, pointing it at an object within 120 feet
|
||
of you that can be opened, such as a door, lid, or lock. The chime
|
||
issues a clear tone, and one lock or latch on the object opens unless
|
||
the sound can't reach the object. If no locks or latches remain, the
|
||
object itself opens.
|
||
|
||
The chime can be used ten times. After the tenth time, it cracks and
|
||
becomes useless.
|
||
|
||
\hypertarget{circlet-of-blasting}{%
|
||
\subsubsection{Circlet of Blasting}\label{circlet-of-blasting}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While wearing this circlet, you can use an action to cast the
|
||
\emph{scorching ray} spell with it. When you make the spell's attacks,
|
||
you do so with an attack bonus of +5. The circlet can't be used this way
|
||
again until the next dawn.
|
||
|
||
\hypertarget{cloak-of-arachnida}{%
|
||
\subsubsection{Cloak of Arachnida}\label{cloak-of-arachnida}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
This fine garment is made of black silk interwoven with faint silvery
|
||
threads. While wearing it, you gain the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have resistance to poison damage.
|
||
\item
|
||
You have a climbing speed equal to your walking speed.
|
||
\item
|
||
You can move up, down, and across vertical surfaces and upside down
|
||
along ceilings, while leaving your hands free.
|
||
\item
|
||
You can't be caught in webs of any sort and can move through webs as
|
||
if they were difficult terrain.
|
||
\item
|
||
You can use an action to cast the \emph{web} spell (save DC 13). The
|
||
web created by the spell fills twice its normal area. Once used, this
|
||
property of the cloak can't be used again until the next dawn.
|
||
\end{itemize}
|
||
|
||
\hypertarget{cloak-of-displacement}{%
|
||
\subsubsection{Cloak of Displacement}\label{cloak-of-displacement}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While you wear this cloak, it projects an illusion that makes you appear
|
||
to be standing in a place near your actual location, causing any
|
||
creature to have disadvantage on attack rolls against you. If you take
|
||
damage, the property ceases to function until the start of your next
|
||
turn. This property is suppressed while you are incapacitated,
|
||
restrained, or otherwise unable to move.
|
||
|
||
\hypertarget{cloak-of-elvenkind}{%
|
||
\subsubsection{Cloak of Elvenkind}\label{cloak-of-elvenkind}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While you wear this cloak with its hood up, Wisdom (Perception) checks
|
||
made to see you have disadvantage, and you have advantage on Dexterity
|
||
(Stealth) checks made to hide, as the cloak's color shifts to camouflage
|
||
you. Pulling the hood up or down requires an action.
|
||
|
||
\hypertarget{cloak-of-protection}{%
|
||
\subsubsection{Cloak of Protection}\label{cloak-of-protection}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
You gain a +1 bonus to AC and saving throws while you wear this cloak.
|
||
|
||
\hypertarget{cloak-of-the-bat}{%
|
||
\subsubsection{Cloak of the Bat}\label{cloak-of-the-bat}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While wearing this cloak, you have advantage on Dexterity (Stealth)
|
||
checks. In an area of dim light or darkness, you can grip the edges of
|
||
the cloak with both hands and use it to fly at a speed of 40 feet. If
|
||
you ever fail to grip the cloak's edges while flying in this way, or if
|
||
you are no longer in dim light or darkness, you lose this flying speed.
|
||
|
||
While wearing the cloak in an area of dim light or darkness, you can use
|
||
your action to cast \emph{polymorph} on yourself, transforming into a
|
||
bat. While you are in the form of the bat, you retain your Intelligence,
|
||
Wisdom, and Charisma scores. The cloak can't be used this way again
|
||
until the next dawn.
|
||
|
||
\hypertarget{cloak-of-the-manta-ray}{%
|
||
\subsubsection{Cloak of the Manta Ray}\label{cloak-of-the-manta-ray}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While wearing this cloak with its hood up, you can breathe underwater,
|
||
and you have a swimming speed of 60 feet. Pulling the hood up or down
|
||
requires an action.
|
||
|
||
\hypertarget{crystal-ball}{%
|
||
\subsubsection{Crystal Ball}\label{crystal-ball}}
|
||
|
||
\emph{Wondrous item, very rare or legendary (requires attunement)}
|
||
|
||
The typical \emph{crystal ball}, a very rare item, is about 6 inches in
|
||
diameter. While touching it, you can cast the \emph{scrying} spell (save
|
||
DC 17) with it.
|
||
|
||
The following \emph{crystal ball} variants are legendary items and have
|
||
additional properties.
|
||
|
||
\textbf{\emph{Crystal Ball of Mind Reading}}. You can use an action to
|
||
cast the \emph{detect thoughts} spell (save DC 17) while you are scrying
|
||
with the \emph{crystal ball}, targeting creatures you can see within 30
|
||
feet of the spell's sensor. You don't need to concentrate on this
|
||
\emph{detect thoughts} to maintain it during its duration, but it ends
|
||
if \emph{scrying} ends.
|
||
|
||
\textbf{\emph{Crystal Ball of Telepathy}}. While scrying with the
|
||
crystal ball, you can communicate telepathically with creatures you can
|
||
see within 30 feet of the spell's sensor. You can also use an action to
|
||
cast the \emph{suggestion} spell (save DC 17) through the sensor on one
|
||
of those creatures. You don't need to concentrate on this
|
||
\emph{suggestion} to maintain it during its duration, but it ends if
|
||
\emph{scrying} ends. Once used, the \emph{suggestion} power of the
|
||
\emph{crystal ball} can't be used again until the next dawn.
|
||
|
||
\textbf{\emph{Crystal Ball of True Seeing}}. While scrying with the
|
||
crystal ball, you have truesight with a radius of 120 feet centered on
|
||
the spell's sensor.
|
||
|
||
\hypertarget{cube-of-force}{%
|
||
\subsubsection{Cube of Force}\label{cube-of-force}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
This cube is about an inch across. Each face has a distinct marking on
|
||
it that can be pressed. The cube starts with 36 charges, and it regains
|
||
1d20 expended charges daily at dawn.
|
||
|
||
You can use an action to press one of the cube's faces, expending a
|
||
number of charges based on the chosen face, as shown in the Cube of
|
||
Force Faces table. Each face has a different effect. If the cube has
|
||
insufficient charges remaining, nothing happens. Otherwise, a barrier of
|
||
invisible force springs into existence, forming a cube 15 feet on a
|
||
side. The barrier is centered on you, moves with you, and lasts for 1
|
||
minute, until you use an action to press the cube's sixth face, or the
|
||
cube runs out of charges. You can change the barrier's effect by
|
||
pressing a different face of the cube and expending the requisite number
|
||
of charges, resetting the duration.
|
||
|
||
If your movement causes the barrier to come into contact with a solid
|
||
object that can't pass through the cube, you can't move any closer to
|
||
that object as long as the barrier remains.
|
||
|
||
\textbf{Table- Cube of Force Effects}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0462}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0692}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.8846}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
Face
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Charges
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
1 & 1 & Gases, wind, and fog can't pass through the barrier. \\
|
||
2 & 2 & Nonliving matter can't pass through the barrier. Walls, floors,
|
||
and ceilings can pass through at your discretion. \\
|
||
3 & 3 & Living matter can't pass through the barrier. \\
|
||
4 & 4 & Spell effects can't pass through the barrier. \\
|
||
5 & 5 & Nothing can pass through the barrier. Walls, floors, and
|
||
ceilings can pass through at your discretion. \\
|
||
6 & 0 & The barrier deactivates. \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
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.
|
||
|
||
\textbf{Table- Cube of Force Charges Lost}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Spell or Item & Charges Lost \\
|
||
\midrule
|
||
\endhead
|
||
Disintegrate & 1d12 \\
|
||
Horn of blasting & 1d10 \\
|
||
Passwall & 1d6 \\
|
||
Prismatic spray & 1d20 \\
|
||
Wall of fire & 1d4 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{cubic-gate}{%
|
||
\subsubsection{Cubic Gate}\label{cubic-gate}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This cube is 3 inches across and radiates palpable magical energy. The
|
||
six sides of the cube are each keyed to a different plane of existence,
|
||
one of which is the Material Plane. The other sides are linked to planes
|
||
determined by the GM.
|
||
|
||
You can use an action to press one side of the cube to cast the
|
||
\emph{gate} spell with it, opening a portal to the plane keyed to that
|
||
side. Alternatively, if you use an action to press one side twice, you
|
||
can cast the \emph{plane shift} spell (save DC 17) with the cube and
|
||
transport the targets to the plane keyed to that side.
|
||
|
||
The cube has 3 charges. Each use of the cube expends 1 charge. The cube
|
||
regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{magic-items-d}{%
|
||
\section{Magic Items (D)}\label{magic-items-d}}
|
||
|
||
\hypertarget{dagger-of-venom}{%
|
||
\subsubsection{Dagger of Venom}\label{dagger-of-venom}}
|
||
|
||
\emph{Weapon (dagger), rare}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
You can use an action to cause thick, black poison to coat the blade.
|
||
The poison remains for 1 minute or until an attack using this weapon
|
||
hits a creature. That creature must succeed on a DC 15 Constitution
|
||
saving throw or take 2d10 poison damage and become poisoned for 1
|
||
minute. The dagger can't be used this way again until the next dawn.
|
||
|
||
\hypertarget{dancing-sword}{%
|
||
\subsubsection{Dancing Sword}\label{dancing-sword}}
|
||
|
||
\emph{Weapon (any sword), very rare (requires attunement)}
|
||
|
||
You can use a bonus action to toss this magic sword into the air and
|
||
speak the command word. When you do so, the sword begins to hover, flies
|
||
up to 30 feet, and attacks one creature of your choice within 5 feet of
|
||
it. The sword uses your attack roll and ability score modifier to damage
|
||
rolls.
|
||
|
||
While the sword hovers, you can use a bonus action to cause it to fly up
|
||
to 30 feet to another spot within 30 feet of you. As part of the same
|
||
bonus action, you can cause the sword to attack one creature within 5
|
||
feet of it.
|
||
|
||
After the hovering sword attacks for the fourth time, it flies up to 30
|
||
feet and tries to return to your hand. If you have no hand free, it
|
||
falls to the ground at your feet. If the sword has no unobstructed path
|
||
to you, it moves as close to you as it can and then falls to the ground.
|
||
It also ceases to hover if you grasp it or move more than 30 feet away
|
||
from it.
|
||
|
||
\hypertarget{decanter-of-endless-water}{%
|
||
\subsubsection{Decanter of Endless
|
||
Water}\label{decanter-of-endless-water}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This stoppered flask sloshes when shaken, as if it contains water. The
|
||
decanter weighs 2 pounds.
|
||
|
||
You can use an action to remove the stopper and speak one of three
|
||
command words, whereupon an amount of fresh water or salt water (your
|
||
choice) pours out of the flask. The water stops pouring out at the start
|
||
of your next turn. Choose from the following options:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
``Stream'' produces 1 gallon of water.
|
||
\item
|
||
``Fountain'' produces 5 gallons of water.
|
||
\item
|
||
``Geyser'' produces 30 gallons of water that gushes forth in a geyser
|
||
30 feet long and 1 foot wide. As a bonus action while holding the
|
||
decanter, you can aim the geyser at a creature you can see within 30
|
||
feet of you. The target must succeed on a DC 13 Strength saving throw
|
||
or take 1d4 bludgeoning damage and fall prone. Instead of a creature,
|
||
you can target an object that isn't being worn or carried and that
|
||
weighs no more than 200 pounds. The object is either knocked over or
|
||
pushed up to 15 feet away from you.
|
||
\end{itemize}
|
||
|
||
\hypertarget{deck-of-illusions}{%
|
||
\subsubsection{Deck of Illusions}\label{deck-of-illusions}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This box contains a set of parchment cards. A full deck has 34 cards. A
|
||
deck found as treasure is usually missing 1d20-1 cards.
|
||
|
||
The magic of the deck functions only if cards are drawn at random (you
|
||
can use an altered deck of playing cards to simulate the deck). You can
|
||
use an action to draw a card at random from the deck and throw it to the
|
||
ground at a point within 30 feet of you.
|
||
|
||
An illusion of one or more creatures forms over the thrown card and
|
||
remains until dispelled. An illusory creature appears real, of the
|
||
appropriate size, and behaves as if it were a real creature except that
|
||
it can do no harm. While you are within 120 feet of the illusory
|
||
creature and can see it, you can use an action to move it magically
|
||
anywhere within 30 feet of its card. Any physical interaction with the
|
||
illusory creature reveals it to be an illusion, because objects pass
|
||
through it. Someone who uses an action to visually inspect the creature
|
||
identifies it as illusory with a successful DC 15 Intelligence
|
||
(Investigation) check. The creature then appears translucent.
|
||
|
||
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
|
||
can't be used again.
|
||
|
||
\textbf{Table- Deck of Illusions}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Playing Card & Illusion \\
|
||
\midrule
|
||
\endhead
|
||
Ace of hearts & Red dragon \\
|
||
King of hearts & Knight and four guards \\
|
||
Queen of hearts & Succubus or incubus \\
|
||
Jack of hearts & Druid \\
|
||
Ten of hearts & Cloud giant \\
|
||
Nine of hearts & Ettin \\
|
||
Eight of hearts & Bugbear \\
|
||
Two of hearts & Goblin \\
|
||
Ace of diamonds & Beholder \\
|
||
King of diamonds & Archmage and mage apprentice \\
|
||
Queen of diamonds & Night hag \\
|
||
Jack of diamonds & Assassin \\
|
||
Ten of diamonds & Fire giant \\
|
||
Nine of diamonds & Ogre mage \\
|
||
Eight of diamonds & Gnoll \\
|
||
Two of diamonds & Kobold \\
|
||
Ace of spades & Lich \\
|
||
King of spades & Priest and two acolytes \\
|
||
Queen of spades & Medusa \\
|
||
Jack of spades & Veteran \\
|
||
Ten of spades & Frost giant \\
|
||
Nine of spades & Troll \\
|
||
Eight of spades & Hobgoblin \\
|
||
Two of spades & Goblin \\
|
||
Ace of clubs & Iron golem \\
|
||
King of clubs & Bandit captain and three bandits \\
|
||
Queen of clubs & Erinyes \\
|
||
Jack of clubs & Berserker \\
|
||
Ten of clubs & Hill giant \\
|
||
Nine of clubs & Ogre \\
|
||
Eight of clubs & Orc \\
|
||
Two of clubs & Kobold \\
|
||
Jokers (2) & You (the deck's owner) \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{deck-of-many-things}{%
|
||
\subsubsection{Deck of Many Things}\label{deck-of-many-things}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
Usually found in a box or pouch, this deck contains a number of cards
|
||
made of ivory or vellum. Most (75 percent) of these decks have only
|
||
thirteen cards, but the rest have twenty-two.
|
||
|
||
Before you draw a card, you must declare how many cards you intend to
|
||
draw and then draw them randomly (you can use an altered deck of playing
|
||
cards to simulate the deck). Any cards drawn in excess of this number
|
||
have no effect. Otherwise, as soon as you draw a card from the deck, its
|
||
magic takes effect. You must draw each card no more than 1 hour after
|
||
the previous draw. If you fail to draw the chosen number, the remaining
|
||
number of cards fly from the deck on their own and take effect all at
|
||
once.
|
||
|
||
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.
|
||
|
||
\textbf{Table- Deck of Many Things}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Playing Card & Card \\
|
||
\midrule
|
||
\endhead
|
||
Ace of diamonds & Vizier* \\
|
||
King of diamonds & Sun \\
|
||
Queen of diamonds & Moon \\
|
||
Jack of diamonds & Star \\
|
||
Two of diamonds & Comet* \\
|
||
Ace of hearts & The Fates* \\
|
||
King of hearts & Throne \\
|
||
Queen of hearts & Key \\
|
||
Jack of hearts & Knight \\
|
||
Two of hearts & Gem* \\
|
||
Ace of clubs & Talons* \\
|
||
King of clubs & The Void \\
|
||
Queen of clubs & Flames \\
|
||
Jack of clubs & Skull \\
|
||
Two of clubs & Idiot* \\
|
||
Ace of spades & Donjon* \\
|
||
King of spades & Ruin \\
|
||
Queen of spades & Euryale \\
|
||
Jack of spades & Rogue \\
|
||
Two of spades & Balance* \\
|
||
Joker (with TM) & Fool* \\
|
||
Joker (without TM) & Jester \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
* Found only in a deck with twenty-two cards
|
||
|
||
\textbf{\emph{Balance}}. Your mind suffers a wrenching alteration,
|
||
causing your alignment to change. Lawful becomes chaotic, good becomes
|
||
evil, and vice versa. If you are true neutral or unaligned, this card
|
||
has no effect on you.
|
||
|
||
\textbf{\emph{Comet}}. If you single-handedly defeat the next hostile
|
||
monster or group of monsters you encounter, you gain experience points
|
||
enough to gain one level. Otherwise, this card has no effect.
|
||
|
||
\textbf{\emph{Donjon}}. You disappear and become entombed in a state of
|
||
suspended animation in an extradimensional sphere. Everything you were
|
||
wearing and carrying stays behind in the space you occupied when you
|
||
disappeared. You remain imprisoned until you are found and removed from
|
||
the sphere. You can't be located by any divination magic, but a
|
||
\emph{wish} spell can reveal the location of your prison. You draw no
|
||
more cards.
|
||
|
||
\textbf{\emph{Euryale}}. The card's medusa-like visage curses you. You
|
||
take a -2 penalty on saving throws while cursed in this way. Only a god
|
||
or the magic of The Fates card can end this curse.
|
||
|
||
\textbf{\emph{The Fates}}. Reality's fabric unravels and spins anew,
|
||
allowing you to avoid or erase one event as if it never happened. You
|
||
can use the card's magic as soon as you draw the card or at any other
|
||
time before you die.
|
||
|
||
\textbf{\emph{Flames}}. A powerful devil becomes your enemy. The devil
|
||
seeks your ruin and plagues your life, savoring your suffering before
|
||
attempting to slay you. This enmity lasts until either you or the devil
|
||
dies.
|
||
|
||
\textbf{\emph{Fool}}. You lose 10,000 XP, discard this card, and draw
|
||
from the deck again, counting both draws as one of your declared draws.
|
||
If losing that much XP would cause you to lose a level, you instead lose
|
||
an amount that leaves you with just enough XP to keep your level.
|
||
|
||
\textbf{\emph{Gem}}. Twenty-five pieces of jewelry worth 2,000 gp each
|
||
or fifty gems worth 1,000 gp each appear at your feet.
|
||
|
||
\textbf{\emph{Idiot}}. Permanently reduce your Intelligence by 1d4+1 (to
|
||
a minimum score of 1). You can draw one additional card beyond your
|
||
declared draws.
|
||
|
||
\textbf{\emph{Jester}}. You gain 10,000 XP, or you can draw two
|
||
additional cards beyond your declared draws.
|
||
|
||
\textbf{\emph{Key}}. A rare or rarer magic weapon with which you are
|
||
proficient appears in your hands. The GM chooses the weapon.
|
||
|
||
\textbf{\emph{Knight}}. You gain the service of a 4th-level fighter who
|
||
appears in a space you choose within 30 feet of you. The fighter is of
|
||
the same race as you and serves you loyally until death, believing the
|
||
fates have drawn him or her to you. You control this character.
|
||
|
||
\textbf{\emph{Moon}}. You are granted the ability to cast the
|
||
\emph{wish} spell 1d3 times.
|
||
|
||
\textbf{\emph{Rogue}}. A nonplayer character of the GM's choice becomes
|
||
hostile toward you. The identity of your new enemy isn't known until the
|
||
NPC or someone else reveals it. Nothing less than a \emph{wish} spell or
|
||
divine intervention can end the NPC's hostility toward you.
|
||
|
||
\textbf{\emph{Ruin}}. All forms of wealth that you carry or own, other
|
||
than magic items, are lost to you. Portable property vanishes.
|
||
Businesses, buildings, and land you own are lost in a way that alters
|
||
reality the least. Any documentation that proves you should own
|
||
something lost to this card also disappears.
|
||
|
||
\textbf{\emph{Skull}}. You summon an avatar of death-a ghostly humanoid
|
||
skeleton clad in a tattered black robe and carrying a spectral scythe.
|
||
It appears in a space of the GM's choice within 10 feet of you and
|
||
attacks you, warning all others that you must win the battle alone. The
|
||
avatar fights until you die or it drops to 0 hit points, whereupon it
|
||
disappears. If anyone tries to help you, the helper summons its own
|
||
avatar of death. A creature slain by an avatar of death can't be
|
||
restored to life.
|
||
|
||
\hypertarget{avatar-of-death}{%
|
||
\paragraph{Avatar of Death}\label{avatar-of-death}}
|
||
|
||
\emph{Medium undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 20
|
||
|
||
\textbf{Hit Points} half the hit point maximum of its summoner
|
||
|
||
\textbf{Speed} 60 ft., fly 60 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, paralyzed, petrified,
|
||
poisoned, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., truesight 60 ft., passive Perception
|
||
13
|
||
|
||
\textbf{Languages} all languages known to its summoner
|
||
|
||
\textbf{Challenge} - (0 XP)
|
||
|
||
\textbf{\emph{Incorporeal Movement}}. The avatar can move through other
|
||
creatures and objects as if they were difficult terrain. It takes 5
|
||
(1d10) force damage if it ends its turn inside an object.
|
||
|
||
\textbf{\emph{Turning Immunity}}. The avatar is immune to features that
|
||
turn undead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Reaping Scythe}}. The avatar sweeps its spectral scythe
|
||
through a creature within 5 feet of it, dealing 7 (1d8+3) slashing
|
||
damage plus 4 (1d8) necrotic damage.
|
||
|
||
\textbf{\emph{Star}}. Increase one of your ability scores by 2. The
|
||
score can exceed 20 but can't exceed 24.
|
||
|
||
\textbf{\emph{Sun}}. You gain 50,000 XP, and a wondrous item (which the
|
||
GM determines randomly) appears in your hands.
|
||
|
||
\textbf{\emph{Talons}}. Every magic item you wear or carry
|
||
disintegrates. Artifacts in your possession aren't destroyed but do
|
||
vanish.
|
||
|
||
\textbf{\emph{Throne}}. You gain proficiency in the Persuasion skill,
|
||
and you double your proficiency bonus on checks made with that skill. In
|
||
addition, you gain rightful ownership of a small keep somewhere in the
|
||
world. However, the keep is currently in the hands of monsters, which
|
||
you must clear out before you can claim the keep as yours.
|
||
|
||
\textbf{\emph{Vizier}}. At any time you choose within one year of
|
||
drawing this card, you can ask a question in meditation and mentally
|
||
receive a truthful answer to that question. Besides information, the
|
||
answer helps you solve a puzzling problem or other dilemma. In other
|
||
words, the knowledge comes with wisdom on how to apply it.
|
||
|
||
\textbf{\emph{The Void}}. This black card spells disaster. Your soul is
|
||
drawn from your body and contained in an object in a place of the GM's
|
||
choice. One or more powerful beings guard the place. While your soul is
|
||
trapped in this way, your body is incapacitated. A \emph{wish} spell
|
||
can't restore your soul, but the spell reveals the location of the
|
||
object that holds it. You draw no more cards.
|
||
|
||
\hypertarget{defender}{%
|
||
\subsubsection{Defender}\label{defender}}
|
||
|
||
\emph{Weapon (any sword), legendary (requires attunement)}
|
||
|
||
You gain a +3 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
The first time you attack with the sword on each of your turns, you can
|
||
transfer some or all of the sword's bonus to your Armor Class, instead
|
||
of using the bonus on any attacks that turn. For example, you could
|
||
reduce the bonus to your attack and damage rolls to +1 and gain a +2
|
||
bonus to AC. The adjusted bonuses remain in effect until the start of
|
||
your next turn, although you must hold the sword to gain a bonus to AC
|
||
from it.
|
||
|
||
\hypertarget{demon-armor}{%
|
||
\subsubsection{Demon Armor}\label{demon-armor}}
|
||
|
||
\emph{Armor (plate), very rare (requires attunement)}
|
||
|
||
While wearing this armor, you gain a +1 bonus to AC, and you can
|
||
understand and speak Abyssal. In addition, the armor's clawed gauntlets
|
||
turn unarmed strikes with your hands into magic weapons that deal
|
||
slashing damage, with a +1 bonus to attack rolls and damage rolls and a
|
||
damage die of 1d8.
|
||
|
||
\textbf{\emph{Curse}}. Once you don this cursed armor, you can't doff it
|
||
unless you are targeted by the \emph{remove curse} spell or similar
|
||
magic. While wearing the armor, you have disadvantage on attack rolls
|
||
against demons and on saving throws against their spells and special
|
||
abilities.
|
||
|
||
\hypertarget{dimensional-shackles}{%
|
||
\subsubsection{Dimensional Shackles}\label{dimensional-shackles}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
You can use an action to place these shackles on an incapacitated
|
||
creature. The shackles adjust to fit a creature of Small to Large size.
|
||
In addition to serving as mundane manacles, the shackles prevent a
|
||
creature bound by them from using any method of extradimensional
|
||
movement, including teleportation or travel to a different plane of
|
||
existence. They don't prevent the creature from passing through an
|
||
interdimensional portal.
|
||
|
||
You and any creature you designate when you use the shackles can use an
|
||
action to remove them. Once every 30 days, the bound creature can make a
|
||
DC 30 Strength (Athletics) check. On a success, the creature breaks free
|
||
and destroys the shackles.
|
||
|
||
\hypertarget{dragon-scale-mail}{%
|
||
\subsubsection{Dragon Scale Mail}\label{dragon-scale-mail}}
|
||
|
||
\emph{Armor (scale mail), very rare (requires attunement)}
|
||
|
||
Dragon scale mail is made of the scales of one kind of dragon. Sometimes
|
||
dragons collect their cast-off scales and gift them to humanoids. Other
|
||
times, hunters carefully skin and preserve the hide of a dead dragon. In
|
||
either case, dragon scale mail is highly valued.
|
||
|
||
While wearing this armor, you gain a +1 bonus to AC, you have advantage
|
||
on saving throws against the Frightful Presence and breath weapons of
|
||
dragons, and you have resistance to one damage type that is determined
|
||
by the kind of dragon that provided the scales (see the table).
|
||
|
||
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 can't
|
||
be used again until the next dawn.
|
||
|
||
\textbf{Table- Dragon Scale Mail}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Dragon & Resistance \\
|
||
\midrule
|
||
\endhead
|
||
Black & Acid \\
|
||
Blue & Lightning \\
|
||
Brass & Fire \\
|
||
Bronze & Lightning \\
|
||
Copper & Acid \\
|
||
Gold & Fire \\
|
||
Green & Poison \\
|
||
Red & Fire \\
|
||
Silver & Cold \\
|
||
White & Cold \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{dragon-slayer}{%
|
||
\subsubsection{Dragon Slayer}\label{dragon-slayer}}
|
||
|
||
\emph{Weapon (any sword), rare}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
When you hit a dragon with this weapon, the dragon takes an extra 3d6
|
||
damage of the weapon's type. For the purpose of this weapon, ``dragon''
|
||
refers to any creature with the dragon type, including dragon turtles
|
||
and wyverns.
|
||
|
||
\hypertarget{dust-of-disappearance}{%
|
||
\subsubsection{Dust of Disappearance}\label{dust-of-disappearance}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
Found in a small packet, this powder resembles very fine sand. There is
|
||
enough of it for one use. When you use an action to throw the dust into
|
||
the air, you and each creature and object within 10 feet of you become
|
||
invisible for 2d4 minutes. The duration is the same for all subjects,
|
||
and the dust is consumed when its magic takes effect. If a creature
|
||
affected by the dust attacks or casts a spell, the invisibility ends for
|
||
that creature.
|
||
|
||
\hypertarget{dust-of-dryness}{%
|
||
\subsubsection{Dust of Dryness}\label{dust-of-dryness}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This small packet contains 1d6+4 pinches of dust. You can use an action
|
||
to sprinkle a pinch of it over water. The dust turns a cube of water 15
|
||
feet on a side into one marble-sized pellet, which floats or rests near
|
||
where the dust was sprinkled. The pellet's weight is negligible.
|
||
|
||
Someone can use an action to smash the pellet against a hard surface,
|
||
causing the pellet to shatter and release the water the dust absorbed.
|
||
Doing so ends that pellet's magic.
|
||
|
||
An elemental composed mostly of water that is exposed to a pinch of the
|
||
dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{dust-of-sneezing-and-choking}{%
|
||
\subsubsection{Dust of Sneezing and
|
||
Choking}\label{dust-of-sneezing-and-choking}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
Found in a small container, this powder resembles very fine sand. It
|
||
appears to be \emph{dust of disappearance}, and an \emph{identify} spell
|
||
reveals it to be such. There is enough of it for one use.
|
||
|
||
When you use an action to throw a handful of the dust into the air, you
|
||
and each creature that needs to breathe within 30 feet of you must
|
||
succeed on a DC 15 Constitution saving throw or become unable to
|
||
breathe, while sneezing uncontrollably. A creature affected in this way
|
||
is incapacitated and suffocating. As long as it is conscious, a creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on it on a success. The \emph{lesser restoration} spell can also
|
||
end the effect on a creature.
|
||
|
||
\hypertarget{dwarven-plate}{%
|
||
\subsubsection{Dwarven Plate}\label{dwarven-plate}}
|
||
|
||
\emph{Armor (plate), very rare}
|
||
|
||
While wearing this armor, you gain a +2 bonus to AC. In addition, if an
|
||
effect moves you against your will along the ground, you can use your
|
||
reaction to reduce the distance you are moved by up to 10 feet.
|
||
|
||
\hypertarget{dwarven-thrower}{%
|
||
\subsubsection{Dwarven Thrower}\label{dwarven-thrower}}
|
||
|
||
\emph{Weapon (warhammer), very rare (requires attunement by a dwarf)}
|
||
|
||
You gain a +3 bonus to attack and damage rolls made with this magic
|
||
weapon. It has the thrown property with a normal range of 20 feet and a
|
||
long range of 60 feet. When you hit with a ranged attack using this
|
||
weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8
|
||
damage. Immediately after the attack, the weapon flies back to your
|
||
hand.
|
||
|
||
\hypertarget{magic-items-e}{%
|
||
\section{Magic Items (E)}\label{magic-items-e}}
|
||
|
||
\hypertarget{efficient-quiver}{%
|
||
\subsubsection{Efficient Quiver}\label{efficient-quiver}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
Each of the quiver's three compartments connects to an extradimensional
|
||
space that allows the quiver to hold numerous items while never weighing
|
||
more than 2 pounds. The shortest compartment can hold up to sixty
|
||
arrows, bolts, or similar objects. The midsize compartment holds up to
|
||
eighteen javelins or similar objects. The longest compartment holds up
|
||
to six long objects, such as bows, quarterstaffs, or spears.
|
||
|
||
You can draw any item the quiver contains as if doing so from a regular
|
||
quiver or scabbard.
|
||
|
||
\hypertarget{efreeti-bottle}{%
|
||
\subsubsection{Efreeti Bottle}\label{efreeti-bottle}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This painted brass bottle weighs 1 pound. When you use an action to
|
||
remove the stopper, a cloud of thick smoke flows out of the bottle. At
|
||
the end of your turn, the smoke disappears with a flash of harmless
|
||
fire, and an efreeti appears in an unoccupied space within 30 feet of
|
||
you.
|
||
|
||
The first time the bottle is opened, the GM rolls to determine what
|
||
happens.
|
||
|
||
\textbf{Table- Efreeti Bottle}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0227}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9773}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-10 & The efreeti attacks you. After fighting for 5 rounds, the
|
||
efreeti disappears, and the bottle loses its magic. \\
|
||
11-90 & 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 can't 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. \\
|
||
91-100 & 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. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{elemental-gem}{%
|
||
\subsubsection{Elemental Gem}\label{elemental-gem}}
|
||
|
||
\emph{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
|
||
\emph{conjure elemental} spell, and the gem's magic is lost. The type of
|
||
gem determines the elemental summoned by the spell.
|
||
|
||
\textbf{Table- Elemental Gem}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Gem & Summoned Elemental \\
|
||
\midrule
|
||
\endhead
|
||
Blue sapphire & Air elemental \\
|
||
Yellow diamond & Earth elemental \\
|
||
Red corundum & Fire elemental \\
|
||
Emerald & Water elemental \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{elven-chain}{%
|
||
\subsubsection{Elven Chain}\label{elven-chain}}
|
||
|
||
\emph{Armor (chain shirt), rare}
|
||
|
||
You gain a +1 bonus to AC while you wear this armor. You are considered
|
||
proficient with this armor even if you lack proficiency with medium
|
||
armor.
|
||
|
||
\hypertarget{eversmoking-bottle}{%
|
||
\subsubsection{Eversmoking Bottle}\label{eversmoking-bottle}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
Smoke leaks from the lead-stoppered mouth of this brass bottle, which
|
||
weighs 1 pound. When you use an action to remove the stopper, a cloud of
|
||
thick smoke pours out in a 60-foot radius from the bottle. The cloud's
|
||
area is heavily obscured. Each minute the bottle remains open and within
|
||
the cloud, the radius increases by 10 feet until it reaches its maximum
|
||
radius of 120 feet.
|
||
|
||
The cloud persists as long as the bottle is open. Closing the bottle
|
||
requires you to speak its command word as an action. Once the bottle is
|
||
closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20
|
||
miles per hour) can also disperse the smoke after 1 minute, and a strong
|
||
wind (21 or more miles per hour) can do so after 1 round.
|
||
|
||
\hypertarget{eyes-of-charming}{%
|
||
\subsubsection{Eyes of Charming}\label{eyes-of-charming}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
These crystal lenses fit over the eyes. They have 3 charges. While
|
||
wearing them, you can expend 1 charge as an action to cast the
|
||
\emph{charm person} spell (save DC 13) on a humanoid within 30 feet of
|
||
you, provided that you and the target can see each other. The lenses
|
||
regain all expended charges daily at dawn.
|
||
|
||
\hypertarget{eyes-of-minute-seeing}{%
|
||
\subsubsection{Eyes of Minute Seeing}\label{eyes-of-minute-seeing}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
These crystal lenses fit over the eyes. While wearing them, you can see
|
||
much better than normal out to a range of 1 foot. You have advantage on
|
||
Intelligence (Investigation) checks that rely on sight while searching
|
||
an area or studying an object within that range.
|
||
|
||
\hypertarget{eyes-of-the-eagle}{%
|
||
\subsubsection{Eyes of the Eagle}\label{eyes-of-the-eagle}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
These crystal lenses fit over the eyes. While wearing them, you have
|
||
advantage on Wisdom (Perception) checks that rely on sight. In
|
||
conditions of clear visibility, you can make out details of even
|
||
extremely distant creatures and objects as small as 2 feet across.
|
||
|
||
\hypertarget{magic-items-f}{%
|
||
\section{Magic Items (F)}\label{magic-items-f}}
|
||
|
||
\hypertarget{feather-token}{%
|
||
\subsubsection{Feather Token}\label{feather-token}}
|
||
|
||
\emph{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.
|
||
|
||
\textbf{Table- Feather Token}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d100 & Feather Token \\
|
||
\midrule
|
||
\endhead
|
||
01-20 & Anchor \\
|
||
21-35 & Bird \\
|
||
36-50 & Fan \\
|
||
51-65 & Swan boat \\
|
||
66-90 & Tree \\
|
||
91-100 & Whip \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Anchor}}. You can use an action to touch the token to a
|
||
boat or ship. For the next 24 hours, the vessel can't be moved by any
|
||
means. Touching the token to the vessel again ends the effect. When the
|
||
effect ends, the token disappears.
|
||
|
||
\textbf{\emph{Bird}}. You can use an action to toss the token 5 feet
|
||
into the air. The token disappears and an enormous, multicolored bird
|
||
takes its place. The bird has the statistics of a roc, but it obeys your
|
||
simple commands and can't attack. It can carry up to 500 pounds while
|
||
flying at its maximum speed (16 miles an hour for a maximum of 144 miles
|
||
per day, with a one-hour rest for every 3 hours of flying), or 1,000
|
||
pounds at half that speed. The bird disappears after flying its maximum
|
||
distance for a day or if it drops to 0 hit points. You can dismiss the
|
||
bird as an action.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
As a bonus action on your turn, you can direct the whip to fly up to 20
|
||
feet and repeat the attack against a creature within 10 feet of it. The
|
||
whip disappears after 1 hour, when you use an action to dismiss it, or
|
||
when you are incapacitated or die.
|
||
|
||
\hypertarget{figurine-of-wondrous-power}{%
|
||
\subsubsection{Figurine of Wondrous
|
||
Power}\label{figurine-of-wondrous-power}}
|
||
|
||
\emph{Wondrous item, rarity by figurine}
|
||
|
||
A \emph{figurine of wondrous power} is a statuette of a beast small
|
||
enough to fit in a pocket. If you use an action to speak the command
|
||
word and throw the figurine to a point on the ground within 60 feet of
|
||
you, the figurine becomes a living creature. If the space where the
|
||
creature would appear is occupied by other creatures or objects, or if
|
||
there isn't enough space for the creature, the figurine doesn't become a
|
||
creature.
|
||
|
||
The creature is friendly to you and your companions. It understands your
|
||
languages and obeys your spoken commands. If you issue no commands, the
|
||
creature defends itself but takes no other actions.
|
||
|
||
The creature exists for a duration specific to each figurine. At the end
|
||
of the duration, the creature reverts to its figurine form. It reverts
|
||
to a figurine early if it drops to 0 hit points or if you use an action
|
||
to speak the command word again while touching it. When the creature
|
||
becomes a figurine again, its property can't be used again until a
|
||
certain amount of time has passed, as specified in the figurine's
|
||
description.
|
||
|
||
\textbf{\emph{Bronze Griffon (Rare)}}. This bronze statuette is of a
|
||
griffon rampant. It can become a griffon for up to 6 hours. Once it has
|
||
been used, it can't be used again until 5 days have passed.
|
||
|
||
\textbf{\emph{Ebony Fly (Rare)}}. This ebony statuette is carved in the
|
||
likeness of a horsefly. It can become a giant fly for up to 12 hours and
|
||
can be ridden as a mount. Once it has been used, it can't be used again
|
||
until 2 days have passed.
|
||
|
||
\hypertarget{giant-fly}{%
|
||
\paragraph{Giant Fly}\label{giant-fly}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 13 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{\emph{Golden Lions (Rare)}}. These gold statuettes of lions are
|
||
always created in pairs. You can use one figurine or both
|
||
simultaneously. Each can become a lion for up to 1 hour. Once a lion has
|
||
been used, it can't be used again until 7 days have passed.
|
||
|
||
\textbf{\emph{Ivory Goats (Rare)}}. These ivory statuettes of goats are
|
||
always created in sets of three. Each goat looks unique and functions
|
||
differently from the others. Their properties are as follows:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
The \emph{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 can't be used again until 7 days
|
||
have passed, when it regains all its charges.
|
||
\item
|
||
The \emph{goat of travail} becomes a giant goat for up to 3 hours.
|
||
Once it has been used, it can't be used again until 30 days have
|
||
passed.
|
||
\item
|
||
The \emph{goat of terror} becomes a giant goat for up to 3 hours. The
|
||
goat can't attack, but you can remove its horns and use them as
|
||
weapons. One horn becomes a \emph{+1 lance}, and the other becomes a
|
||
\emph{+2 longsword}. Removing a horn requires an action, and the
|
||
weapons disappear and the horns return when the goat reverts to
|
||
figurine form. In addition, 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 goat's aura for the next 24 hours. Once the
|
||
figurine has been used, it can't be used again until 15 days have
|
||
passed.
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{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 can't be used again until 7 days have passed.
|
||
|
||
\textbf{\emph{Obsidian Steed (Very Rare)}}. This polished obsidian horse
|
||
can become a nightmare for up to 24 hours. The nightmare fights only to
|
||
defend itself. Once it has been used, it can't be used again until 5
|
||
days have passed.
|
||
|
||
If you have a good alignment, the figurine has a 10 percent chance each
|
||
time you use it to ignore your orders, including a command to revert to
|
||
figurine form. If you mount the nightmare while it is ignoring your
|
||
orders, you and the nightmare are instantly transported to a random
|
||
location on the plane of Hades, where the nightmare reverts to figurine
|
||
form.
|
||
|
||
\textbf{\emph{Onyx Dog (Rare)}}. This onyx statuette of a dog can become
|
||
a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and
|
||
can speak Common. It also has darkvision out to a range of 60 feet and
|
||
can see invisible creatures and objects within that range. Once it has
|
||
been used, it can't be used again until 7 days have passed.
|
||
|
||
\textbf{\emph{Serpentine Owl (Rare)}}. This serpentine statuette of an
|
||
owl can become a giant owl for up to 8 hours. Once it has been used, it
|
||
can't be used again until 2 days have passed. The owl can telepathically
|
||
communicate with you at any range if you and it are on the same plane of
|
||
existence.
|
||
|
||
\textbf{\emph{Silver Raven (Uncommon)}}. This silver statuette of a
|
||
raven can become a raven for up to 12 hours. Once it has been used, it
|
||
can't be used again until 2 days have passed. While in raven form, the
|
||
figurine allows you to cast the \emph{animal messenger} spell on it at
|
||
will.
|
||
|
||
\hypertarget{flame-tongue}{%
|
||
\subsubsection{Flame Tongue}\label{flame-tongue}}
|
||
|
||
\emph{Weapon (any sword), rare (requires attunement)}
|
||
|
||
You can use a bonus action to speak this magic sword's command word,
|
||
causing flames to erupt from the blade. These flames shed bright light
|
||
in a 40-foot radius and dim light for an additional 40 feet. While the
|
||
sword is ablaze, it deals an extra 2d6 fire damage to any target it
|
||
hits. The flames last until you use a bonus action to speak the command
|
||
word again or until you drop or sheathe the sword.
|
||
|
||
\hypertarget{folding-boat}{%
|
||
\subsubsection{Folding Boat}\label{folding-boat}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This object appears as a wooden box that measures 12 inches long, 6
|
||
inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be
|
||
opened to store items inside. This item also has three command words,
|
||
each requiring you to use an action to speak it.
|
||
|
||
One command word causes the box to unfold into a boat 10 feet long, 4
|
||
feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a
|
||
mast, and a lateen sail. The boat can hold up to four Medium creatures
|
||
comfortably.
|
||
|
||
The second command word causes the box to unfold into a ship 24 feet
|
||
long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats,
|
||
five sets of oars, a steering oar, an anchor, a deck cabin, and a mast
|
||
with a square sail. The ship can hold fifteen Medium creatures
|
||
comfortably.
|
||
|
||
When the box becomes a vessel, its weight becomes that of a normal
|
||
vessel its size, and anything that was stored in the box remains in the
|
||
boat.
|
||
|
||
The third command word causes the \emph{folding boat} to fold back into
|
||
a box, provided that no creatures are aboard. Any objects in the vessel
|
||
that can't fit inside the box remain outside the box as it folds. Any
|
||
objects in the vessel that can fit inside the box do so.
|
||
|
||
\hypertarget{frost-brand}{%
|
||
\subsubsection{Frost Brand}\label{frost-brand}}
|
||
|
||
\emph{Weapon (any sword), very rare (requires attunement)}
|
||
|
||
When you hit with an attack using this magic sword, the target takes an
|
||
extra 1d6 cold damage. In addition, while you hold the sword, you have
|
||
resistance to fire damage.
|
||
|
||
In freezing temperatures, the blade sheds bright light in a 10-foot
|
||
radius and dim light for an additional 10 feet.
|
||
|
||
When you draw this weapon, you can extinguish all nonmagical flames
|
||
within 30 feet of you. This property can be used no more than once per
|
||
hour.
|
||
|
||
\hypertarget{magic-items-g}{%
|
||
\section{Magic Items (G)}\label{magic-items-g}}
|
||
|
||
\hypertarget{gauntlets-of-ogre-power}{%
|
||
\subsubsection{Gauntlets of Ogre Power}\label{gauntlets-of-ogre-power}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
Your Strength score is 19 while you wear these gauntlets. They have no
|
||
effect on you if your Strength is already 19 or higher.
|
||
|
||
\hypertarget{gem-of-brightness}{%
|
||
\subsubsection{Gem of Brightness}\label{gem-of-brightness}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This prism has 50 charges. While you are holding it, you can use an
|
||
action to speak one of three command words to cause one of the following
|
||
effects:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
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
|
||
doesn't 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.
|
||
\item
|
||
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.
|
||
\item
|
||
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.
|
||
\end{itemize}
|
||
|
||
When all of the gem's charges are expended, the gem becomes a nonmagical
|
||
jewel worth 50 gp.
|
||
|
||
\hypertarget{gem-of-seeing}{%
|
||
\subsubsection{Gem of Seeing}\label{gem-of-seeing}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
This gem has 3 charges. As an action, you can speak the gem's command
|
||
word and expend 1 charge. For the next 10 minutes, you have truesight
|
||
out to 120 feet when you peer through the gem.
|
||
|
||
The gem regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{giant-slayer}{%
|
||
\subsubsection{Giant Slayer}\label{giant-slayer}}
|
||
|
||
\emph{Weapon (any axe or sword), rare}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
When you hit a giant with it, the giant takes an extra 2d6 damage of the
|
||
weapon's type and must succeed on a DC 15 Strength saving throw or fall
|
||
prone. For the purpose of this weapon, ``giant'' refers to any creature
|
||
with the giant type, including ettins and trolls.
|
||
|
||
\hypertarget{glamoured-studded-leather}{%
|
||
\subsubsection{Glamoured Studded
|
||
Leather}\label{glamoured-studded-leather}}
|
||
|
||
\emph{Armor (studded leather), rare}
|
||
|
||
While wearing this armor, you gain a +1 bonus to AC. You can also use a
|
||
bonus action to speak the armor's command word and cause the armor to
|
||
assume the appearance of a normal set of clothing or some other kind of
|
||
armor. You decide what it looks like, including color, style, and
|
||
accessories, but the armor retains its normal bulk and weight. The
|
||
illusory appearance lasts until you use this property again or remove
|
||
the armor.
|
||
|
||
\hypertarget{gloves-of-missile-snaring}{%
|
||
\subsubsection{Gloves of Missile
|
||
Snaring}\label{gloves-of-missile-snaring}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
These gloves seem to almost meld into your hands when you don them. When
|
||
a ranged weapon attack hits you while you're wearing them, you can use
|
||
your reaction to reduce the damage by 1d10+your Dexterity modifier,
|
||
provided that you have a free hand. If you reduce the damage to 0, you
|
||
can catch the missile if it is small enough for you to hold in that
|
||
hand.
|
||
|
||
\hypertarget{gloves-of-swimming-and-climbing}{%
|
||
\subsubsection{Gloves of Swimming and
|
||
Climbing}\label{gloves-of-swimming-and-climbing}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing these gloves, climbing and swimming don't cost you extra
|
||
movement, and you gain a +5 bonus to Strength (Athletics) checks made to
|
||
climb or swim.
|
||
|
||
\hypertarget{goggles-of-night}{%
|
||
\subsubsection{Goggles of Night}\label{goggles-of-night}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While wearing these dark lenses, you have darkvision out to a range of
|
||
60 feet. If you already have darkvision, wearing the goggles increases
|
||
its range by 60 feet.
|
||
|
||
\hypertarget{magic-items-h}{%
|
||
\section{Magic Items (H)}\label{magic-items-h}}
|
||
|
||
\hypertarget{hammer-of-thunderbolts}{%
|
||
\subsubsection{Hammer of Thunderbolts}\label{hammer-of-thunderbolts}}
|
||
|
||
\emph{Weapon (maul), legendary}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
\textbf{\emph{Giant's Bane (Requires Attunement)}}. You must be wearing
|
||
a \emph{belt of giant strength} (any variety) and \emph{gauntlets of
|
||
ogre power} to attune to this weapon. The attunement ends if you take
|
||
off either of those items. While you are attuned to this weapon and
|
||
holding it, your Strength score increases by 4 and can exceed 20, but
|
||
not 30. When you roll a 20 on an attack roll made with this weapon
|
||
against a giant, the giant must succeed on a DC 17 Constitution saving
|
||
throw or die.
|
||
|
||
The hammer also has 5 charges. While attuned to it, you can expend 1
|
||
charge and make a ranged weapon attack with the hammer, hurling it as if
|
||
it had the thrown property with a normal range of 20 feet and a long
|
||
range of 60 feet. If the attack hits, the hammer unleashes a thunderclap
|
||
audible out to 300 feet. The target and every creature within 30 feet of
|
||
it must succeed on a DC 17 Constitution saving throw or be stunned until
|
||
the end of your next turn. The hammer regains 1d4+1 expended charges
|
||
daily at dawn.
|
||
|
||
\hypertarget{handy-haversack}{%
|
||
\subsubsection{Handy Haversack}\label{handy-haversack}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This backpack has a central pouch and two side pouches, each of which is
|
||
an extradimensional space. Each side pouch can hold up to 20 pounds of
|
||
material, not exceeding a volume of 2 cubic feet. The large central
|
||
pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack
|
||
always weighs 5 pounds, regardless of its contents.
|
||
|
||
Placing an object in the haversack follows the normal rules for
|
||
interacting with objects. Retrieving an item from the haversack requires
|
||
you to use an action. When you reach into the haversack for a specific
|
||
item, the item is always magically on top.
|
||
|
||
The haversack has a few limitations. If it is overloaded, or if a sharp
|
||
object pierces it or tears it, the haversack ruptures and is destroyed.
|
||
If the haversack is destroyed, its contents are lost forever, although
|
||
an artifact always turns up again somewhere. If the haversack is turned
|
||
inside out, its contents spill forth, unharmed, and the haversack must
|
||
be put right before it can be used again. If a breathing creature is
|
||
placed within the haversack, the creature can survive for up to 10
|
||
minutes, after which time it begins to suffocate.
|
||
|
||
Placing the haversack inside an extradimensional space created by a
|
||
\emph{bag of holding}, \emph{portable hole}, or similar item instantly
|
||
destroys both items and opens a gate to the Astral Plane. The gate
|
||
originates where the one item was placed inside the other. Any creature
|
||
within 10 feet of the gate is sucked through it and deposited in a
|
||
random location on the Astral Plane. The gate then closes. The gate is
|
||
one-way only and can't be reopened.
|
||
|
||
\hypertarget{hat-of-disguise}{%
|
||
\subsubsection{Hat of Disguise}\label{hat-of-disguise}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing this hat, you can use an action to cast the \emph{disguise
|
||
self} spell from it at will. The spell ends if the hat is removed.
|
||
|
||
\hypertarget{headband-of-intellect}{%
|
||
\subsubsection{Headband of Intellect}\label{headband-of-intellect}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
Your Intelligence score is 19 while you wear this headband. It has no
|
||
effect on you if your Intelligence is already 19 or higher.
|
||
|
||
\hypertarget{helm-of-brilliance}{%
|
||
\subsubsection{Helm of Brilliance}\label{helm-of-brilliance}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire
|
||
opals, and 4d10 opals. Any gem pried from the helm crumbles to dust.
|
||
When all the gems are removed or destroyed, the helm loses its magic.
|
||
|
||
You gain the following benefits while wearing it:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You can use an action to cast one of the following spells (save DC
|
||
18), using one of the helm's gems of the specified type as a
|
||
component: \emph{daylight} (opal), \emph{fireball} (fire opal),
|
||
\emph{prismatic spray} (diamond), or \emph{wall of fire} (ruby). The
|
||
gem is destroyed when the spell is cast and disappears from the helm.
|
||
\item
|
||
As long as it has at least one diamond, the helm emits dim light in a
|
||
30-foot radius when at least one undead is within that area. Any
|
||
undead that starts its turn in that area takes 1d6 radiant damage.
|
||
\item
|
||
As long as the helm has at least one ruby, you have resistance to fire
|
||
damage.
|
||
\item
|
||
As long as the helm has at least one fire opal, you can use an action
|
||
and speak a command word to cause one weapon you are holding to burst
|
||
into flames. The flames emit bright light in a 10-foot radius and dim
|
||
light for an additional 10 feet. The flames are harmless to you and
|
||
the weapon. When you hit with an attack using the blazing weapon, the
|
||
target takes an extra 1d6 fire damage. The flames last until you use a
|
||
bonus action to speak the command word again or until you drop or stow
|
||
the weapon.
|
||
\end{itemize}
|
||
|
||
Roll a d20 if you are wearing the helm and take fire damage as a result
|
||
of failing a saving throw against a spell. On a roll of 1, the helm
|
||
emits beams of light from its remaining gems. Each creature within 60
|
||
feet of the helm other than you must succeed on a DC 17 Dexterity saving
|
||
throw or be struck by a beam, taking radiant damage equal to the number
|
||
of gems in the helm. The helm and its gems are then destroyed.
|
||
|
||
\hypertarget{helm-of-comprehending-languages}{%
|
||
\subsubsection{Helm of Comprehending
|
||
Languages}\label{helm-of-comprehending-languages}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While wearing this helm, you can use an action to cast the
|
||
\emph{comprehend languages} spell from it at will.
|
||
|
||
\hypertarget{helm-of-telepathy}{%
|
||
\subsubsection{Helm of Telepathy}\label{helm-of-telepathy}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing this helm, you can use an action to cast the \emph{detect
|
||
thoughts} spell (save DC 13) from it. As long as you maintain
|
||
concentration on the spell, you can use a bonus action to send a
|
||
telepathic message to a creature you are focused on. It can reply-using
|
||
a bonus action to do so-while your focus on it continues.
|
||
|
||
While focusing on a creature with \emph{detect thoughts}, you can use an
|
||
action to cast the \emph{suggestion} spell (save DC 13) from the helm on
|
||
that creature. Once used, the \emph{suggestion} property can't be used
|
||
again until the next dawn.
|
||
|
||
\hypertarget{helm-of-teleportation}{%
|
||
\subsubsection{Helm of Teleportation}\label{helm-of-teleportation}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
This helm has 3 charges. While wearing it, you can use an action and
|
||
expend 1 charge to cast the \emph{teleport} spell from it. The helm
|
||
regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{holy-avenger}{%
|
||
\subsubsection{Holy Avenger}\label{holy-avenger}}
|
||
|
||
\emph{Weapon (any sword), legendary (requires attunement by a paladin)}
|
||
|
||
You gain a +3 bonus to attack and damage rolls made with this magic
|
||
weapon. When you hit a fiend or an undead with it, that creature takes
|
||
an extra 2d10 radiant damage.
|
||
|
||
While you hold the drawn sword, it creates an aura in a 10-foot radius
|
||
around you. You and all creatures friendly to you in the aura have
|
||
advantage on saving throws against spells and other magical effects. If
|
||
you have 17 or more levels in the paladin class, the radius of the aura
|
||
increases to 30 feet.
|
||
|
||
\hypertarget{horn-of-blasting}{%
|
||
\subsubsection{Horn of Blasting}\label{horn-of-blasting}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
You can use an action to speak the horn's command word and then blow the
|
||
horn, which emits a thunderous blast in a 30-foot cone that is audible
|
||
600 feet away. Each creature in the cone must make a DC 15 Constitution
|
||
saving throw. On a failed save, a creature takes 5d6 thunder damage and
|
||
is deafened for 1 minute. On a successful save, a creature takes half as
|
||
much damage and isn't deafened. Creatures and objects made of glass or
|
||
crystal have disadvantage on the saving throw and take 10d6 thunder
|
||
damage instead of 5d6.
|
||
|
||
Each use of the horn's magic has a 20 percent chance of causing the horn
|
||
to explode. The explosion deals 10d6 fire damage to the blower and
|
||
destroys the horn.
|
||
|
||
\hypertarget{horn-of-valhalla}{%
|
||
\subsubsection{Horn of Valhalla}\label{horn-of-valhalla}}
|
||
|
||
\emph{Wondrous item, rare (silver or brass), very rare (bronze), or
|
||
legendary (iron)}
|
||
|
||
You can use an action to blow this horn. In response, warrior spirits
|
||
from the Valhalla appear within 60 feet of you. They use the statistics
|
||
of a berserker. They return to Valhalla after 1 hour or when they drop
|
||
to 0 hit points. Once you use the horn, it can't be used again until 7
|
||
days have passed.
|
||
|
||
Four types of \emph{horn of Valhalla} are known to exist, each made of a
|
||
different metal. The horn's type determines how many berserkers answer
|
||
its summons, as well as the requirement for its use. The GM chooses the
|
||
horn's type or determines it randomly.
|
||
|
||
\textbf{Table- Horn of Valhalla}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0909}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1429}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2727}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.4935}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Horn Type
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Berserkers Summoned
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Requirement
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-40 & Silver & 2d4+2 & None \\
|
||
41-75 & Brass & 3d4+3 & Proficiency with all simple weapons \\
|
||
76-90 & Bronze & 4d4+4 & Proficiency with all medium armor \\
|
||
91-00 & Iron & 5d4+5 & Proficiency with all martial weapons \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
If you blow the horn without meeting its requirement, the summoned
|
||
berserkers attack you. If you meet the requirement, they are friendly to
|
||
you and your companions and follow your commands.
|
||
|
||
\hypertarget{horseshoes-of-a-zephyr}{%
|
||
\subsubsection{Horseshoes of a Zephyr}\label{horseshoes-of-a-zephyr}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
These iron horseshoes come in a set of four. While all four shoes are
|
||
affixed to the hooves of a horse or similar creature, they allow the
|
||
creature to move normally while floating 4 inches above the ground. This
|
||
effect means the creature can cross or stand above nonsolid or unstable
|
||
surfaces, such as water or lava. The creature leaves no tracks and
|
||
ignores difficult terrain. In addition, the creature can move at normal
|
||
speed for up to 12 hours a day without suffering exhaustion from a
|
||
forced march.
|
||
|
||
\hypertarget{horseshoes-of-speed}{%
|
||
\subsubsection{Horseshoes of Speed}\label{horseshoes-of-speed}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
These iron horseshoes come in a set of four. While all four shoes are
|
||
affixed to the hooves of a horse or similar creature, they increase the
|
||
creature's walking speed by 30 feet.
|
||
|
||
\hypertarget{magic-items-i}{%
|
||
\section{Magic Items (I)}\label{magic-items-i}}
|
||
|
||
\hypertarget{immovable-rod}{%
|
||
\subsubsection{Immovable Rod}\label{immovable-rod}}
|
||
|
||
\emph{Rod, uncommon}
|
||
|
||
This flat iron rod has a button on one end. You can use an action to
|
||
press the button, which causes the rod to become magically fixed in
|
||
place. Until you or another creature uses an action to push the button
|
||
again, the rod doesn't move, even if it is defying gravity. The rod can
|
||
hold up to 8,000 pounds of weight. More weight causes the rod to
|
||
deactivate and fall. A creature can use an action to make a DC 30
|
||
Strength check, moving the fixed rod up to 10 feet on a success.
|
||
|
||
\hypertarget{instant-fortress}{%
|
||
\subsubsection{Instant Fortress}\label{instant-fortress}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
You can use an action to place this 1-inch metal cube on the ground and
|
||
speak its command word. The cube rapidly grows into a fortress that
|
||
remains until you use an action to speak the command word that dismisses
|
||
it, which works only if the fortress is empty.
|
||
|
||
The fortress is a square tower, 20 feet on a side and 30 feet high, with
|
||
arrow slits on all sides and a battlement atop it. Its interior is
|
||
divided into two floors, with a ladder running along one wall to connect
|
||
them. The ladder ends at a trapdoor leading to the roof. When activated,
|
||
the tower has a small door on the side facing you. The door opens only
|
||
at your command, which you can speak as a bonus action. It is immune to
|
||
the \emph{knock} spell and similar magic, such as that of a \emph{chime
|
||
of opening}.
|
||
|
||
Each creature in the area where the fortress appears must make a DC 15
|
||
Dexterity saving throw, taking 10d10 bludgeoning damage on a failed
|
||
save, or half as much damage on a successful one. In either case, the
|
||
creature is pushed to an unoccupied space outside but next to the
|
||
fortress. Objects in the area that aren't being worn or carried take
|
||
this damage and are pushed automatically.
|
||
|
||
The tower is made of adamantine, and its magic prevents it from being
|
||
tipped over. The roof, the door, and the walls each have 100 hit points,
|
||
|
||
immunity to damage from nonmagical weapons excluding siege weapons, and
|
||
resistance to all other damage. Only a \emph{wish} spell can repair the
|
||
fortress (this use of the spell counts as replicating a spell of 8th
|
||
level or lower). Each casting of \emph{wish} causes the roof, the door,
|
||
or one wall to regain 50 hit points.
|
||
|
||
\hypertarget{ioun-stone}{%
|
||
\subsubsection{Ioun Stone}\label{ioun-stone}}
|
||
|
||
\emph{Wondrous item, rarity varies (requires attunement)}
|
||
|
||
An \emph{Ioun stone} is named after Ioun, a god of knowledge and
|
||
prophecy revered on some worlds. Many types of \emph{Ioun stone} exist,
|
||
each type a distinct combination of shape and color.
|
||
|
||
When you use an action to toss one of these stones into the air, the
|
||
stone orbits your head at a distance of 1d3 feet and confers a benefit
|
||
to you. Thereafter, another creature must use an action to grasp or net
|
||
the stone to separate it from you, either by making a successful attack
|
||
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
|
||
You can use an action to seize and stow the stone, ending its effect.
|
||
|
||
A stone has AC 24, 10 hit points, and resistance to all damage. It is
|
||
considered to be an object that is being worn while it orbits your head.
|
||
|
||
\textbf{\emph{Absorption (Very Rare)}}. While this pale lavender
|
||
ellipsoid orbits your head, you can use your reaction to cancel a spell
|
||
of 4th level or lower cast by a creature you can see and targeting only
|
||
you.
|
||
|
||
Once the stone has canceled 20 levels of spells, it burns out and turns
|
||
dull gray, losing its magic. If you are targeted by a spell whose level
|
||
is higher than the number of spell levels the stone has left, the stone
|
||
can't cancel it.
|
||
|
||
\textbf{\emph{Agility (Very Rare)}}. Your Dexterity score increases by
|
||
2, to a maximum of 20, while this deep red sphere orbits your head.
|
||
|
||
\textbf{\emph{Awareness (Rare)}}. You can't be surprised while this dark
|
||
blue rhomboid orbits your head.
|
||
|
||
\textbf{\emph{Fortitude (Very Rare)}}. Your Constitution score increases
|
||
by 2, to a maximum of 20, while this pink rhomboid orbits your head.
|
||
|
||
\textbf{\emph{Greater Absorption (Legendary)}}. While this marbled
|
||
lavender and green ellipsoid orbits your head, you can use your reaction
|
||
to cancel a spell of 8th level or lower cast by a creature you can see
|
||
and targeting only you.
|
||
|
||
Once the stone has canceled 50 levels of spells, it burns out and turns
|
||
dull gray, losing its magic. If you are targeted by a spell whose level
|
||
is higher than the number of spell levels the stone has left, the stone
|
||
can't cancel it.
|
||
|
||
\textbf{\emph{Insight (Very Rare)}}. Your Wisdom score increases by 2,
|
||
to a maximum of 20, while this incandescent blue sphere orbits your
|
||
head.
|
||
|
||
\textbf{\emph{Intellect (Very Rare)}}. Your Intelligence score increases
|
||
by 2, to a maximum of 20, while this marbled scarlet and blue sphere
|
||
orbits your head.
|
||
|
||
\textbf{\emph{Leadership (Very Rare)}}. Your Charisma score increases by
|
||
2, to a maximum of 20, while this marbled pink and green sphere orbits
|
||
your head.
|
||
|
||
\textbf{\emph{Mastery (Legendary)}}. Your proficiency bonus increases by
|
||
1 while this pale green prism orbits your head.
|
||
|
||
\textbf{\emph{Protection (Rare)}}. You gain a +1 bonus to AC while this
|
||
dusty rose prism orbits your head.
|
||
|
||
\textbf{\emph{Regeneration (Legendary)}}. You regain 15 hit points at
|
||
the end of each hour this pearly white spindle orbits your head,
|
||
provided that you have at least 1 hit point.
|
||
|
||
\textbf{\emph{Reserve (Rare)}}. This vibrant purple prism stores spells
|
||
cast into it, holding them until you use them. The stone can store up to
|
||
3 levels worth of spells at a time. When found, it contains 1d4-1 levels
|
||
of stored spells chosen by the GM.
|
||
|
||
Any creature can cast a spell of 1st through 3rd level into the stone by
|
||
touching it as the spell is cast. The spell has no effect, other than to
|
||
be stored in the stone. If the stone can't hold the spell, the spell is
|
||
expended without effect. The level of the slot used to cast the spell
|
||
determines how much space it uses.
|
||
|
||
While this stone orbits your head, you can cast any spell stored in it.
|
||
The spell uses the slot level, spell save DC, spell attack bonus, and
|
||
spellcasting ability of the original caster, but is otherwise treated as
|
||
if you cast the spell. The spell cast from the stone is no longer stored
|
||
in it, freeing up space.
|
||
|
||
\textbf{\emph{Strength (Very Rare)}}. Your Strength score increases by
|
||
2, to a maximum of 20, while this pale blue rhomboid orbits your head.
|
||
|
||
\textbf{\emph{Sustenance (Rare)}}. You don't need to eat or drink while
|
||
this clear spindle orbits your head.
|
||
|
||
\hypertarget{iron-bands-of-binding}{%
|
||
\subsubsection{Iron Bands of Binding}\label{iron-bands-of-binding}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound.
|
||
You can use an action to speak the command word and throw the sphere at
|
||
a Huge or smaller creature you can see within 60 feet of you. As the
|
||
sphere moves through the air, it opens into a tangle of metal bands.
|
||
|
||
Make a ranged attack roll with an attack bonus equal to your Dexterity
|
||
modifier plus your proficiency bonus. On a hit, the target is restrained
|
||
until you take a bonus action to speak the command word again to release
|
||
it. Doing so, or missing with the attack, causes the bands to contract
|
||
and become a sphere once more.
|
||
|
||
A creature, including the one restrained, can use an action to make a DC
|
||
20 Strength check to break the iron bands. On a success, the item is
|
||
destroyed, and the restrained creature is freed. If the check fails, any
|
||
further attempts made by that creature automatically fail until 24 hours
|
||
have elapsed.
|
||
|
||
Once the bands are used, they can't be used again until the next dawn.
|
||
|
||
\hypertarget{iron-flask}{%
|
||
\subsubsection{Iron Flask}\label{iron-flask}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This iron bottle has a brass stopper. You can use an action to speak the
|
||
flask's command word, targeting a creature that you can see within 60
|
||
feet of you. If the target is native to a plane of existence other than
|
||
the one you're on, the target must succeed on a DC 17 Wisdom saving
|
||
throw or be trapped in the flask. If the target has been trapped by the
|
||
flask before, it has advantage on the saving throw. Once trapped, a
|
||
creature remains in the flask until released. The flask can hold only
|
||
one creature at a time. A creature trapped in the flask doesn't need to
|
||
breathe, eat, or drink and doesn't age.
|
||
|
||
You can use an action to remove the flask's stopper and release the
|
||
creature the flask contains. The creature is friendly to you and your
|
||
companions for 1 hour and obeys your commands for that duration. If you
|
||
give no commands or give it a command that is likely to result in its
|
||
death, it defends itself but otherwise takes no actions. At the end of
|
||
the duration, the creature acts in accordance with its normal
|
||
disposition and alignment.
|
||
|
||
An \emph{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.
|
||
|
||
\textbf{Table- Iron Flask}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d100 & Contents \\
|
||
\midrule
|
||
\endhead
|
||
1‒50 & Empty \\
|
||
51‒54 & Demon (type 1) \\
|
||
55‒58 & Demon (type 2) \\
|
||
59‒62 & Demon (type 3) \\
|
||
63‒64 & Demon (type 4) \\
|
||
65 & Demon (type 5) \\
|
||
66 & Demon (type 6) \\
|
||
67 & Deva \\
|
||
68‒69 & Devil (greater) \\
|
||
70‒73 & Devil (lesser) \\
|
||
74‒75 & Djinni \\
|
||
76‒77 & Efreeti \\
|
||
78‒83 & Elemental (any) \\
|
||
84‒86 & Invisible stalker \\
|
||
87‒90 & Night hag \\
|
||
91 & Planetar \\
|
||
92‒95 & Salamander \\
|
||
96 & Solar \\
|
||
97‒99 & Succubus/incubus \\
|
||
100 & Xorn \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{magic-items-j}{%
|
||
\section{Magic Items (J)}\label{magic-items-j}}
|
||
|
||
\hypertarget{javelin-of-lightning}{%
|
||
\subsubsection{Javelin of Lightning}\label{javelin-of-lightning}}
|
||
|
||
\emph{Weapon (javelin), uncommon}
|
||
|
||
This javelin is a magic weapon. When you hurl it and speak its command
|
||
word, it transforms into a bolt of lightning, forming a line 5 feet wide
|
||
that extends out from you to a target within 120 feet. Each creature in
|
||
the line excluding you and the target must make a DC 13 Dexterity saving
|
||
throw, taking 4d6 lightning damage on a failed save, and half as much
|
||
damage on a successful one. The lightning bolt turns back into a javelin
|
||
when it reaches the target. Make a ranged weapon attack against the
|
||
target. On a hit, the target takes damage from the javelin plus 4d6
|
||
lightning damage.
|
||
|
||
The javelin's property can't be used again until the next dawn. In the
|
||
meantime, the javelin can still be used as a magic weapon.
|
||
|
||
\hypertarget{magic-items-k}{%
|
||
\section{Magic Items (K)}\label{magic-items-k}}
|
||
|
||
\hypertarget{magic-items-l}{%
|
||
\section{Magic Items (L)}\label{magic-items-l}}
|
||
|
||
\hypertarget{lantern-of-revealing}{%
|
||
\subsubsection{Lantern of Revealing}\label{lantern-of-revealing}}
|
||
|
||
\emph{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 lantern's bright light. You can use an action to
|
||
lower the hood, reducing the light to dim light in a 5-foot radius.
|
||
|
||
\hypertarget{luck-blade}{%
|
||
\subsubsection{Luck Blade}\label{luck-blade}}
|
||
|
||
\emph{Weapon (any sword), legendary (requires attunement)}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon. While the sword is on your person, you also gain a +1 bonus to
|
||
saving throws.
|
||
|
||
\textbf{\emph{Luck}}. If the sword is on your person, you can call on
|
||
its luck (no action required) to reroll one attack roll, ability check,
|
||
or saving throw you dislike. You must use the second roll. This property
|
||
can't be used again until the next dawn.
|
||
|
||
\textbf{\emph{Wish}}. The sword has 1d4-1 charges. While holding it, you
|
||
can use an action to expend 1 charge and cast the \emph{wish} spell from
|
||
it. This property can't be used again until the next dawn. The sword
|
||
loses this property if it has no charges.
|
||
|
||
\hypertarget{magic-items-m}{%
|
||
\section{Magic Items (M)}\label{magic-items-m}}
|
||
|
||
\hypertarget{mace-of-disruption}{%
|
||
\subsubsection{Mace of Disruption}\label{mace-of-disruption}}
|
||
|
||
\emph{Weapon (mace), rare (requires attunement)}
|
||
|
||
When you hit a fiend or an undead with this magic weapon, that creature
|
||
takes an extra 2d6 radiant damage. If the target has 25 hit points or
|
||
fewer after taking this damage, it must succeed on a DC 15 Wisdom saving
|
||
throw or be destroyed. On a successful save, the creature becomes
|
||
frightened of you until the end of your next turn.
|
||
|
||
While you hold this weapon, it sheds bright light in a 20-foot radius
|
||
and dim light for an additional 20 feet.
|
||
|
||
\hypertarget{mace-of-smiting}{%
|
||
\subsubsection{Mace of Smiting}\label{mace-of-smiting}}
|
||
|
||
\emph{Weapon (mace), rare}
|
||
|
||
You gain a +1 bonus to attack and damage rolls made with this magic
|
||
weapon. The bonus increases to +3 when you use the mace to attack a
|
||
construct.
|
||
|
||
When you roll a 20 on an attack roll made with this weapon, the target
|
||
takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's
|
||
a construct. If a construct has 25 hit points or fewer after taking this
|
||
damage, it is destroyed.
|
||
|
||
\hypertarget{mace-of-terror}{%
|
||
\subsubsection{Mace of Terror}\label{mace-of-terror}}
|
||
|
||
\emph{Weapon (mace), rare (requires attunement)}
|
||
|
||
This magic weapon has 3 charges. While holding it, you can use an action
|
||
and expend 1 charge to release a wave of terror. Each creature of your
|
||
choice in a 30-foot radius extending from you must succeed on a DC 15
|
||
Wisdom saving throw or become frightened of you for 1 minute. While it
|
||
is frightened in this way, a creature must spend its turns trying to
|
||
move as far away from you as it can, and it can't willingly move to a
|
||
space within 30 feet of you. It also can't take reactions. For its
|
||
action, it can use only the Dash action or try to escape from an effect
|
||
that prevents it from moving. If it has nowhere it can move, the
|
||
creature can use the Dodge action. At the end of each of its turns, a
|
||
creature can repeat the saving throw, ending the effect on itself on a
|
||
success.
|
||
|
||
The mace regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{mantle-of-spell-resistance}{%
|
||
\subsubsection{Mantle of Spell
|
||
Resistance}\label{mantle-of-spell-resistance}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
You have advantage on saving throws against spells while you wear this
|
||
cloak.
|
||
|
||
\hypertarget{manual-of-bodily-health}{%
|
||
\subsubsection{Manual of Bodily Health}\label{manual-of-bodily-health}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book contains health and diet tips, and its words are charged with
|
||
magic. If you spend 48 hours over a period of 6 days or fewer studying
|
||
the book's contents and practicing its guidelines, your Constitution
|
||
score increases by 2, as does your maximum for that score. The manual
|
||
then loses its magic, but regains it in a century.
|
||
|
||
\hypertarget{manual-of-gainful-exercise}{%
|
||
\subsubsection{Manual of Gainful
|
||
Exercise}\label{manual-of-gainful-exercise}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book describes fitness exercises, and its words are charged with
|
||
magic. If you spend 48 hours over a period of 6 days or fewer studying
|
||
the book's contents and practicing its guidelines, your Strength score
|
||
increases by 2, as does your maximum for that score. The manual then
|
||
loses its magic, but regains it in a century.
|
||
|
||
\hypertarget{manual-of-golems}{%
|
||
\subsubsection{Manual of Golems}\label{manual-of-golems}}
|
||
|
||
\emph{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 can't use a
|
||
\emph{manual of golems} and attempts to read it takes 6d6 psychic
|
||
damage.
|
||
|
||
\textbf{Table- Manual of Golems}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
d20 & Golem & Time & Cost \\
|
||
\midrule
|
||
\endhead
|
||
1-5 & Clay & 30 days & 65,000 gp \\
|
||
6-17 & Flesh & 60 days & 50,000 gp \\
|
||
18 & Iron & 120 days & 100,000 gp \\
|
||
19-20 & Stone & 90 days & 80,000 gp \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
To create a golem, you must spend the time shown on the table, working
|
||
without interruption with the manual at hand and resting no more than 8
|
||
hours per day. You must also pay the specified cost to purchase
|
||
supplies.
|
||
|
||
Once you finish creating the golem, the book is consumed in eldritch
|
||
flames. The golem becomes animate when the ashes of the manual are
|
||
sprinkled on it. It is under your control, and it understands and obeys
|
||
your spoken commands.
|
||
|
||
\hypertarget{manual-of-quickness-of-action}{%
|
||
\subsubsection{Manual of Quickness of
|
||
Action}\label{manual-of-quickness-of-action}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book contains coordination and balance exercises, and its words are
|
||
charged with magic. If you spend 48 hours over a period of 6 days or
|
||
fewer studying the book's contents and practicing its guidelines, your
|
||
Dexterity score increases by 2, as does your maximum for that score. The
|
||
manual then loses its magic, but regains it in a century.
|
||
|
||
\hypertarget{marvelous-pigments}{%
|
||
\subsubsection{Marvelous Pigments}\label{marvelous-pigments}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
Typically found in 1d4 pots inside a fine wooden box with a brush
|
||
(weighing 1 pound in total), these pigments allow you to create
|
||
three-dimensional objects by painting them in two dimensions. The paint
|
||
flows from the brush to form the desired object as you concentrate on
|
||
its image.
|
||
|
||
Each pot of paint is sufficient to cover 1,000 square feet of a surface,
|
||
which lets you create inanimate objects or terrain features-such as a
|
||
door, a pit, flowers, trees, cells, rooms, or weapons - that are up to
|
||
10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
|
||
|
||
When you complete the painting, the object or terrain feature depicted
|
||
becomes a real, nonmagical object. Thus, painting a door on a wall
|
||
creates an actual door that can be opened to whatever is beyond.
|
||
Painting a pit on a floor creates a real pit, and its depth counts
|
||
against the total area of objects you create.
|
||
|
||
Nothing created by the pigments can have a value greater than 25 gp. If
|
||
you paint an object of greater value (such as a diamond or a pile of
|
||
gold), the object looks authentic, but close inspection reveals it is
|
||
made from paste, bone, or some other worthless material.
|
||
|
||
If you paint a form of energy such as fire or lightning, the energy
|
||
appears but dissipates as soon as you complete the painting, doing no
|
||
harm to anything.
|
||
|
||
\hypertarget{medallion-of-thoughts}{%
|
||
\subsubsection{Medallion of Thoughts}\label{medallion-of-thoughts}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
The medallion has 3 charges. While wearing it, you can use an action and
|
||
expend 1 charge to cast the \emph{detect thoughts} spell (save DC 13)
|
||
from it. The medallion regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{mirror-of-life-trapping}{%
|
||
\subsubsection{Mirror of Life Trapping}\label{mirror-of-life-trapping}}
|
||
|
||
\emph{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.
|
||
|
||
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.
|
||
|
||
Any creature other than you that sees its reflection in the activated
|
||
mirror while within 30 feet of it must succeed on a DC 15 Charisma
|
||
saving throw or be trapped, along with anything it is wearing or
|
||
carrying, in one of the mirror's twelve extradimensional cells. This
|
||
saving throw is made with advantage if the creature knows the mirror's
|
||
nature, and constructs succeed on the saving throw automatically.
|
||
|
||
An extradimensional cell is an infinite expanse filled with thick fog
|
||
that reduces visibility to 10 feet. Creatures trapped in the mirror's
|
||
cells don't age, and they don't need to eat, drink, or sleep. A creature
|
||
trapped within a cell can escape using magic that permits planar travel.
|
||
Otherwise, the creature is confined to the cell until freed.
|
||
|
||
If the mirror traps a creature but its twelve extradimensional cells are
|
||
already occupied, the mirror frees one trapped creature at random to
|
||
accommodate the new prisoner. A freed creature appears in an unoccupied
|
||
space within sight of the mirror but facing away from it. If the mirror
|
||
is shattered, all creatures it contains are freed and appear in
|
||
unoccupied spaces near it.
|
||
|
||
While within 5 feet of the mirror, you can use an action to speak the
|
||
name of one creature trapped in it or call out a particular cell by
|
||
number. The creature named or contained in the named cell appears as an
|
||
image on the mirror's surface. You and the creature can then communicate
|
||
normally.
|
||
|
||
In a similar way, you can use an action to speak a second command word
|
||
and free one creature trapped in the mirror. The freed creature appears,
|
||
along with its possessions, in the unoccupied space nearest to the
|
||
mirror and facing away from it.
|
||
|
||
\hypertarget{mithral-armor}{%
|
||
\subsubsection{Mithral Armor}\label{mithral-armor}}
|
||
|
||
\emph{Armor (medium or heavy, but not hide), uncommon}
|
||
|
||
Mithral is a light, flexible metal. A mithral chain shirt or breastplate
|
||
can be worn under normal clothes. If the armor normally imposes
|
||
disadvantage on Dexterity (Stealth) checks or has a Strength
|
||
requirement, the mithral version of the armor doesn't.
|
||
|
||
\hypertarget{magic-items-n}{%
|
||
\section{Magic Items (N)}\label{magic-items-n}}
|
||
|
||
\hypertarget{necklace-of-adaptation}{%
|
||
\subsubsection{Necklace of Adaptation}\label{necklace-of-adaptation}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While wearing this necklace, you can breathe normally in any
|
||
environment, and you have advantage on saving throws made against
|
||
harmful gases and vapors (such as \emph{cloudkill} and \emph{stinking
|
||
cloud} effects, inhaled poisons, and the breath weapons of some
|
||
dragons).
|
||
|
||
\hypertarget{necklace-of-fireballs}{%
|
||
\subsubsection{Necklace of Fireballs}\label{necklace-of-fireballs}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This necklace has 1d6+3 beads hanging from it. You can use an action to
|
||
detach a bead and throw it up to 60 feet away. When it reaches the end
|
||
of its trajectory, the bead detonates as a 3rd-level \emph{fireball}
|
||
spell (save DC 15).
|
||
|
||
You can hurl multiple beads, or even the whole necklace, as one action.
|
||
When you do so, increase the level of the \emph{fireball} by 1 for each
|
||
bead beyond the first.
|
||
|
||
\hypertarget{necklace-of-prayer-beads}{%
|
||
\subsubsection{Necklace of Prayer
|
||
Beads}\label{necklace-of-prayer-beads}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement by a cleric, druid, or
|
||
paladin)}
|
||
|
||
This necklace has 1d4+2 magic beads made from aquamarine, black pearl,
|
||
or topaz. It also has many nonmagical beads made from stones such as
|
||
amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic
|
||
bead is removed from the necklace, that bead loses its magic.
|
||
|
||
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 bead's
|
||
spell is cast, that bead can't be used again until the next dawn.
|
||
|
||
\textbf{Table- Necklace of Prayer Beads}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
d20 & Bead of \ldots{} & Spell \\
|
||
\midrule
|
||
\endhead
|
||
1-6 & Blessing & Bless \\
|
||
7-12 & Curing & Cure wounds (2nd level) or lesser restoration \\
|
||
13-16 & Favor & Greater restoration \\
|
||
17-18 & Smiting & Branding smite \\
|
||
19 & Summons & Planar ally \\
|
||
20 & Wind walking & Wind walk \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{nine-lives-stealer}{%
|
||
\subsubsection{Nine Lives Stealer}\label{nine-lives-stealer}}
|
||
|
||
\emph{Weapon (any sword), very rare (requires attunement)}
|
||
|
||
You gain a +2 bonus to attack and damage rolls made with this magic
|
||
weapon.
|
||
|
||
The sword has 1d8+1 charges. If you score a critical hit against a
|
||
creature that has fewer than 100 hit points, it must succeed on a DC 15
|
||
Constitution saving throw or be slain instantly as the sword tears its
|
||
life force from its body (a construct or an undead is immune). The sword
|
||
loses 1 charge if the creature is slain. When the sword has no charges
|
||
remaining, it loses this property.
|
||
|
||
\hypertarget{magic-items-o}{%
|
||
\section{Magic Items (O)}\label{magic-items-o}}
|
||
|
||
\hypertarget{oathbow}{%
|
||
\subsubsection{Oathbow}\label{oathbow}}
|
||
|
||
\emph{Weapon (longbow), very rare (requires attunement)}
|
||
|
||
When you nock an arrow on this bow, it whispers in Elvish, ``Swift
|
||
defeat to my enemies.'' When you use this weapon to make a ranged
|
||
attack, you can, as a command phrase, say, ``Swift death to you who have
|
||
wronged me.'' The target of your attack becomes your sworn enemy until
|
||
it dies or until dawn seven days later. You can have only one such sworn
|
||
enemy at a time. When your sworn enemy dies, you can choose a new one
|
||
after the next dawn.
|
||
|
||
When you make a ranged attack roll with this weapon against your sworn
|
||
enemy, you have advantage on the roll. In addition, your target gains no
|
||
benefit from cover, other than total cover, and you suffer no
|
||
disadvantage due to long range. If the attack hits, your sworn enemy
|
||
takes an extra 3d6 piercing damage.
|
||
|
||
While your sworn enemy lives, you have disadvantage on attack rolls with
|
||
all other weapons.
|
||
|
||
\hypertarget{oil-of-etherealness}{%
|
||
\subsubsection{Oil of Etherealness}\label{oil-of-etherealness}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
Beads of this cloudy gray oil form on the outside of its container and
|
||
quickly evaporate. The oil can cover a Medium or smaller creature, along
|
||
with the equipment it's wearing and carrying (one additional vial is
|
||
required for each size category above Medium). Applying the oil takes 10
|
||
minutes. The affected creature then gains the effect of the
|
||
\emph{etherealness} spell for 1 hour.
|
||
|
||
\hypertarget{oil-of-sharpness}{%
|
||
\subsubsection{Oil of Sharpness}\label{oil-of-sharpness}}
|
||
|
||
\emph{Potion, very rare}
|
||
|
||
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
|
||
The oil can coat one slashing or piercing weapon or up to 5 pieces of
|
||
slashing or piercing ammunition. Applying the oil takes 1 minute. For 1
|
||
hour, the coated item is magical and has a +3 bonus to attack and damage
|
||
rolls.
|
||
|
||
\hypertarget{oil-of-slipperiness}{%
|
||
\subsubsection{Oil of Slipperiness}\label{oil-of-slipperiness}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
This sticky black unguent is thick and heavy in the container, but it
|
||
flows quickly when poured. The oil can cover a Medium or smaller
|
||
creature, along with the equipment it's wearing and carrying (one
|
||
additional vial is required for each size category above Medium).
|
||
Applying the oil takes 10 minutes. The affected creature then gains the
|
||
effect of a \emph{freedom of movement} spell for 8 hours.
|
||
|
||
Alternatively, the oil can be poured on the ground as an action, where
|
||
it covers a 10-foot square, duplicating the effect of the \emph{grease}
|
||
spell in that area for 8 hours.
|
||
|
||
\hypertarget{magic-items-p}{%
|
||
\section{Magic Items (P)}\label{magic-items-p}}
|
||
|
||
\hypertarget{pearl-of-power}{%
|
||
\subsubsection{Pearl of Power}\label{pearl-of-power}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement by a spellcaster)}
|
||
|
||
While this pearl is on your person, you can use an action to speak its
|
||
command word and regain one expended spell slot. If the expended slot
|
||
was of 4th level or higher, the new slot is 3rd level. Once you use the
|
||
pearl, it can't be used again until the next dawn.
|
||
|
||
\hypertarget{periapt-of-health}{%
|
||
\subsubsection{Periapt of Health}\label{periapt-of-health}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
You are immune to contracting any disease while you wear this pendant.
|
||
If you are already infected with a disease, the effects of the disease
|
||
are suppressed you while you wear the pendant.
|
||
|
||
\hypertarget{periapt-of-proof-against-poison}{%
|
||
\subsubsection{Periapt of Proof against
|
||
Poison}\label{periapt-of-proof-against-poison}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This delicate silver chain has a brilliant-cut black gem pendant. While
|
||
you wear it, poisons have no effect on you. You are immune to the
|
||
poisoned condition and have immunity to poison damage.
|
||
|
||
\hypertarget{periapt-of-wound-closure}{%
|
||
\subsubsection{Periapt of Wound
|
||
Closure}\label{periapt-of-wound-closure}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While you wear this pendant, you stabilize whenever you are dying at the
|
||
start of your turn. In addition, whenever you roll a Hit Die to regain
|
||
hit points, double the number of hit points it restores.
|
||
|
||
\hypertarget{philter-of-love}{%
|
||
\subsubsection{Philter of Love}\label{philter-of-love}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
The next time you see a creature within 10 minutes after drinking this
|
||
philter, you become charmed by that creature for 1 hour. If the creature
|
||
is of a species and gender you are normally attracted to, you regard it
|
||
as your true love while you are charmed. This potion's rose-hued,
|
||
effervescent liquid contains one easy-to-miss bubble shaped like a
|
||
heart.
|
||
|
||
\hypertarget{pipes-of-haunting}{%
|
||
\subsubsection{Pipes of Haunting}\label{pipes-of-haunting}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
You must be proficient with wind instruments to use these pipes. They
|
||
have 3 charges. You can use an action to play them and expend 1 charge
|
||
to create an eerie, spellbinding tune. Each creature within 30 feet of
|
||
you that hears you play must succeed on a DC 15 Wisdom saving throw or
|
||
become frightened of you for 1 minute. If you wish, all creatures in the
|
||
area that aren't hostile toward you automatically succeed on the saving
|
||
throw. A creature that fails the saving throw can repeat it at the end
|
||
of each of its turns, ending the effect on itself on a success. A
|
||
creature that succeeds on its saving throw is immune to the effect of
|
||
these pipes for 24 hours. The pipes regain 1d3 expended charges daily at
|
||
dawn.
|
||
|
||
\hypertarget{pipes-of-the-sewers}{%
|
||
\subsubsection{Pipes of the Sewers}\label{pipes-of-the-sewers}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
You must be proficient with wind instruments to use these pipes. While
|
||
you are attuned to the pipes, ordinary rats and giant rats are
|
||
indifferent toward you and will not attack you unless you threaten or
|
||
harm them.
|
||
|
||
The pipes have 3 charges. If you play the pipes as an action, you can
|
||
use a bonus action to expend 1 to 3 charges, calling forth one swarm of
|
||
rats with each expended charge, provided that enough rats are within
|
||
half a mile of you to be called in this fashion (as determined by the
|
||
GM). If there aren't enough rats to form a swarm, the charge is wasted.
|
||
Called swarms move toward the music by the shortest available route but
|
||
aren't under your control otherwise. The pipes regain 1d3 expended
|
||
charges daily at dawn.
|
||
|
||
Whenever a swarm of rats that isn't under another creature's control
|
||
comes within 30 feet of you while you are playing the pipes, you can
|
||
make a Charisma check contested by the swarm's Wisdom check. If you lose
|
||
the contest, the swarm behaves as it normally would and can't be swayed
|
||
by the pipes' music for the next 24 hours. If you win the contest, the
|
||
swarm is swayed by the pipes' music and becomes friendly to you and your
|
||
companions for as long as you continue to play the pipes each round as
|
||
an action. A friendly swarm obeys your commands. If you issue no
|
||
commands to a friendly swarm, it defends itself but otherwise takes no
|
||
actions. If a friendly swarm starts its turn and can't hear the pipes'
|
||
music, your control over that swarm ends, and the swarm behaves as it
|
||
normally would and can't be swayed by the pipes' music for the next 24
|
||
hours.
|
||
|
||
\hypertarget{plate-armor-of-etherealness}{%
|
||
\subsubsection{Plate Armor of
|
||
Etherealness}\label{plate-armor-of-etherealness}}
|
||
|
||
\emph{Armor (plate), legendary (requires attunement)}
|
||
|
||
While you're wearing this armor, you can speak its command word as an
|
||
action to gain the effect of the \emph{etherealness} spell, which last
|
||
for 10 minutes or until you remove the armor or use an action to speak
|
||
the command word again. This property of the armor can't be used again
|
||
until the next dawn.
|
||
|
||
\hypertarget{portable-hole}{%
|
||
\subsubsection{Portable Hole}\label{portable-hole}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This fine black cloth, soft as silk, is folded up to the dimensions of a
|
||
handkerchief. It unfolds into a circular sheet 6 feet in diameter.
|
||
|
||
You can use an action to unfold a \emph{portable hole} and place it on
|
||
or against a solid surface, whereupon the \emph{portable hole} creates
|
||
an extradimensional hole 10 feet deep. The cylindrical space within the
|
||
hole exists on a different plane, so it can't be used to create open
|
||
passages. Any creature inside an open \emph{portable hole} can exit the
|
||
hole by climbing out of it.
|
||
|
||
You can use an action to close a \emph{portable hole} by taking hold of
|
||
the edges of the cloth and folding it up. Folding the cloth closes the
|
||
hole, and any creatures or objects within remain in the extradimensional
|
||
space. No matter what's in it, the hole weighs next to nothing.
|
||
|
||
If the hole is folded up, a creature within the hole's extradimensional
|
||
space can use an action to make a DC 10 Strength check. On a successful
|
||
check, the creature forces its way out and appears within 5 feet of the
|
||
\emph{portable hole} or the creature carrying it. A breathing creature
|
||
within a closed \emph{portable hole} can survive for up to 10 minutes,
|
||
after which time it begins to suffocate.
|
||
|
||
Placing a \emph{portable hole} inside an extradimensional space created
|
||
by a \emph{bag of holding}, \emph{handy haversack}, or similar item
|
||
instantly destroys both items and opens a gate to the Astral Plane. The
|
||
gate originates where the one item was placed inside the other. Any
|
||
creature within 10 feet of the gate is sucked through it and deposited
|
||
in a random location on the Astral Plane. The gate then closes. The gate
|
||
is one-way only and can't be reopened.
|
||
|
||
\hypertarget{potion-of-animal-friendship}{%
|
||
\subsubsection{Potion of Animal
|
||
Friendship}\label{potion-of-animal-friendship}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
When you drink this potion, you can cast the \emph{animal friendship}
|
||
spell (save DC 13) for 1 hour at will. Agitating this muddy liquid
|
||
brings little bits into view: a fish scale, a hummingbird tongue, a cat
|
||
claw, or a squirrel hair.
|
||
|
||
\hypertarget{potion-of-clairvoyance}{%
|
||
\subsubsection{Potion of Clairvoyance}\label{potion-of-clairvoyance}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
When you drink this potion, you gain the effect of the
|
||
\emph{clairvoyance} spell. An eyeball bobs in this yellowish liquid but
|
||
vanishes when the potion is opened.
|
||
|
||
\hypertarget{potion-of-climbing}{%
|
||
\subsubsection{Potion of Climbing}\label{potion-of-climbing}}
|
||
|
||
\emph{Potion, common}
|
||
|
||
When you drink this potion, you gain a climbing speed equal to your
|
||
walking speed for 1 hour. During this time, you have advantage on
|
||
Strength (Athletics) checks you make to climb. The potion is separated
|
||
into brown, silver, and gray layers resembling bands of stone. Shaking
|
||
the bottle fails to mix the colors.
|
||
|
||
\hypertarget{potion-of-diminution}{%
|
||
\subsubsection{Potion of Diminution}\label{potion-of-diminution}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
When you drink this potion, you gain the ``reduce'' effect of the
|
||
\emph{enlarge/reduce} spell for 1d4 hours (no concentration required).
|
||
The red in the potion's liquid continuously contracts to a tiny bead and
|
||
then expands to color the clear liquid around it. Shaking the bottle
|
||
fails to interrupt this process.
|
||
|
||
\hypertarget{potion-of-flying}{%
|
||
\subsubsection{Potion of Flying}\label{potion-of-flying}}
|
||
|
||
\emph{Potion, very rare}
|
||
|
||
When you drink this potion, you gain a flying speed equal to your
|
||
walking speed for 1 hour and can hover. If you're in the air when the
|
||
potion wears off, you fall unless you have some other means of staying
|
||
aloft. This potion's clear liquid floats at the top of its container and
|
||
has cloudy white impurities drifting in it.
|
||
|
||
\hypertarget{potion-of-gaseous-form}{%
|
||
\subsubsection{Potion of Gaseous Form}\label{potion-of-gaseous-form}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
When you drink this potion, you gain the effect of the \emph{gaseous
|
||
form} spell for 1 hour (no concentration required) or until you end the
|
||
effect as a bonus action. This potion's container seems to hold fog that
|
||
moves and pours like water.
|
||
|
||
\hypertarget{potion-of-giant-strength}{%
|
||
\subsubsection{Potion of Giant
|
||
Strength}\label{potion-of-giant-strength}}
|
||
|
||
\emph{Potion, rarity varies}
|
||
|
||
When you drink this potion, your Strength score changes for 1 hour. The
|
||
type of giant determines the score (see the table below). The potion has
|
||
no effect on you if your Strength is equal to or greater than that
|
||
score.
|
||
|
||
This potion's transparent liquid has floating in it a sliver of
|
||
fingernail from a giant of the appropriate type. The \emph{potion of
|
||
frost giant strength} and the \emph{potion of stone giant strength} have
|
||
the same effect.
|
||
|
||
\textbf{Table- Potion of Giant Strength}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Type of Giant & Strength & Rarity \\
|
||
\midrule
|
||
\endhead
|
||
Hill giant & 21 & Uncommon \\
|
||
Frost/stone giant & 23 & Rare \\
|
||
Fire giant & 25 & Rare \\
|
||
Cloud giant & 27 & Very rare \\
|
||
Storm giant & 29 & Legendary \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{potion-of-growth}{%
|
||
\subsubsection{Potion of Growth}\label{potion-of-growth}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
When you drink this potion, you gain the ``enlarge'' effect of the
|
||
\emph{enlarge/reduce} spell for 1d4 hours (no concentration required).
|
||
The red in the potion's liquid continuously expands from a tiny bead to
|
||
color the clear liquid around it and then contracts. Shaking the bottle
|
||
fails to interrupt this process.
|
||
|
||
\hypertarget{potion-of-healing}{%
|
||
\subsubsection{Potion of Healing}\label{potion-of-healing}}
|
||
|
||
\emph{Potion, rarity varies}
|
||
|
||
You regain hit points when you drink this potion. The number of hit
|
||
points depends on the potion's rarity, as shown in the Potions of
|
||
Healing table. Whatever its potency, the potion's red liquid glimmers
|
||
when agitated.
|
||
|
||
\textbf{Table- Potions of Healing}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Potion of \ldots{} & Rarity & HP Regained \\
|
||
\midrule
|
||
\endhead
|
||
Healing & Common & 2d4+2 \\
|
||
Greater healing & Uncommon & 4d4+4 \\
|
||
Superior healing & Rare & 8d4+8 \\
|
||
Supreme healing & Very rare & 10d4+20 \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{potion-of-heroism}{%
|
||
\subsubsection{Potion of Heroism}\label{potion-of-heroism}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
For 1 hour after drinking it, you gain 10 temporary hit points that last
|
||
for 1 hour. For the same duration, you are under the effect of the
|
||
\emph{bless} spell (no concentration required). This blue potion bubbles
|
||
and steams as if boiling.
|
||
|
||
\hypertarget{potion-of-invisibility}{%
|
||
\subsubsection{Potion of Invisibility}\label{potion-of-invisibility}}
|
||
|
||
\emph{Potion, very rare}
|
||
|
||
This potion's container looks empty but feels as though it holds liquid.
|
||
When you drink it, you become invisible for 1 hour. Anything you wear or
|
||
carry is invisible with you. The effect ends early if you attack or cast
|
||
a spell.
|
||
|
||
\hypertarget{potion-of-mind-reading}{%
|
||
\subsubsection{Potion of Mind Reading}\label{potion-of-mind-reading}}
|
||
|
||
\emph{Potion, rare}
|
||
|
||
When you drink this potion, you gain the effect of the \emph{detect
|
||
thoughts} spell (save DC 13). The potion's dense, purple liquid has an
|
||
ovoid cloud of pink floating in it.
|
||
|
||
\hypertarget{potion-of-poison}{%
|
||
\subsubsection{Potion of Poison}\label{potion-of-poison}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
This concoction looks, smells, and tastes like a \emph{potion of
|
||
healing} or other beneficial potion. However, it is actually poison
|
||
masked by illusion magic. An \emph{identify} spell reveals its true
|
||
nature.
|
||
|
||
If you drink it, you take 3d6 poison damage, and you must succeed on a
|
||
DC 13 Constitution saving throw or be poisoned. At the start of each of
|
||
your turns while you are poisoned in this way, you take 3d6 poison
|
||
damage. At the end of each of your turns, you can repeat the saving
|
||
throw. On a successful save, the poison damage you take on your
|
||
subsequent turns decreases by 1d6. The poison ends when the damage
|
||
decreases to 0.
|
||
|
||
\hypertarget{potion-of-resistance}{%
|
||
\subsubsection{Potion of Resistance}\label{potion-of-resistance}}
|
||
|
||
\emph{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.
|
||
|
||
\textbf{Table- Potion of Resistance}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d10 & Damage Type \\
|
||
\midrule
|
||
\endhead
|
||
1 & Acid \\
|
||
2 & Cold \\
|
||
3 & Fire \\
|
||
4 & Force \\
|
||
5 & Lightning \\
|
||
6 & Necrotic \\
|
||
7 & Poison \\
|
||
8 & Psychic \\
|
||
9 & Radiant \\
|
||
10 & Thunder \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{potion-of-speed}{%
|
||
\subsubsection{Potion of Speed}\label{potion-of-speed}}
|
||
|
||
\emph{Potion, very rare}
|
||
|
||
When you drink this potion, you gain the effect of the \emph{haste}
|
||
spell for 1 minute (no concentration required). The potion's yellow
|
||
fluid is streaked with black and swirls on its own.
|
||
|
||
\hypertarget{potion-of-water-breathing}{%
|
||
\subsubsection{Potion of Water
|
||
Breathing}\label{potion-of-water-breathing}}
|
||
|
||
\emph{Potion, uncommon}
|
||
|
||
You can breathe underwater for 1 hour after drinking this potion. Its
|
||
cloudy green fluid smells of the sea and has a jellyfish-like bubble
|
||
floating in it.
|
||
|
||
\hypertarget{magic-items-q}{%
|
||
\section{Magic Items (Q)}\label{magic-items-q}}
|
||
|
||
\hypertarget{magic-items-r}{%
|
||
\section{Magic Items (R)}\label{magic-items-r}}
|
||
|
||
\hypertarget{restorative-ointment}{%
|
||
\subsubsection{Restorative Ointment}\label{restorative-ointment}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick
|
||
mixture that smells faintly of aloe. The jar and its contents weigh 1/2
|
||
pound.
|
||
|
||
As an action, one dose of the ointment can be swallowed or applied to
|
||
the skin. The creature that receives it regains 2d8+2 hit points, ceases
|
||
to be poisoned, and is cured of any disease.
|
||
|
||
\hypertarget{ring-of-animal-influence}{%
|
||
\subsubsection{Ring of Animal
|
||
Influence}\label{ring-of-animal-influence}}
|
||
|
||
\emph{Ring, rare}
|
||
|
||
This ring has 3 charges, and it regains 1d3 expended charges daily at
|
||
dawn. While wearing the ring, you can use an action to expend 1 of its
|
||
charges to cast one of the following spells:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Animal friendship (save DC 13)
|
||
\item
|
||
Fear (save DC 13), targeting only beasts that have an Intelligence of
|
||
3 or lower
|
||
\item
|
||
Speak with animals
|
||
\end{itemize}
|
||
|
||
\hypertarget{ring-of-djinni-summoning}{%
|
||
\subsubsection{Ring of Djinni
|
||
Summoning}\label{ring-of-djinni-summoning}}
|
||
|
||
\emph{Ring, legendary (requires attunement)}
|
||
|
||
While wearing this ring, you can speak its command word as an action to
|
||
summon a particular djinni from the Elemental Plane of Air. The djinni
|
||
appears in an unoccupied space you choose within 120 feet of you. It
|
||
remains as long as you concentrate (as if concentrating on a spell), to
|
||
a maximum of 1 hour, or until it drops to 0 hit points. It then returns
|
||
to its home plane.
|
||
|
||
While summoned, the djinni is friendly to you and your companions. It
|
||
obeys any commands you give it, no matter what language you use. If you
|
||
fail to command it, the djinni defends itself against attackers but
|
||
takes no other actions.
|
||
|
||
After the djinni departs, it can't be summoned again for 24 hours, and
|
||
the ring becomes nonmagical if the djinni dies.
|
||
|
||
\hypertarget{ring-of-elemental-command}{%
|
||
\subsubsection{Ring of Elemental
|
||
Command}\label{ring-of-elemental-command}}
|
||
|
||
\emph{Ring, legendary (requires attunement)}
|
||
|
||
This ring is linked to one of the four Elemental Planes. The GM chooses
|
||
or randomly determines the linked plane.
|
||
|
||
While wearing this ring, you have advantage on attack rolls against
|
||
elementals from the linked plane, and they have disadvantage on attack
|
||
rolls against you. In addition, you have access to properties based on
|
||
the linked plane.
|
||
|
||
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn.
|
||
Spells cast from the ring have a save DC of 17.
|
||
|
||
\textbf{\emph{Ring of Air Elemental Command}}. You can expend 2 of the
|
||
ring's charges to cast \emph{dominate monster} on an air elemental. In
|
||
addition, when you fall, you descend 60 feet per round and take no
|
||
damage from falling. You can also speak and understand Auran.
|
||
|
||
If you help slay an air elemental while attuned to the ring, you gain
|
||
access to the following additional properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have resistance to lightning damage.
|
||
\item
|
||
You have a flying speed equal to your walking speed and can hover.
|
||
\item
|
||
You can cast the following spells from the ring, expending the
|
||
necessary number of charges: \emph{chain lightning} (3 charges),
|
||
\emph{gust of wind} (2 charges), or \emph{wind wall} (1 charge).
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{Ring of Earth Elemental Command}}. You can expend 2 of the
|
||
ring's charges to cast \emph{dominate monster} on an earth elemental. In
|
||
addition, you can move in difficult terrain that is composed of rubble,
|
||
rocks, or dirt as if it were normal terrain. You can also speak and
|
||
understand Terran.
|
||
|
||
If you help slay an earth elemental while attuned to the ring, you gain
|
||
access to the following additional properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have resistance to acid damage.
|
||
\item
|
||
You can move through solid earth or rock as if those areas were
|
||
difficult terrain. If you end your turn there, you are shunted out to
|
||
the nearest unoccupied space you last occupied.
|
||
\item
|
||
You can cast the following spells from the ring, expending the
|
||
necessary number of charges: \emph{stone shape} (2 charges),
|
||
\emph{stoneskin} (3 charges), or \emph{wall of stone} (3 charges).
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{Ring of Fire Elemental Command}}. You can expend 2 of the
|
||
ring's charges to cast \emph{dominate monster} on a fire elemental. In
|
||
addition, you have resistance to fire damage. You can also speak and
|
||
understand Ignan.
|
||
|
||
If you help slay a fire elemental while attuned to the ring, you gain
|
||
access to the following additional properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You are immune to fire damage.
|
||
\item
|
||
You can cast the following spells from the ring, expending the
|
||
necessary number of charges: \emph{burning hands} (1 charge),
|
||
\emph{fireball} (2 charges), and \emph{wall of fire} (3 charges).
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{Ring of Water Elemental Command}}. You can expend 2 of the
|
||
ring's charges to cast \emph{dominate monster} on a water elemental. In
|
||
addition, you can stand on and walk across liquid surfaces as if they
|
||
were solid ground. You can also speak and understand Aquan.
|
||
|
||
If you help slay a water elemental while attuned to the ring, you gain
|
||
access to the following additional properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You can breathe underwater and have a swimming speed equal to your
|
||
walking speed.
|
||
\item
|
||
You can cast the following spells from the ring, expending the
|
||
necessary number of charges: \emph{create or destroy water} (1
|
||
charge), \emph{control water} (3 charges), \emph{ice storm} (2
|
||
charges), or \emph{wall of ice} (3 charges).
|
||
\end{itemize}
|
||
|
||
\hypertarget{ring-of-evasion}{%
|
||
\subsubsection{Ring of Evasion}\label{ring-of-evasion}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
This ring has 3 charges, and it regains 1d3 expended charges daily at
|
||
dawn. When you fail a Dexterity saving throw while wearing it, you can
|
||
use your reaction to expend 1 of its charges to succeed on that saving
|
||
throw instead.
|
||
|
||
\hypertarget{ring-of-feather-falling}{%
|
||
\subsubsection{Ring of Feather Falling}\label{ring-of-feather-falling}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
When you fall while wearing this ring, you descend 60 feet per round and
|
||
take no damage from falling.
|
||
|
||
\hypertarget{ring-of-free-action}{%
|
||
\subsubsection{Ring of Free Action}\label{ring-of-free-action}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
While you wear this ring, difficult terrain doesn't cost you extra
|
||
movement. In addition, magic can neither reduce your speed nor cause you
|
||
to be paralyzed or restrained.
|
||
|
||
\hypertarget{ring-of-invisibility}{%
|
||
\subsubsection{Ring of Invisibility}\label{ring-of-invisibility}}
|
||
|
||
\emph{Ring, legendary (requires attunement)}
|
||
|
||
While wearing this ring, you can turn invisible as an action. Anything
|
||
you are wearing or carrying is invisible with you. You remain invisible
|
||
until the ring is removed, until you attack or cast a spell, or until
|
||
you use a bonus action to become visible again.
|
||
|
||
\hypertarget{ring-of-jumping}{%
|
||
\subsubsection{Ring of Jumping}\label{ring-of-jumping}}
|
||
|
||
\emph{Ring, uncommon (requires attunement)}
|
||
|
||
While wearing this ring, you can cast the \emph{jump} spell from it as a
|
||
bonus action at will, but can target only yourself when you do so.
|
||
|
||
\hypertarget{ring-of-mind-shielding}{%
|
||
\subsubsection{Ring of Mind Shielding}\label{ring-of-mind-shielding}}
|
||
|
||
\emph{Ring, uncommon (requires attunement)}
|
||
|
||
While wearing this ring, you are immune to magic that allows other
|
||
creatures to read your thoughts, determine whether you are lying, know
|
||
your alignment, or know your creature type. Creatures can telepathically
|
||
communicate with you only if you allow it.
|
||
|
||
You can use an action to cause the ring to become invisible until you
|
||
use another action to make it visible, until you remove the ring, or
|
||
until you die.
|
||
|
||
If you die while wearing the ring, your soul enters it, unless it
|
||
already houses a soul. You can remain in the ring or depart for the
|
||
afterlife. As long as your soul is in the ring, you can telepathically
|
||
communicate with any creature wearing it. A wearer can't prevent this
|
||
telepathic communication.
|
||
|
||
\hypertarget{ring-of-protection}{%
|
||
\subsubsection{Ring of Protection}\label{ring-of-protection}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
You gain a +1 bonus to AC and saving throws while wearing this ring.
|
||
|
||
\hypertarget{ring-of-regeneration}{%
|
||
\subsubsection{Ring of Regeneration}\label{ring-of-regeneration}}
|
||
|
||
\emph{Ring, very rare (requires attunement)}
|
||
|
||
While wearing this ring, you regain 1d6 hit points every 10 minutes,
|
||
provided that you have at least 1 hit point. If you lose a body part,
|
||
the ring causes the missing part to regrow and return to full
|
||
functionality after 1d6+1 days if you have at least 1 hit point the
|
||
whole time.
|
||
|
||
\hypertarget{ring-of-resistance}{%
|
||
\subsubsection{Ring of Resistance}\label{ring-of-resistance}}
|
||
|
||
\emph{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.
|
||
|
||
\textbf{Table- Ring of Resistance}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
d10 & Damage Type & Gem \\
|
||
\midrule
|
||
\endhead
|
||
1 & Acid & Pearl \\
|
||
2 & Cold & Tourmaline \\
|
||
3 & Fire & Garnet \\
|
||
4 & Force & Sapphire \\
|
||
5 & Lightning & Citrine \\
|
||
6 & Necrotic & Jet \\
|
||
7 & Poison & Amethyst \\
|
||
8 & Psychic & Jade \\
|
||
9 & Radiant & Topaz \\
|
||
10 & Thunder & Spinel \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{ring-of-shooting-stars}{%
|
||
\subsubsection{Ring of Shooting Stars}\label{ring-of-shooting-stars}}
|
||
|
||
\emph{Ring, very rare (requires attunement outdoors at night)}
|
||
|
||
While wearing this ring in dim light or darkness, you can cast
|
||
\emph{dancing lights} and \emph{light} from the ring at will. Casting
|
||
either spell from the ring requires an action.
|
||
|
||
The ring has 6 charges for the following other properties. The ring
|
||
regains 1d6 expended charges daily at dawn.
|
||
|
||
\textbf{\emph{Faerie Fire}}. You can expend 1 charge as an action to
|
||
cast \emph{faerie fire} from the ring.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{Table- Ring of Shooting Stars}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Spheres & Lightning Damage \\
|
||
\midrule
|
||
\endhead
|
||
4 & 2d4 \\
|
||
3 & 2d6 \\
|
||
2 & 5d4 \\
|
||
1 & 4d12 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{\emph{Shooting Stars}}. You can expend 1 to 3 charges as an
|
||
action. For every charge you expend, you launch a glowing mote of light
|
||
from the ring at a point you can see within 60 feet of you. Each
|
||
creature within a 15-foot cube originating from that point is showered
|
||
in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{ring-of-spell-storing}{%
|
||
\subsubsection{Ring of Spell Storing}\label{ring-of-spell-storing}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
This ring stores spells cast into it, holding them until the attuned
|
||
wearer uses them. The ring can store up to 5 levels worth of spells at a
|
||
time. When found, it contains 1d6 - 1 levels of stored spells chosen by
|
||
the GM.
|
||
|
||
Any creature can cast a spell of 1st through 5th level into the ring by
|
||
touching the ring as the spell is cast. The spell has no effect, other
|
||
than to be stored in the ring. If the ring can't hold the spell, the
|
||
spell is expended without effect. The level of the slot used to cast the
|
||
spell determines how much space it uses.
|
||
|
||
While wearing this ring, you can cast any spell stored in it. The spell
|
||
uses the slot level, spell save DC, spell attack bonus, and spellcasting
|
||
ability of the original caster, but is otherwise treated as if you cast
|
||
the spell. The spell cast from the ring is no longer stored in it,
|
||
freeing up space.
|
||
|
||
\hypertarget{ring-of-spell-turning}{%
|
||
\subsubsection{Ring of Spell Turning}\label{ring-of-spell-turning}}
|
||
|
||
\emph{Ring, legendary (requires attunement)}
|
||
|
||
While wearing this ring, you have advantage on saving throws against any
|
||
spell that targets only you (not in an area of effect). In addition, if
|
||
you roll a 20 for the save and the spell is 7th level or lower, the
|
||
spell has no effect on you and instead targets the caster, using the
|
||
slot level, spell save DC, attack bonus, and spellcasting ability of the
|
||
caster.
|
||
|
||
\hypertarget{ring-of-swimming}{%
|
||
\subsubsection{Ring of Swimming}\label{ring-of-swimming}}
|
||
|
||
\emph{Ring, uncommon}
|
||
|
||
You have a swimming speed of 40 feet while wearing this ring.
|
||
|
||
\hypertarget{ring-of-telekinesis}{%
|
||
\subsubsection{Ring of Telekinesis}\label{ring-of-telekinesis}}
|
||
|
||
\emph{Ring, very rare (requires attunement)}
|
||
|
||
While wearing this ring, you can cast the \emph{telekinesis} spell at
|
||
will, but you can target only objects that aren't being worn or carried.
|
||
|
||
\hypertarget{ring-of-the-ram}{%
|
||
\subsubsection{Ring of the Ram}\label{ring-of-the-ram}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
This ring has 3 charges, and it regains 1d3 expended charges daily at
|
||
dawn. While wearing the ring, you can use an action to expend 1 to 3 of
|
||
its charges to attack one creature you can see within 60 feet of you.
|
||
The ring produces a spectral ram's head and makes its attack roll with a
|
||
+7 bonus. On a hit, for each charge you spend, the target takes 2d10
|
||
force damage and is pushed 5 feet away from you.
|
||
|
||
Alternatively, you can expend 1 to 3 of the ring's charges as an action
|
||
to try to break an object you can see within 60 feet of you that isn't
|
||
being worn or carried. The ring makes a Strength check with a +5 bonus
|
||
for each charge you spend.
|
||
|
||
\hypertarget{ring-of-three-wishes}{%
|
||
\subsubsection{Ring of Three Wishes}\label{ring-of-three-wishes}}
|
||
|
||
\emph{Ring, legendary}
|
||
|
||
While wearing this ring, you can use an action to expend 1 of its 3
|
||
charges to cast the \emph{wish} spell from it. The ring becomes
|
||
nonmagical when you use the last charge.
|
||
|
||
\hypertarget{ring-of-warmth}{%
|
||
\subsubsection{Ring of Warmth}\label{ring-of-warmth}}
|
||
|
||
\emph{Ring, uncommon (requires attunement)}
|
||
|
||
While wearing this ring, you have resistance to cold damage. In
|
||
addition, you and everything you wear and carry are unharmed by
|
||
temperatures as low as -50 degrees Fahrenheit.
|
||
|
||
\hypertarget{ring-of-water-walking}{%
|
||
\subsubsection{Ring of Water Walking}\label{ring-of-water-walking}}
|
||
|
||
\emph{Ring, uncommon}
|
||
|
||
While wearing this ring, you can stand on and move across any liquid
|
||
surface as if it were solid ground.
|
||
|
||
\hypertarget{ring-of-x-ray-vision}{%
|
||
\subsubsection{Ring of X-ray Vision}\label{ring-of-x-ray-vision}}
|
||
|
||
\emph{Ring, rare (requires attunement)}
|
||
|
||
While wearing this ring, you can use an action to speak its command
|
||
word. When you do so, you can see into and through solid matter for 1
|
||
minute. This vision has a radius of 30 feet. To you, solid objects
|
||
within that radius appear transparent and don't prevent light from
|
||
passing through them. The vision can penetrate 1 foot of stone, 1 inch
|
||
of common metal, or up to 3 feet of wood or dirt. Thicker substances
|
||
block the vision, as does a thin sheet of lead.
|
||
|
||
Whenever you use the ring again before taking a long rest, you must
|
||
succeed on a DC 15 Constitution saving throw or gain one level of
|
||
exhaustion.
|
||
|
||
\hypertarget{robe-of-eyes}{%
|
||
\subsubsection{Robe of Eyes}\label{robe-of-eyes}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
This robe is adorned with eyelike patterns. While you wear the robe, you
|
||
gain the following benefits:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
The robe lets you see in all directions, and you have advantage on
|
||
Wisdom (Perception) checks that rely on sight.
|
||
\item
|
||
You have darkvision out to a range of 120 feet.
|
||
\item
|
||
You can see invisible creatures and objects, as well as see into the
|
||
Ethereal Plane, out to a range of 120 feet.
|
||
\end{itemize}
|
||
|
||
The eyes on the robe can't be closed or averted. Although you can close
|
||
or avert your own eyes, you are never considered to be doing so while
|
||
wearing this robe.
|
||
|
||
A \emph{light} spell cast on the robe or a \emph{daylight} spell cast
|
||
within 5 feet of the robe causes you to be blinded for 1 minute. At the
|
||
end of each of your turns, you can make a Constitution saving throw (DC
|
||
11 for \emph{light} or DC 15 for \emph{daylight}), ending the blindness
|
||
on a success.
|
||
|
||
\hypertarget{robe-of-scintillating-colors}{%
|
||
\subsubsection{Robe of Scintillating
|
||
Colors}\label{robe-of-scintillating-colors}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
This robe has 3 charges, and it regains 1d3 expended charges daily at
|
||
dawn. While you wear it, you can use an action and expend 1 charge to
|
||
cause the garment to display a shifting pattern of dazzling hues until
|
||
the end of your next turn. During this time, the robe sheds bright light
|
||
in a 30-foot radius and dim light for an additional 30 feet. Creatures
|
||
that can see you have disadvantage on attack rolls against you. In
|
||
addition, any creature in the bright light that can see you when the
|
||
robe's power is activated must succeed on a DC 15 Wisdom saving throw or
|
||
become stunned until the effect ends.
|
||
|
||
\hypertarget{robe-of-stars}{%
|
||
\subsubsection{Robe of Stars}\label{robe-of-stars}}
|
||
|
||
\emph{Wondrous item, very rare (requires attunement)}
|
||
|
||
This black or dark blue robe is embroidered with small white or silver
|
||
stars. You gain a +1 bonus to saving throws while you wear it.
|
||
|
||
Six stars, located on the robe's upper front portion, are particularly
|
||
large. While wearing this robe, you can use an action to pull off one of
|
||
the stars and use it to cast \emph{magic missile} as a 5th-level spell.
|
||
Daily at dusk, 1d6 removed stars reappear on the robe.
|
||
|
||
While you wear the robe, you can use an action to enter the Astral Plane
|
||
along with everything you are wearing and carrying. You remain there
|
||
until you use an action to return to the plane you were on. You reappear
|
||
in the last space you occupied, or if that space is occupied, the
|
||
nearest unoccupied space.
|
||
|
||
\hypertarget{robe-of-the-archmagi}{%
|
||
\subsubsection{Robe of the Archmagi}\label{robe-of-the-archmagi}}
|
||
|
||
\emph{Wondrous item, legendary (requires attunement by a sorcerer,
|
||
warlock, or wizard)}
|
||
|
||
This elegant garment is made from exquisite cloth of white, gray, or
|
||
black and adorned with silvery runes. The robe's color corresponds to
|
||
the alignment for which the item was created. A white robe was made for
|
||
good, gray for neutral, and black for evil. You can't attune to a
|
||
\emph{robe of the archmagi} that doesn't correspond to your alignment.
|
||
|
||
You gain these benefits while wearing the robe:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
If you aren't wearing armor, your base Armor Class is 15+your
|
||
Dexterity modifier.
|
||
\item
|
||
You have advantage on saving throws against spells and other magical
|
||
effects.
|
||
\item
|
||
Your spell save DC and spell attack bonus each increase by 2.
|
||
\end{itemize}
|
||
|
||
\hypertarget{robe-of-useful-items}{%
|
||
\subsubsection{Robe of Useful Items}\label{robe-of-useful-items}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
This robe has cloth patches of various shapes and colors covering it.
|
||
While wearing the robe, you can use an action to detach one of the
|
||
patches, causing it to become the object or creature it represents. Once
|
||
the last patch is removed, the robe becomes an ordinary garment.
|
||
|
||
The robe has two of each of the following patches:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
Dagger
|
||
\item
|
||
Bullseye lantern (filled and lit)
|
||
\item
|
||
Steel mirror
|
||
\item
|
||
10-foot pole
|
||
\item
|
||
Hempen rope (50 feet, coiled)
|
||
\item
|
||
Sack
|
||
\end{itemize}
|
||
|
||
In addition, the robe has 4d4 other patches. The GM chooses the patches
|
||
or determines them randomly.
|
||
|
||
\textbf{Table- Robe of Useful Items}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0394}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9606}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Patch
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-08 & Bag of 100 gp \\
|
||
09-15 & Silver coffer (1 foot long, 6 inches wide and deep) worth 500
|
||
gp \\
|
||
16-22 & 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 \\
|
||
23-30 & 10 gems worth 100 gp each \\
|
||
31-44 & Wooden ladder (24 feet long) 45-51 A riding horse with saddle
|
||
bags \\
|
||
52-59 & Pit (a cube 10 feet on a side), which you can place on the
|
||
ground within 10 feet of you \\
|
||
60-68 & 4 potions of healing \\
|
||
69-75 & Rowboat (12 feet long) \\
|
||
76-83 & Spell scroll containing one spell of 1st to 3rd level \\
|
||
84-90 & 2 mastiffs \\
|
||
91-96 & Window (2 feet by 4 feet, up to 2 feet deep), which you can
|
||
place on a vertical surface you can reach \\
|
||
97-100 & Portable ram \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{rod-of-absorption}{%
|
||
\subsubsection{Rod of Absorption}\label{rod-of-absorption}}
|
||
|
||
\emph{Rod, very rare (requires attunement)}
|
||
|
||
While holding this rod, you can use your reaction to absorb a spell that
|
||
is targeting only you and not with an area of effect. The absorbed
|
||
spell's effect is canceled, and the spell's energy-not the spell
|
||
itself-is stored in the rod. The energy has the same level as the spell
|
||
when it was cast. The rod can absorb and store up to 50 levels of energy
|
||
over the course of its existence. Once the rod absorbs 50 levels of
|
||
energy, it can't absorb more. If you are targeted by a spell that the
|
||
rod can't store, the rod has no effect on that spell.
|
||
|
||
When you become attuned to the rod, you know how many levels of energy
|
||
the rod has absorbed over the course of its existence, and how many
|
||
levels of spell energy it currently has stored.
|
||
|
||
If you are a spellcaster holding the rod, you can convert energy stored
|
||
in it into spell slots to cast spells you have prepared or know. You can
|
||
create spell slots only of a level equal to or lower than your own spell
|
||
slots, up to a maximum of 5th level. You use the stored levels in place
|
||
of your slots, but otherwise cast the spell as normal. For example, you
|
||
can use 3 levels stored in the rod as a 3rd-level spell slot.
|
||
|
||
A newly found rod has 1d10 levels of spell energy stored in it already.
|
||
A rod that can no longer absorb spell energy and has no energy remaining
|
||
becomes nonmagical.
|
||
|
||
\hypertarget{rod-of-alertness}{%
|
||
\subsubsection{Rod of Alertness}\label{rod-of-alertness}}
|
||
|
||
\emph{Rod, very rare (requires attunement)}
|
||
|
||
This rod has a flanged head and the following properties.
|
||
|
||
\textbf{\emph{Alertness}}. While holding the rod, you have advantage on
|
||
Wisdom (Perception) checks and on rolls for initiative.
|
||
|
||
\textbf{\emph{Spells}}. While holding the rod, you can use an action to
|
||
cast one of the following spells from it: \emph{detect evil and good},
|
||
\emph{detect magic}, \emph{detect poison and disease}, or \emph{see
|
||
invisibility.}
|
||
|
||
\textbf{\emph{Protective Aura}}. As an action, you can plant the haft
|
||
end of the rod in the ground, whereupon the rod's head sheds bright
|
||
light in a 60-foot radius and dim light for an additional 60 feet. While
|
||
in that bright light, you and any creature that is friendly to you gain
|
||
a +1 bonus to AC and saving throws and can sense the location of any
|
||
invisible hostile creature that is also in the bright light.
|
||
|
||
The rod's head stops glowing and the effect ends after 10 minutes, or
|
||
when a creature uses an action to pull the rod from the ground. This
|
||
property can't be used again until the next dawn.
|
||
|
||
\hypertarget{rod-of-lordly-might}{%
|
||
\subsubsection{Rod of Lordly Might}\label{rod-of-lordly-might}}
|
||
|
||
\emph{Rod, legendary (requires attunement)}
|
||
|
||
This rod has a flanged head, and it functions as a magic mace that
|
||
grants a +3 bonus to attack and damage rolls made with it. The rod has
|
||
properties associated with six different buttons that are set in a row
|
||
along the haft. It has three other properties as well, detailed below.
|
||
|
||
\textbf{\emph{Six Buttons}}. You can press one of the rod's six buttons
|
||
as a bonus action. A button's effect lasts until you push a different
|
||
button or until you push the same button again, which causes the rod to
|
||
revert to its normal form.
|
||
|
||
If you press \textbf{button 1}, the rod becomes a \emph{flame tongue},
|
||
as a fiery blade sprouts from the end opposite the rod's flanged head
|
||
(you choose the type of sword).
|
||
|
||
If you press \textbf{button 2}, the rod's flanged head folds down and
|
||
two crescent-shaped blades spring out, transforming the rod into a magic
|
||
battleaxe that grants a +3 bonus to attack and damage rolls made with
|
||
it.
|
||
|
||
If you press \textbf{button 3}, the rod's flanged head folds down, a
|
||
spear point springs from the rod's tip, and the rod's handle lengthens
|
||
into a 6-foot haft, transforming the rod into a magic spear that grants
|
||
a +3 bonus to attack and damage rolls made with it.
|
||
|
||
If you press \textbf{button 4}, the rod transforms into a climbing pole
|
||
up to 50 feet long, as you specify. In surfaces as hard as granite, a
|
||
spike at the bottom and three hooks at the top anchor the pole.
|
||
Horizontal bars 3 inches long fold out from the sides, 1 foot apart,
|
||
forming a ladder. The pole can bear up to 4,000 pounds. More weight or
|
||
lack of solid anchoring causes the rod to revert to its normal form.
|
||
|
||
If you press \textbf{button 5}, the rod transforms into a handheld
|
||
battering ram and grants its user a +10 bonus to Strength checks made to
|
||
break through doors, barricades, and other barriers.
|
||
|
||
If you press \textbf{button 6}, the rod assumes or remains in its normal
|
||
form and indicates magnetic north. (Nothing happens if this function of
|
||
the rod is used in a location that has no magnetic north.) The rod also
|
||
gives you knowledge of your approximate depth beneath the ground or your
|
||
height above it.
|
||
|
||
\textbf{\emph{Drain Life}}. When you hit a creature with a melee attack
|
||
using the rod, you can force the target to make a DC 17 Constitution
|
||
saving throw. On a failure, the target takes an extra 4d6 necrotic
|
||
damage, and you regain a number of hit points equal to half that
|
||
necrotic damage. This property can't be used again until the next dawn.
|
||
|
||
\textbf{\emph{Paralyze}}. When you hit a creature with a melee attack
|
||
using the rod, you can force the target to make a DC 17 Strength saving
|
||
throw. On a failure, the target is paralyzed for 1 minute. The target
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on a success. This property can't be used again until the next
|
||
dawn.
|
||
|
||
\textbf{\emph{Terrify}}. While holding the rod, you can use an action to
|
||
force each creature you can see within 30 feet of you to make a DC 17
|
||
Wisdom saving throw. On a failure, a target is frightened of you for 1
|
||
minute. A frightened target can repeat the saving throw at the end of
|
||
each of its turns, ending the effect on itself on a success. This
|
||
property can't be used again until the next dawn.
|
||
|
||
\hypertarget{rod-of-rulership}{%
|
||
\subsubsection{Rod of Rulership}\label{rod-of-rulership}}
|
||
|
||
\emph{Rod, rare (requires attunement)}
|
||
|
||
You can use an action to present the rod and command obedience from each
|
||
creature of your choice that you can see within 120 feet of you. Each
|
||
target must succeed on a DC 15 Wisdom saving throw or be charmed by you
|
||
for 8 hours. While charmed in this way, the creature regards you as its
|
||
trusted leader. If harmed by you or your companions, or commanded to do
|
||
something contrary to its nature, a target ceases to be charmed in this
|
||
way. The rod can't be used again until the next dawn.
|
||
|
||
\hypertarget{rod-of-security}{%
|
||
\subsubsection{Rod of Security}\label{rod-of-security}}
|
||
|
||
\emph{Rod, very rare}
|
||
|
||
While holding this rod, you can use an action to activate it. The rod
|
||
then instantly transports you and up to 199 other willing creatures you
|
||
can see to a paradise that exists in an extraplanar space. You choose
|
||
the form that the paradise takes. It could be a tranquil garden, lovely
|
||
glade, cheery tavern, immense palace, tropical island, fantastic
|
||
carnival, or whatever else you can imagine. Regardless of its nature,
|
||
the paradise contains enough water and food to sustain its visitors.
|
||
Everything else that can be interacted with inside the extraplanar space
|
||
can exist only there. For example, a flower picked from a garden in the
|
||
paradise disappears if it is taken outside the extraplanar space.
|
||
|
||
For each hour spent in the paradise, a visitor regains hit points as if
|
||
it had spent 1 Hit Die. Also, creatures don't age while in the paradise,
|
||
although time passes normally. Visitors can remain in the paradise for
|
||
up to 200 days divided by the number of creatures present (round down).
|
||
|
||
When the time runs out or you use an action to end it, all visitors
|
||
reappear in the location they occupied when you activated the rod, or an
|
||
unoccupied space nearest that location. The rod can't be used again
|
||
until ten days have passed.
|
||
|
||
\hypertarget{rope-of-climbing}{%
|
||
\subsubsection{Rope of Climbing}\label{rope-of-climbing}}
|
||
|
||
\emph{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.
|
||
|
||
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.
|
||
|
||
\hypertarget{rope-of-entanglement}{%
|
||
\subsubsection{Rope of Entanglement}\label{rope-of-entanglement}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
This rope is 30 feet long and weighs 3 pounds. If you hold one end of
|
||
the rope and use an action to speak its command word, the other end
|
||
darts forward to entangle a creature you can see within 20 feet of you.
|
||
The target must succeed on a DC 15 Dexterity saving throw or become
|
||
restrained.
|
||
|
||
You can release the creature by using a bonus action to speak a second
|
||
command word. A target restrained by the rope can use an action to make
|
||
a DC 15 Strength or Dexterity check (target's choice). On a success, the
|
||
creature is no longer restrained by the rope.
|
||
|
||
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.
|
||
|
||
\hypertarget{magic-items-s}{%
|
||
\section{Magic Items (S)}\label{magic-items-s}}
|
||
|
||
\hypertarget{scarab-of-protection}{%
|
||
\subsubsection{Scarab of Protection}\label{scarab-of-protection}}
|
||
|
||
\emph{Wondrous item, legendary (requires attunement)}
|
||
|
||
If you hold this beetle-shaped medallion in your hand for 1 round, an
|
||
inscription appears on its surface revealing its magical nature. It
|
||
provides two benefits while it is on your person:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
You have advantage on saving throws against spells.
|
||
\item
|
||
The scarab has 12 charges. If you fail a saving throw against a
|
||
necromancy spell or a harmful effect originating from an undead
|
||
creature, you can use your reaction to expend 1 charge and turn the
|
||
failed save into a successful one. The scarab crumbles into powder and
|
||
is destroyed when its last charge is expended.
|
||
\end{itemize}
|
||
|
||
\hypertarget{scimitar-of-speed}{%
|
||
\subsubsection{Scimitar of Speed}\label{scimitar-of-speed}}
|
||
|
||
\emph{Weapon (scimitar), very rare (requires attunement)}
|
||
|
||
You gain a +2 bonus to attack and damage rolls made with this magic
|
||
weapon. In addition, you can make one attack with it as a bonus action
|
||
on each of your turns.
|
||
|
||
\hypertarget{shield-1-2-or-3}{%
|
||
\subsubsection{Shield, +1, +2, or +3}\label{shield-1-2-or-3}}
|
||
|
||
\emph{Armor (shield), uncommon (+1), rare (+2), or very rare (+3)}
|
||
|
||
While holding this shield, you have a bonus to AC determined by the
|
||
shield's rarity. This bonus is in addition to the shield's normal bonus
|
||
to AC.
|
||
|
||
\hypertarget{shield-of-missile-attraction}{%
|
||
\subsubsection{Shield of Missile
|
||
Attraction}\label{shield-of-missile-attraction}}
|
||
|
||
\emph{Armor (shield), rare (requires attunement)}
|
||
|
||
While holding this shield, you have resistance to damage from ranged
|
||
weapon attacks.
|
||
|
||
\textbf{\emph{Curse}}. This shield is cursed. Attuning to it curses you
|
||
until you are targeted by the \emph{remove curse} spell or similar
|
||
magic. Removing the shield fails to end the curse on you. Whenever a
|
||
ranged weapon attack is made against a target within 10 feet of you, the
|
||
curse causes you to become the target instead.
|
||
|
||
\hypertarget{slippers-of-spider-climbing}{%
|
||
\subsubsection{Slippers of Spider
|
||
Climbing}\label{slippers-of-spider-climbing}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While you wear these light shoes, you can move up, down, and across
|
||
vertical surfaces and upside down along ceilings, while leaving your
|
||
hands free. You have a climbing speed equal to your walking speed.
|
||
However, the slippers don't allow you to move this way on a slippery
|
||
surface, such as one covered by ice or oil.
|
||
|
||
\hypertarget{sovereign-glue}{%
|
||
\subsubsection{Sovereign Glue}\label{sovereign-glue}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This viscous, milky-white substance can form a permanent adhesive bond
|
||
between any two objects. It must be stored in a jar or flask that has
|
||
been coated inside with \emph{oil of slipperiness}. When found, a
|
||
container contains 1d6+1 ounces.
|
||
|
||
One ounce of the glue can cover a 1-foot square surface. The glue takes
|
||
1 minute to set. Once it has done so, the bond it creates can be broken
|
||
only by the application of \emph{universal solvent} or \emph{oil of
|
||
etherealness}, or with a \emph{wish} spell.
|
||
|
||
\hypertarget{spell-scroll}{%
|
||
\subsubsection{Spell Scroll}\label{spell-scroll}}
|
||
|
||
\emph{Scroll, varies}
|
||
|
||
A \emph{spell scroll} bears the words of a single spell, written in a
|
||
mystical cipher. If the spell is on your class's spell list, you can use
|
||
an action to read the scroll and cast its spell without having to
|
||
provide any of the spell's components. Otherwise, the scroll is
|
||
unintelligible.
|
||
|
||
If the spell is on your class's spell list but of a higher level than
|
||
you can normally cast, you must make an ability check using your
|
||
spellcasting ability to determine whether you cast it successfully. The
|
||
DC equals 10+the spell's level. On a failed check, the spell disappears
|
||
from the scroll with no other effect. Once the spell is cast, the words
|
||
on the scroll fade, and the scroll itself crumbles to dust.
|
||
|
||
The level of the spell on the scroll determines the spell's saving throw
|
||
DC and attack bonus, as well as the scroll's rarity, as shown in the
|
||
Spell Scroll table.
|
||
|
||
\textbf{Table- Spell Scroll}
|
||
|
||
\begin{longtable}[]{@{}llll@{}}
|
||
\toprule
|
||
Spell Level & Rarity & Save DC & Attack Bonus \\
|
||
\midrule
|
||
\endhead
|
||
Cantrip & Common & 13 & +5 \\
|
||
1st & Common & 13 & +5 \\
|
||
2nd & Uncommon & 13 & +5 \\
|
||
3rd & Uncommon & 15 & +7 \\
|
||
4th & Rare & 15 & +7 \\
|
||
5th & Rare & 17 & +9 \\
|
||
6th & Very rare & 17 & +9 \\
|
||
7th & Very rare & 18 & +10 \\
|
||
8th & Very rare & 18 & +10 \\
|
||
9th & Legendary & 19 & +11 \\
|
||
& & & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
A wizard spell on a \emph{spell scroll} can be copied just as spells in
|
||
spellbooks can be copied. When a spell is copied from a the copier must
|
||
succeed on an Intelligence (Arcana) check with a DC equal to 10+the
|
||
spell's level. If the check succeeds, the spell is successfully copied.
|
||
Whether the check succeeds or fails, the \emph{spell scroll} is
|
||
destroyed.
|
||
|
||
\hypertarget{spellguard-shield}{%
|
||
\subsubsection{Spellguard Shield}\label{spellguard-shield}}
|
||
|
||
\emph{Armor (shield), very rare (requires attunement)}
|
||
|
||
While holding this shield, you have advantage on saving throws against
|
||
spells and other magical effects, and spell attacks have disadvantage
|
||
against you.
|
||
|
||
\hypertarget{sphere-of-annihilation-1}{%
|
||
\subsubsection{Sphere of Annihilation}\label{sphere-of-annihilation-1}}
|
||
|
||
\emph{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.
|
||
|
||
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 \emph{sphere of annihilation}, it passes
|
||
through the sphere unscathed. Anything else that touches the sphere but
|
||
isn't wholly engulfed and obliterated by it takes 4d10 force damage.
|
||
|
||
The sphere is stationary until someone controls it. If you are within 60
|
||
feet of an uncontrolled sphere, you can use an action to make a DC 25
|
||
Intelligence (Arcana) check. On a success, the sphere levitates in one
|
||
direction of your choice, up to a number of feet equal to 5 × your
|
||
Intelligence modifier (minimum 5 feet). On a failure, the sphere moves
|
||
10 feet toward you. A creature whose space the sphere enters must
|
||
succeed on a DC 13 Dexterity saving throw or be touched by it, taking
|
||
4d10 force damage.
|
||
|
||
If you attempt to control a sphere that is under another creature's
|
||
control, you make an Intelligence (Arcana) check contested by the other
|
||
creature's Intelligence (Arcana) check. The winner of the contest gains
|
||
control of the sphere and can levitate it as normal.
|
||
|
||
If the sphere comes into contact with a planar portal, such as that
|
||
created by the \emph{gate} spell, or an extradimensional space, such as
|
||
that within a \emph{portable hole}, the GM determines randomly what
|
||
happens, using the following table.
|
||
|
||
\textbf{Table- Sphere of Annihilation}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0504}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9496}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Result
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-50 & The sphere is destroyed. \\
|
||
51-85 & The sphere moves through the portal or into the extradimensional
|
||
space. \\
|
||
86-00 & A spatial rift sends each creature and object within 180 feet of
|
||
the sphere, including the sphere, to a random plane of existence. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{staff-of-charming}{%
|
||
\subsubsection{Staff of Charming}\label{staff-of-charming}}
|
||
|
||
\emph{Staff, rare (requires attunement by a bard, cleric, druid,
|
||
sorcerer, warlock, or wizard)}
|
||
|
||
While holding this staff, you can use an action to expend 1 of its 10
|
||
charges to cast \emph{charm person}, \emph{command}, \emph{or comprehend
|
||
languages} from it using your spell save DC. The staff can also be used
|
||
as a magic quarterstaff.
|
||
|
||
If you are holding the staff and fail a saving throw against an
|
||
enchantment spell that targets only you, you can turn your failed save
|
||
into a successful one. You can't use this property of the staff again
|
||
until the next dawn. If you succeed on a save against an enchantment
|
||
spell that targets only you, with or without the staff's intervention,
|
||
you can use your reaction to expend 1 charge from the staff and turn the
|
||
spell back on its caster as if you had cast the spell.
|
||
|
||
The staff regains 1d8+2 expended charges daily at dawn. If you expend
|
||
the last charge, roll a d20. On a 1, the staff becomes a nonmagical
|
||
quarterstaff.
|
||
|
||
\hypertarget{staff-of-fire}{%
|
||
\subsubsection{Staff of Fire}\label{staff-of-fire}}
|
||
|
||
\emph{Staff, very rare (requires attunement by a druid, sorcerer,
|
||
warlock, or wizard)}
|
||
|
||
You have resistance to fire damage while you hold this staff.
|
||
|
||
The staff has 10 charges. While holding it, 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: \emph{burning hands} (1 charge),
|
||
\emph{fireball} (3 charges), or \emph{wall of fire} (4 charges).
|
||
|
||
The staff regains 1d6+4 expended charges daily at dawn. If you expend
|
||
the last charge, roll a d20. On a 1, the staff blackens, crumbles into
|
||
cinders, and is destroyed.
|
||
|
||
\hypertarget{staff-of-frost}{%
|
||
\subsubsection{Staff of Frost}\label{staff-of-frost}}
|
||
|
||
\emph{Staff, very rare (requires attunement by a druid, sorcerer,
|
||
warlock, or wizard)}
|
||
|
||
You have resistance to cold damage while you hold this staff.
|
||
|
||
The staff has 10 charges. While holding it, 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: \emph{cone of cold} (5 charges), \emph{fog
|
||
cloud} (1 charge), \emph{ice storm} (4 charges), or \emph{wall of ice}
|
||
(4 charges).
|
||
|
||
The staff regains 1d6+4 expended charges daily at dawn. If you expend
|
||
the last charge, roll a d20. On a 1, the staff turns to water and is
|
||
destroyed.
|
||
|
||
\hypertarget{staff-of-healing}{%
|
||
\subsubsection{Staff of Healing}\label{staff-of-healing}}
|
||
|
||
\emph{Staff, rare (requires attunement by a bard, cleric, or druid)}
|
||
|
||
This staff has 10 charges. While holding it, 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 spellcasting ability modifier:
|
||
\emph{cure wounds} (1 charge per spell level, up to 4th), \emph{lesser
|
||
restoration} (2 charges), or \emph{mass cure wounds} (5 charges).
|
||
|
||
The staff regains 1d6+4 expended charges daily at dawn. If you expend
|
||
the last charge, roll a d20. On a 1, the staff vanishes in a flash of
|
||
light, lost forever.
|
||
|
||
\hypertarget{staff-of-power}{%
|
||
\subsubsection{Staff of Power}\label{staff-of-power}}
|
||
|
||
\emph{Staff, very rare (requires attunement by a sorcerer, warlock, or
|
||
wizard)}
|
||
|
||
This staff can be wielded as a magic quarterstaff that grants a +2 bonus
|
||
to attack and damage rolls made with it. While holding it, you gain a +2
|
||
bonus to Armor Class, saving throws, and spell attack rolls.
|
||
|
||
The staff has 20 charges for the following properties. The staff regains
|
||
2d8+4 expended charges daily at dawn. If you expend the last charge,
|
||
roll a d20. On a 1, the staff retains its +2 bonus to attack and damage
|
||
rolls but loses all other properties. On a 20, the staff regains 1d8+2
|
||
charges.
|
||
|
||
\textbf{\emph{Power Strike}}. When you hit with a melee attack using the
|
||
staff, you can expend 1 charge to deal an extra 1d6 force damage to the
|
||
target.
|
||
|
||
\textbf{\emph{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: \emph{cone of
|
||
cold} (5 charges), \emph{fireball} (5th-level version, 5 charges),
|
||
\emph{globe of invulnerability} (6 charges), \emph{hold monster} (5
|
||
charges), \emph{levitate} (2 charges), \emph{lightning bolt} (5th-level
|
||
version, 5 charges), \emph{magic missile} (1 charge), \emph{ray of
|
||
enfeeblement} (1 charge), or \emph{wall of force} (5 charges).
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{Table- Staff of Power}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Distance from Origin & Damage \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{staff-of-striking}{%
|
||
\subsubsection{Staff of Striking}\label{staff-of-striking}}
|
||
|
||
\emph{Staff, very rare (requires attunement)}
|
||
|
||
This staff can be wielded as a magic quarterstaff that grants a +3 bonus
|
||
to attack and damage rolls made with it.
|
||
|
||
The staff has 10 charges. When you hit with a melee attack using it, you
|
||
can expend up to 3 of its charges. For each charge you expend, the
|
||
target takes an extra 1d6 force damage. The staff regains 1d6+4 expended
|
||
charges daily at dawn. If you expend the last charge, roll a d20. On a
|
||
1, the staff becomes a nonmagical quarterstaff.
|
||
|
||
\hypertarget{staff-of-swarming-insects}{%
|
||
\subsubsection{Staff of Swarming
|
||
Insects}\label{staff-of-swarming-insects}}
|
||
|
||
\emph{Staff, rare (requires attunement by a bard, cleric, druid,
|
||
sorcerer, warlock, or wizard)}
|
||
|
||
This staff has 10 charges and regains 1d6+4 expended charges daily at
|
||
dawn. If you expend the last charge, roll a d20. On a 1, a swarm of
|
||
insects consumes and destroys the staff, then disperses.
|
||
|
||
\textbf{\emph{Spells}}. While holding the staff, you can use an action
|
||
to expend some of its charges to cast one of the following spells from
|
||
it, using your spell save DC: \emph{giant insect} (4 charges) or
|
||
\emph{insect plague} (5 charges).
|
||
|
||
\textbf{\emph{Insect Cloud}}. While holding the staff, you can use an
|
||
action and expend 1 charge to cause a swarm of harmless flying insects
|
||
to spread out in a 30-foot radius from you. The insects remain for 10
|
||
minutes, making the area heavily obscured for creatures other than you.
|
||
The swarm moves with you, remaining centered on you. A wind of at least
|
||
10 miles per hour disperses the swarm and ends the effect.
|
||
|
||
\hypertarget{staff-of-the-magi}{%
|
||
\subsubsection{Staff of the Magi}\label{staff-of-the-magi}}
|
||
|
||
\emph{Staff, legendary (requires attunement by a sorcerer, warlock, or
|
||
wizard)}
|
||
|
||
This staff can be wielded as a magic quarterstaff that grants a +2 bonus
|
||
to attack and damage rolls made with it. While you hold it, you gain a
|
||
+2 bonus to spell attack rolls.
|
||
|
||
The staff has 50 charges for the following properties. It regains 4d6+2
|
||
expended charges daily at dawn. If you expend the last charge, roll a
|
||
d20. On a 20, the staff regains 1d12+1 charges.
|
||
|
||
\textbf{\emph{Spell Absorption}}. While holding the staff, you have
|
||
advantage on saving throws against spells. In addition, you can use your
|
||
reaction when another creature casts a spell that targets only you. If
|
||
you do, the staff absorbs the magic of the spell, canceling its effect
|
||
and gaining a number of charges equal to the absorbed spell's level.
|
||
However, if doing so brings the staff's total number of charges above
|
||
50, the staff explodes as if you activated its retributive strike (see
|
||
below).
|
||
|
||
\textbf{\emph{Spells}}. While holding the staff, you can use an action
|
||
to expend some of its charges to cast one of the following spells from
|
||
it, using your spell save DC and spellcasting ability: \emph{conjure
|
||
elemental} (7 charges), \emph{dispel magic} (3 charges), \emph{fireball}
|
||
(7th-level version, 7 charges), \emph{flaming sphere} (2 charges),
|
||
\emph{ice storm} (4 charges), \emph{invisibility} (2 charges),
|
||
\emph{knock} (2 charges), \emph{lightning bolt} (7th-level version, 7
|
||
charges), \emph{passwall} (5 charges), \emph{plane shift} (7 charges),
|
||
\emph{telekinesis} (5 charges), \emph{wall of fire} (4 charges), or
|
||
\emph{web} (2 charges).
|
||
|
||
You can also use an action to cast one of the following spells from the
|
||
staff without using any charges: \emph{arcane lock}, \emph{detect
|
||
magic}, \emph{enlarge/reduce}, \emph{light}, \emph{mage hand}, or
|
||
\emph{protection from evil and good.}
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{Table- Staff of the Magi}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Distance from Origin & Damage \\
|
||
\midrule
|
||
\endhead
|
||
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 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{staff-of-the-python}{%
|
||
\subsubsection{Staff of the Python}\label{staff-of-the-python}}
|
||
|
||
\emph{Staff, uncommon (requires attunement by a cleric, druid, or
|
||
warlock)}
|
||
|
||
You can use an action to speak this staff's command word and throw the
|
||
staff on the ground within 10 feet of you. The staff becomes a giant
|
||
constrictor snake under your control and acts on its own initiative
|
||
count. By using a bonus action to speak the command word again, you
|
||
return the staff to its normal form in a space formerly occupied by the
|
||
snake.
|
||
|
||
On your turn, you can mentally command the snake if it is within 60 feet
|
||
of you and you aren't incapacitated. You decide what action the snake
|
||
takes and where it moves during its next turn, or you can issue it a
|
||
general command, such as to attack your enemies or guard a location.
|
||
|
||
If the snake is reduced to 0 hit points, it dies and reverts to its
|
||
staff form. The staff then shatters and is destroyed. If the snake
|
||
reverts to staff form before losing all its hit points, it regains all
|
||
of them.
|
||
|
||
\hypertarget{staff-of-the-woodlands}{%
|
||
\subsubsection{Staff of the Woodlands}\label{staff-of-the-woodlands}}
|
||
|
||
\emph{Staff, rare (requires attunement by a druid)}
|
||
|
||
This staff can be wielded as a magic quarterstaff that grants a +2 bonus
|
||
to attack and damage rolls made with it. While holding it, you have a +2
|
||
bonus to spell attack rolls.
|
||
|
||
The staff has 10 charges for the following properties. It regains 1d6+4
|
||
expended charges daily at dawn. If you expend the last charge, roll a
|
||
d20. On a 1, the staff loses its properties and becomes a nonmagical
|
||
quarterstaff.
|
||
|
||
\textbf{\emph{Spells}}. You can use an action to expend 1 or more of the
|
||
staff's charges to cast one of the following spells from it, using your
|
||
spell save DC: \emph{animal friendship} (1 charge), \emph{awaken} (5
|
||
charges), \emph{barkskin} (2 charges), \emph{locate animals or plants}
|
||
(2 charges), \emph{speak with animals} (1 charge), \emph{speak with
|
||
plants} (3 charges), or \emph{wall of thorns} (6 charges).
|
||
|
||
You can also use an action to cast the \emph{pass without trace} spell
|
||
from the staff without using any charges.
|
||
|
||
\textbf{\emph{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 \emph{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.
|
||
|
||
\hypertarget{staff-of-thunder-and-lightning}{%
|
||
\subsubsection{Staff of Thunder and
|
||
Lightning}\label{staff-of-thunder-and-lightning}}
|
||
|
||
\emph{Staff, very rare (requires attunement)}
|
||
|
||
This staff can be wielded as a magic quarterstaff that grants a +2 bonus
|
||
to attack and damage rolls made with it. It also has the following
|
||
additional properties. When one of these properties is used, it can't be
|
||
used again until the next dawn.
|
||
|
||
\textbf{\emph{Lightning}}. When you hit with a melee attack using the
|
||
staff, you can cause the target to take an extra 2d6 lightning damage.
|
||
|
||
\textbf{\emph{Thunder}}. When you hit with a melee attack using the
|
||
staff, you can cause the staff to emit a crack of thunder, audible out
|
||
to 300 feet. The target you hit must succeed on a DC 17 Constitution
|
||
saving throw or become stunned until the end of your next turn.
|
||
|
||
\textbf{\emph{Lightning Strike}}. You can use an action to cause a bolt
|
||
of lightning to leap from the staff's tip in a line that is 5 feet wide
|
||
and 120 feet long. Each creature in that line must make a DC 17
|
||
Dexterity saving throw, taking 9d6 lightning damage on a failed save, or
|
||
half as much damage on a successful one.
|
||
|
||
\textbf{\emph{Thunderclap}}. You can use an action to cause the staff to
|
||
issue a deafening thunderclap, audible out to 600 feet. Each creature
|
||
within 60 feet of you (not including you) must make a DC 17 Constitution
|
||
saving throw. On a failed save, a creature takes 2d6 thunder damage and
|
||
becomes deafened for 1 minute. On a successful save, a creature takes
|
||
half damage and isn't deafened.
|
||
|
||
\textbf{\emph{Thunder and Lightning}}. You can use an action to use the
|
||
Lightning Strike and Thunderclap properties at the same time. Doing so
|
||
doesn't expend the daily use of those properties, only the use of this
|
||
one.
|
||
|
||
\hypertarget{staff-of-withering}{%
|
||
\subsubsection{Staff of Withering}\label{staff-of-withering}}
|
||
|
||
\emph{Staff, rare (requires attunement by a cleric, druid, or warlock)}
|
||
|
||
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
|
||
|
||
The staff can be wielded as a magic quarterstaff. On a hit, it deals
|
||
damage as a normal quarterstaff, and you can expend 1 charge to deal an
|
||
extra 2d10 necrotic damage to the target. In addition, the target must
|
||
succeed on a DC 15 Constitution saving throw or have disadvantage for 1
|
||
hour on any ability check or saving throw that uses Strength or
|
||
Constitution.
|
||
|
||
\hypertarget{stone-of-controlling-earth-elementals}{%
|
||
\subsubsection{Stone of Controlling Earth
|
||
Elementals}\label{stone-of-controlling-earth-elementals}}
|
||
|
||
\emph{Wondrous item, rare}
|
||
|
||
If the stone is touching the ground, you can use an action to speak its
|
||
command word and summon an earth elemental, as if you had cast the
|
||
\emph{conjure elemental} spell. The stone can't be used this way again
|
||
until the next dawn. The stone weighs 5 pounds.
|
||
|
||
\hypertarget{stone-of-good-luck-luckstone}{%
|
||
\subsubsection{Stone of Good Luck
|
||
(Luckstone)}\label{stone-of-good-luck-luckstone}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While this polished agate is on your person, you gain a +1 bonus to
|
||
ability checks and saving throws.
|
||
|
||
\hypertarget{sun-blade}{%
|
||
\subsubsection{Sun Blade}\label{sun-blade}}
|
||
|
||
\emph{Weapon (longsword), rare (requires attunement)}
|
||
|
||
This item appears to be a longsword hilt. While grasping the hilt, you
|
||
can use a bonus action to cause a blade of pure radiance to spring into
|
||
existence, or make the blade disappear. While the blade exists, this
|
||
magic longsword has the finesse property. If you are proficient with
|
||
shortswords or longswords, you are proficient with the \emph{sun blade}.
|
||
|
||
You gain a +2 bonus to attack and damage rolls made with this weapon,
|
||
which deals radiant damage instead of slashing damage. When you hit an
|
||
undead with it, that target takes an extra 1d8 radiant damage.
|
||
|
||
The sword's luminous blade emits bright light in a 15-foot radius and
|
||
dim light for an additional 15 feet. The light is sunlight. While the
|
||
blade persists, you can use an action to expand or reduce its radius of
|
||
bright and dim light by 5 feet each, to a maximum of 30 feet each or a
|
||
minimum of 10 feet each.
|
||
|
||
\hypertarget{sword-of-life-stealing}{%
|
||
\subsubsection{Sword of Life Stealing}\label{sword-of-life-stealing}}
|
||
|
||
\emph{Weapon (any sword), rare (requires attunement)}
|
||
|
||
When you attack a creature with this magic weapon and roll a 20 on the
|
||
attack roll, that target takes an extra 3d6 necrotic damage, provided
|
||
that the target isn't a construct or an undead. You gain temporary hit
|
||
points equal to the extra damage dealt.
|
||
|
||
\hypertarget{sword-of-sharpness}{%
|
||
\subsubsection{Sword of Sharpness}\label{sword-of-sharpness}}
|
||
|
||
\emph{Weapon (any sword that deals slashing damage), very rare (requires
|
||
attunement)}
|
||
|
||
When you attack an object with this magic sword and hit, maximize your
|
||
weapon damage dice against the target.
|
||
|
||
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 target's 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 sword's 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.
|
||
|
||
\hypertarget{sword-of-wounding}{%
|
||
\subsubsection{Sword of Wounding}\label{sword-of-wounding}}
|
||
|
||
\emph{Weapon (any sword), rare (requires attunement)}
|
||
|
||
Hit points lost to this weapon's damage can be regained only through a
|
||
short or long rest, rather than by regeneration, magic, or any other
|
||
means.
|
||
|
||
Once per turn, when you hit a creature with an attack using this magic
|
||
weapon, you can wound the target. At the start of each of the wounded
|
||
creature's turns, it takes 1d4 necrotic damage for each time you've
|
||
wounded it, and it can then make a DC 15 Constitution saving throw,
|
||
ending the effect of all such wounds on itself on a success.
|
||
Alternatively, the wounded creature, or a creature within 5 feet of it,
|
||
can use an action to make a DC 15 Wisdom (Medicine) check, ending the
|
||
effect of such wounds on it on a success.
|
||
|
||
\hypertarget{magic-items-t}{%
|
||
\section{Magic Items (T)}\label{magic-items-t}}
|
||
|
||
\hypertarget{talisman-of-pure-good}{%
|
||
\subsubsection{Talisman of Pure Good}\label{talisman-of-pure-good}}
|
||
|
||
\emph{Wondrous item, legendary (requires attunement by a creature of
|
||
good alignment)}
|
||
|
||
This talisman is a mighty symbol of goodness. A creature that is neither
|
||
good nor evil in alignment takes 6d6 radiant damage upon touching the
|
||
talisman. An evil creature takes 8d6 radiant damage upon touching the
|
||
talisman. Either sort of creature takes the damage again each time it
|
||
ends its turn holding or carrying the talisman.
|
||
|
||
If you are a good cleric or paladin, you can use the talisman as a holy
|
||
symbol, and you gain a +2 bonus to spell attack rolls while you wear or
|
||
hold it.
|
||
|
||
The talisman has 7 charges. If you are wearing or holding it, you can
|
||
use an action to expend 1 charge from it and choose one creature you can
|
||
see on the ground within 120 feet of you. If the target is of evil
|
||
alignment, a flaming fissure opens under it. The target must succeed on
|
||
a DC 20 Dexterity saving throw or fall into the fissure and be
|
||
destroyed, leaving no remains. The fissure then closes, leaving no trace
|
||
of its existence. When you expend the last charge, the talisman
|
||
disperses into motes of golden light and is destroyed.
|
||
|
||
\hypertarget{talisman-of-the-sphere}{%
|
||
\subsubsection{Talisman of the Sphere}\label{talisman-of-the-sphere}}
|
||
|
||
\emph{Wondrous item, legendary (requires attunement)}
|
||
|
||
When you make an Intelligence (Arcana) check to control a \emph{sphere
|
||
of annihilation} while you are holding this talisman, you double your
|
||
proficiency bonus on the check. In addition, when you start your turn
|
||
with control over a \emph{sphere of annihilation}, you can use an action
|
||
to levitate it 10 feet plus a number of additional feet equal to 10 ×
|
||
your Intelligence modifier.
|
||
|
||
\hypertarget{talisman-of-ultimate-evil}{%
|
||
\subsubsection{Talisman of Ultimate
|
||
Evil}\label{talisman-of-ultimate-evil}}
|
||
|
||
\emph{Wondrous item, legendary (requires attunement by a creature of
|
||
evil alignment)}
|
||
|
||
This item symbolizes unrepentant evil. A creature that is neither good
|
||
nor evil in alignment takes 6d6 necrotic damage upon touching the
|
||
talisman. A good creature takes 8d6 necrotic damage upon touching the
|
||
talisman. Either sort of creature takes the damage again each time it
|
||
ends its turn holding or carrying the talisman.
|
||
|
||
If you are an evil cleric or paladin, you can use the talisman as a holy
|
||
symbol, and you gain a +2 bonus to spell attack rolls while you wear or
|
||
hold it.
|
||
|
||
The talisman has 6 charges. If you are wearing or holding it, you can
|
||
use an action to expend 1 charge from the talisman and choose one
|
||
creature you can see on the ground within 120 feet of you. If the target
|
||
is of good alignment, a flaming fissure opens under it. The target must
|
||
succeed on a DC 20 Dexterity saving throw or fall into the fissure and
|
||
be destroyed, leaving no remains. The fissure then closes, leaving no
|
||
trace of its existence. When you expend the last charge, the talisman
|
||
dissolves into foul-smelling slime and is destroyed.
|
||
|
||
\hypertarget{tome-of-clear-thought}{%
|
||
\subsubsection{Tome of Clear Thought}\label{tome-of-clear-thought}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book contains memory and logic exercises, and its words are charged
|
||
with magic. If you spend 48 hours over a period of 6 days or fewer
|
||
studying the book's contents and practicing its guidelines, your
|
||
Intelligence score increases by 2, as does your maximum for that score.
|
||
The manual then loses its magic, but regains it in a century.
|
||
|
||
\hypertarget{tome-of-leadership-and-influence}{%
|
||
\subsubsection{Tome of Leadership and
|
||
Influence}\label{tome-of-leadership-and-influence}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book contains guidelines for influencing and charming others, and
|
||
its words are charged with magic. If you spend 48 hours over a period of
|
||
6 days or fewer studying the book's contents and practicing its
|
||
guidelines, your Charisma score increases by 2, as does your maximum for
|
||
that score. The manual then loses its magic, but regains it in a
|
||
century.
|
||
|
||
\hypertarget{tome-of-understanding}{%
|
||
\subsubsection{Tome of Understanding}\label{tome-of-understanding}}
|
||
|
||
\emph{Wondrous item, very rare}
|
||
|
||
This book contains intuition and insight exercises, and its words are
|
||
charged with magic. If you spend 48 hours over a period of 6 days or
|
||
fewer studying the book's contents and practicing its guidelines, your
|
||
Wisdom score increases by 2, as does your maximum for that score. The
|
||
manual then loses its magic, but regains it in a century.
|
||
|
||
\hypertarget{trident-of-fish-command}{%
|
||
\subsubsection{Trident of Fish Command}\label{trident-of-fish-command}}
|
||
|
||
\emph{Weapon (trident), uncommon (requires attunement)}
|
||
|
||
This trident is a magic weapon. It has 3 charges. While you carry it,
|
||
you can use an action and expend 1 charge to cast \emph{dominate beast}
|
||
(save DC 15) from it on a beast that has an innate swimming speed. The
|
||
trident regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{magic-items-u}{%
|
||
\section{Magic Items (U)}\label{magic-items-u}}
|
||
|
||
\hypertarget{universal-solvent}{%
|
||
\subsubsection{Universal Solvent}\label{universal-solvent}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This tube holds milky liquid with a strong alcohol smell. You can use an
|
||
action to pour the contents of the tube onto a surface within reach. The
|
||
liquid instantly dissolves up to 1 square foot of adhesive it touches,
|
||
including \emph{sovereign glue.}
|
||
|
||
\hypertarget{magic-items-v}{%
|
||
\section{Magic Items (V)}\label{magic-items-v}}
|
||
|
||
\hypertarget{vicious-weapon}{%
|
||
\subsubsection{Vicious Weapon}\label{vicious-weapon}}
|
||
|
||
\emph{Weapon (any), rare}
|
||
|
||
When you roll a 20 on your attack roll with this magic weapon, your
|
||
critical hit deals an extra 2d6 damage of the weapon's type.
|
||
|
||
\hypertarget{vorpal-sword}{%
|
||
\subsubsection{Vorpal Sword}\label{vorpal-sword}}
|
||
|
||
\emph{Weapon (any sword that deals slashing damage), legendary (requires
|
||
attunement)}
|
||
|
||
You gain a +3 bonus to attack and damage rolls made with this magic
|
||
weapon. In addition, the weapon ignores resistance to slashing damage.
|
||
|
||
When you attack a creature that has at least one head with this weapon
|
||
and roll a 20 on the attack roll, you cut off one of the creature's
|
||
heads. The creature dies if it can't survive without the lost head. A
|
||
creature is immune to this effect if it is immune to slashing damage,
|
||
doesn't have or need a head, has legendary actions, or the GM decides
|
||
that the creature is too big for its head to be cut off with this
|
||
weapon. Such a creature instead takes an extra 6d8 slashing damage from
|
||
the hit.
|
||
|
||
\hypertarget{magic-items-w}{%
|
||
\section{Magic Items (W)}\label{magic-items-w}}
|
||
|
||
\hypertarget{wand-of-binding}{%
|
||
\subsubsection{Wand of Binding}\label{wand-of-binding}}
|
||
|
||
\emph{Wand, rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges for the following properties. It regains 1d6+1
|
||
expended charges daily at dawn. If you expend the wand's last charge,
|
||
roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
|
||
|
||
\textbf{\emph{Spells}}. While holding the wand, you can use an action to
|
||
expend some of its charges to cast one of the following spells (save DC
|
||
17): \emph{hold monster} (5 charges) or \emph{hold person} (2 charges).
|
||
|
||
\textbf{\emph{Assisted Escape}}. While holding the wand, you can use
|
||
your reaction to expend 1 charge and gain advantage on a saving throw
|
||
you make to avoid being paralyzed or restrained, or you can expend 1
|
||
charge and gain advantage on any check you make to escape a grapple.
|
||
|
||
\hypertarget{wand-of-enemy-detection}{%
|
||
\subsubsection{Wand of Enemy Detection}\label{wand-of-enemy-detection}}
|
||
|
||
\emph{Wand, rare (requires attunement)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action and
|
||
expend 1 charge to speak its command word. For the next minute, you know
|
||
the direction of the nearest creature hostile to you within 60 feet, but
|
||
not its distance from you. The wand can sense the presence of hostile
|
||
creatures that are ethereal, invisible, disguised, or hidden, as well as
|
||
those in plain sight. The effect ends if you stop holding the wand.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-fear}{%
|
||
\subsubsection{Wand of Fear}\label{wand-of-fear}}
|
||
|
||
\emph{Wand, rare (requires attunement)}
|
||
|
||
This wand has 7 charges for the following properties. It regains 1d6+1
|
||
expended charges daily at dawn. If you expend the wand's last charge,
|
||
roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
|
||
|
||
\textbf{\emph{Command}}. While holding the wand, you can use an action
|
||
to expend 1 charge and command another creature to flee or grovel, as
|
||
with the \emph{command} spell (save DC 15).
|
||
|
||
\textbf{\emph{Cone of Fear}}. While holding the wand, you can use an
|
||
action to expend 2 charges, causing the wand's tip to emit a 60-foot
|
||
cone of amber light. Each creature in the cone must succeed on a DC 15
|
||
Wisdom saving throw or become frightened of you for 1 minute. While it
|
||
is frightened in this way, a creature must spend its turns trying to
|
||
move as far away from you as it can, and it can't willingly move to a
|
||
space within 30 feet of you. It also can't take reactions. For its
|
||
action, it can use only the Dash action or try to escape from an effect
|
||
that prevents it from moving. If it has nowhere it can move, the
|
||
creature can use the Dodge action. At the end of each of its turns, a
|
||
creature can repeat the saving throw, ending the effect on itself on a
|
||
success.
|
||
|
||
\hypertarget{wand-of-fireballs}{%
|
||
\subsubsection{Wand of Fireballs}\label{wand-of-fireballs}}
|
||
|
||
\emph{Wand, rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 or more of its charges to cast the \emph{fireball} spell (save
|
||
DC 15) from it. For 1 charge, you cast the 3rd-level version of the
|
||
spell. You can increase the spell slot level by one for each additional
|
||
charge you expend.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-lightning-bolts}{%
|
||
\subsubsection{Wand of Lightning Bolts}\label{wand-of-lightning-bolts}}
|
||
|
||
\emph{Wand, rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 or more of its charges to cast the \emph{lightning bolt} spell
|
||
(save DC 15) from it. For 1 charge, you cast the 3rd-level version of
|
||
the spell. You can increase the spell slot level by one for each
|
||
additional charge you expend.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-magic-detection}{%
|
||
\subsubsection{Wand of Magic Detection}\label{wand-of-magic-detection}}
|
||
|
||
\emph{Wand, uncommon}
|
||
|
||
This wand has 3 charges. While holding it, you can expend 1 charge as an
|
||
action to cast the \emph{detect magic} spell from it. The wand regains
|
||
1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{wand-of-magic-missiles}{%
|
||
\subsubsection{Wand of Magic Missiles}\label{wand-of-magic-missiles}}
|
||
|
||
\emph{Wand, uncommon}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 or more of its charges to cast the \emph{magic missile} spell
|
||
from it. For 1 charge, you cast the 1st-level version of the spell. You
|
||
can increase the spell slot level by one for each additional charge you
|
||
expend.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-paralysis}{%
|
||
\subsubsection{Wand of Paralysis}\label{wand-of-paralysis}}
|
||
|
||
\emph{Wand, rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 of its charges to cause a thin blue ray to streak from the tip
|
||
toward a creature you can see within 60 feet of you. The target must
|
||
succeed on a DC 15 Constitution saving throw or be paralyzed for 1
|
||
minute. At the end of each of the target's turns, it can repeat the
|
||
saving throw, ending the effect on itself on a success.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-polymorph}{%
|
||
\subsubsection{Wand of Polymorph}\label{wand-of-polymorph}}
|
||
|
||
\emph{Wand, very rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 of its charges to cast the \emph{polymorph} spell (save DC 15)
|
||
from it.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-secrets}{%
|
||
\subsubsection{Wand of Secrets}\label{wand-of-secrets}}
|
||
|
||
\emph{Wand, uncommon}
|
||
|
||
The wand has 3 charges. While holding it, you can use an action to
|
||
expend 1 of its charges, and if a secret door or trap is within 30 feet
|
||
of you, the wand pulses and points at the one nearest to you. The wand
|
||
regains 1d3 expended charges daily at dawn.
|
||
|
||
\hypertarget{wand-of-the-war-mage-1-2-or-3}{%
|
||
\subsubsection{Wand of the War Mage, +1, +2, or
|
||
+3}\label{wand-of-the-war-mage-1-2-or-3}}
|
||
|
||
\emph{Wand, uncommon (+1), rare (+2), or very rare (+3) (requires
|
||
attunement by a spellcaster)}
|
||
|
||
While holding this wand, you gain a bonus to spell attack rolls
|
||
determined by the wand's rarity. In addition, you ignore half cover when
|
||
making a spell attack.
|
||
|
||
\hypertarget{wand-of-web}{%
|
||
\subsubsection{Wand of Web}\label{wand-of-web}}
|
||
|
||
\emph{Wand, uncommon (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 of its charges to cast the \emph{web} spell (save DC 15) from
|
||
it.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and
|
||
is destroyed.
|
||
|
||
\hypertarget{wand-of-wonder}{%
|
||
\subsubsection{Wand of Wonder}\label{wand-of-wonder}}
|
||
|
||
\emph{Wand, rare (requires attunement by a spellcaster)}
|
||
|
||
This wand has 7 charges. While holding it, you can use an action to
|
||
expend 1 of its charges and choose a target within 120 feet of you. The
|
||
target can be a creature, an object, or a point in space. Roll d100 and
|
||
consult the following table to discover what happens.
|
||
|
||
If the effect causes you to cast a spell from the wand, the spell's save
|
||
DC is 15. If the spell normally has a range expressed in feet, its range
|
||
becomes 120 feet if it isn't already.
|
||
|
||
If an effect covers an area, you must center the spell on and include
|
||
the target. If an effect has multiple possible subjects, the GM randomly
|
||
determines which ones are affected.
|
||
|
||
The wand regains 1d6+1 expended charges daily at dawn. If you expend the
|
||
wand's last charge, roll a d20. On a 1, the wand crumbles into dust and
|
||
is destroyed.
|
||
|
||
\textbf{Table- Wand of Wonder}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0135}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9865}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Effect
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-05 & You cast slow. 06-10 You cast faerie fire. \\
|
||
11-15 & You are stunned until the start of your next turn, believing
|
||
something awesome just happened. 16-20 You cast gust of wind. \\
|
||
21-25 & You cast detect thoughts on the target you chose. If you didn't
|
||
target a creature, you instead take 1d6 psychic damage. \\
|
||
26-30 & You cast stinking cloud. \\
|
||
31-33 & Heavy rain falls in a 60-foot radius centered on the target. The
|
||
area becomes lightly obscured. The rain falls until the start of your
|
||
next turn. \\
|
||
34-36 & An animal appears in the unoccupied space nearest the target.
|
||
The animal isn't under your control and acts as it normally would. Roll
|
||
a d100 to determine which animal appears. On a 01-25, a rhinoceros
|
||
appears; on a 26-50, an elephant appears; and on a 51-100, a rat
|
||
appears. \\
|
||
37-46 & You cast lightning bolt. \\
|
||
47-49 & A cloud of 600 oversized butterflies fills a 30-foot radius
|
||
centered on the target. The area becomes heavily obscured. The
|
||
butterflies remain for 10 minutes. \\
|
||
50-53 & You enlarge the target as if you had cast enlarge/reduce. If the
|
||
target can't be affected by that spell, or if you didn't target a
|
||
creature, you become the target. \\
|
||
54-58 & You cast darkness. \\
|
||
59-62 & Grass grows on the ground in a 60-foot radius centered on the
|
||
target. If grass is already there, it grows to ten times its normal size
|
||
and remains overgrown for 1 minute. \\
|
||
63-65 & An object of the GM's choice disappears into the Ethereal Plane.
|
||
The object must be neither worn nor carried, within 120 feet of the
|
||
target, and no larger than 10 feet in any dimension. \\
|
||
66-69 & You shrink yourself as if you had cast enlarge/reduce on
|
||
yourself. \\
|
||
70-79 & You cast fireball. \\
|
||
80-84 & You cast invisibility on yourself. \\
|
||
85-87 & Leaves grow from the target. If you chose a point in space as
|
||
the target, leaves sprout from the creature nearest to that point.
|
||
Unless they are picked off, the leaves turn brown and fall off after 24
|
||
hours. \\
|
||
88-90 & A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the
|
||
wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1
|
||
bludgeoning damage, and the total damage of the gems is divided equally
|
||
among all creatures in the line. \\
|
||
91-95 & A burst of colorful shimmering light extends from you in a
|
||
30-foot radius. You and each creature in the area that can see must
|
||
succeed on a DC 15 Constitution saving throw or become blinded for 1
|
||
minute. A creature can repeat the saving throw at the end of each of its
|
||
turns, ending the effect on itself on a success. \\
|
||
96-97 & The target's skin turns bright blue for 1d10 days. If you chose
|
||
a point in space, the creature nearest to that point is affected. \\
|
||
98-100 & If you targeted a creature, it must make a DC 15 Constitution
|
||
saving throw. If you didn't target a creature, you become the target and
|
||
must make the saving throw. If the saving throw fails by 5 or more, the
|
||
target is instantly petrified. On any other failed save, the target is
|
||
restrained and begins to turn to stone. While restrained in this way,
|
||
the target must repeat the saving throw at the end of its next turn,
|
||
becoming petrified on a failure or ending the effect on a success. The
|
||
petrification lasts until the target is freed by the greater restoration
|
||
spell or similar magic. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{weapon-1-2-or-3}{%
|
||
\subsubsection{Weapon, +1, +2, or +3}\label{weapon-1-2-or-3}}
|
||
|
||
\emph{Weapon (any), uncommon (+1), rare (+2), or very rare (+3)}
|
||
|
||
You have a bonus to attack and damage rolls made with this magic weapon.
|
||
The bonus is determined by the weapon's rarity.
|
||
|
||
\hypertarget{well-of-many-worlds}{%
|
||
\subsubsection{Well of Many Worlds}\label{well-of-many-worlds}}
|
||
|
||
\emph{Wondrous item, legendary}
|
||
|
||
This fine black cloth, soft as silk, is folded up to the dimensions of a
|
||
handkerchief. It unfolds into a circular sheet 6 feet in diameter.
|
||
|
||
You can use an action to unfold and place the \emph{well of many worlds}
|
||
on a solid surface, whereupon it creates a two-way portal to another
|
||
world or plane of existence. Each time the item opens a portal, the GM
|
||
decides where it leads. You can use an action to close an open portal by
|
||
taking hold of the edges of the cloth and folding it up. Once \emph{well
|
||
of many worlds} has opened a portal, it can't do so again for 1d8 hours.
|
||
|
||
\hypertarget{wind-fan}{%
|
||
\subsubsection{Wind Fan}\label{wind-fan}}
|
||
|
||
\emph{Wondrous item, uncommon}
|
||
|
||
While holding this fan, you can use an action to cast the \emph{gust of
|
||
wind} spell (save DC 13) from it. Once used, the fan shouldn't be used
|
||
again until the next dawn. Each time it is used again before then, it
|
||
has a cumulative 20 percent chance of not working and tearing into
|
||
useless, nonmagical tatters.
|
||
|
||
\hypertarget{winged-boots}{%
|
||
\subsubsection{Winged Boots}\label{winged-boots}}
|
||
|
||
\emph{Wondrous item, uncommon (requires attunement)}
|
||
|
||
While you wear these boots, you have a flying speed equal to your
|
||
walking speed. You can use the boots to fly for up to 4 hours, all at
|
||
once or in several shorter flights, each one using a minimum of 1 minute
|
||
from the duration. If you are flying when the duration expires, you
|
||
descend at a rate of 30 feet per round until you land.
|
||
|
||
The boots regain 2 hours of flying capability for every 12 hours they
|
||
aren't in use.
|
||
|
||
\hypertarget{wings-of-flying}{%
|
||
\subsubsection{Wings of Flying}\label{wings-of-flying}}
|
||
|
||
\emph{Wondrous item, rare (requires attunement)}
|
||
|
||
While wearing this cloak, you can use an action to speak its command
|
||
word. This turns the cloak into a pair of bat wings or bird wings on
|
||
your back for 1 hour or until you repeat the command word as an action.
|
||
The wings give you a flying speed of 60 feet. When they disappear, you
|
||
can't use them again for 1d12 hours.
|
||
|
||
\hypertarget{magic-items-x}{%
|
||
\section{Magic Items (X)}\label{magic-items-x}}
|
||
|
||
\hypertarget{magic-items-y}{%
|
||
\section{Magic Items (Y)}\label{magic-items-y}}
|
||
|
||
\hypertarget{magic-items-z}{%
|
||
\section{Magic Items (Z)}\label{magic-items-z}}
|
||
|
||
\hypertarget{sentient-magic}{%
|
||
\section{Sentient Magic}\label{sentient-magic}}
|
||
|
||
Some magic items possess sentience and personality. Such an item might
|
||
be possessed, haunted by the spirit of a previous owner, or self-aware
|
||
thanks to the magic used to create it. In any case, the item behaves
|
||
like a character, complete with personality quirks, ideals, bonds, and
|
||
sometimes flaws. A sentient item might be a cherished ally to its
|
||
wielder or a continual thorn in the side.
|
||
|
||
Most sentient items are weapons. Other kinds of items can manifest
|
||
sentience, but consumable items such as potions and scrolls are never
|
||
sentient.
|
||
|
||
Sentient magic items function as NPCs under the GM's control. Any
|
||
activated property of the item is under the item's control, not its
|
||
wielder's. As long as the wielder maintains a good relationship with the
|
||
item, the wielder can access those properties normally. If the
|
||
relationship is strained, the item can suppress its activated properties
|
||
or even turn them against the wielder.
|
||
|
||
\hypertarget{creating-sentient-magic-items}{%
|
||
\subsubsection{Creating Sentient Magic
|
||
Items}\label{creating-sentient-magic-items}}
|
||
|
||
When you decide to make a magic item sentient, you create the item's
|
||
persona in the same way you would create an NPC, with a few exceptions
|
||
described here.
|
||
|
||
\hypertarget{abilities-1}{%
|
||
\paragraph{Abilities}\label{abilities-1}}
|
||
|
||
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You
|
||
can choose the item's abilities or determine them randomly. To determine
|
||
them randomly, roll 4d6 for each one, dropping the lowest roll and
|
||
totaling the rest.
|
||
|
||
\hypertarget{communication}{%
|
||
\paragraph{Communication}\label{communication}}
|
||
|
||
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.
|
||
|
||
\textbf{Table- Sentient Magic Items: Communication}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0465}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9535}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d100
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Communication
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
01-60 & The item communicates by transmitting emotion to the creature
|
||
carrying or wielding it. \\
|
||
61-90 & The item can speak, read, and understand one or more
|
||
languages. \\
|
||
91-100 & 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. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{senses}{%
|
||
\paragraph{Senses}\label{senses}}
|
||
|
||
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.
|
||
|
||
\textbf{Table- Sentient Magic Items: Senses}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d4 & Senses \\
|
||
\midrule
|
||
\endhead
|
||
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. \\
|
||
4 & Hearing and darkvision out to 120 feet. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{alignment-2}{%
|
||
\paragraph{Alignment}\label{alignment-2}}
|
||
|
||
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.
|
||
|
||
\textbf{Table- Sentient Magic Items: Alignment}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
d100 & Alignment \\
|
||
\midrule
|
||
\endhead
|
||
01-15 & Lawful good \\
|
||
16-35 & Neutral good \\
|
||
36-50 & Chaotic good \\
|
||
51-63 & Lawful neutral \\
|
||
64-73 & Neutral \\
|
||
74-85 & Chaotic neutral \\
|
||
86-89 & Lawful evil \\
|
||
90-96 & Neutral evil \\
|
||
97-100 & Chaotic evil \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{special-purpose}{%
|
||
\paragraph{Special Purpose}\label{special-purpose}}
|
||
|
||
You can give a sentient item an objective it pursues, perhaps to the
|
||
exclusion of all else. As long as the wielder's 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.
|
||
|
||
\textbf{Table- Sentient Magic Items: Special Purpose}
|
||
|
||
\begin{longtable}[]{@{}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0355}}
|
||
>{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9645}}@{}}
|
||
\toprule
|
||
\begin{minipage}[b]{\linewidth}\raggedright
|
||
d10
|
||
\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright
|
||
Purpose
|
||
\end{minipage} \\
|
||
\midrule
|
||
\endhead
|
||
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. \\
|
||
4 & Crusader: The item seeks to defeat, weaken, or destroy the servants
|
||
of a particular deity. \\
|
||
5 & Templar: The item seeks to defend the servants and interests of a
|
||
particular deity. \\
|
||
6 & Destroyer: The item craves destruction and goads its user to fight
|
||
arbitrarily. \\
|
||
7 & Glory Seeker: The item seeks renown as the greatest magic item in
|
||
the world, by establishing its user as a famous or notorious figure. \\
|
||
8 & Lore Seeker: The item craves knowledge or is determined to solve a
|
||
mystery, learn a secret, or unravel a cryptic prophecy. \\
|
||
9 & Destiny Seeker: The item is convinced that it and its wielder have
|
||
key roles to play in future events. \\
|
||
10 & Creator Seeker: The item seeks its creator and wants to understand
|
||
why it was created. \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{conflict}{%
|
||
\paragraph{Conflict}\label{conflict}}
|
||
|
||
A sentient item has a will of its own, shaped by its personality and
|
||
alignment. If its wielder acts in a manner opposed to the item's
|
||
alignment or purpose, conflict can arise. When such a conflict occurs,
|
||
the item makes a Charisma check contested by the wielder's Charisma
|
||
check. If the item wins the contest, it makes one or more of the
|
||
following demands:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
The item insists on being carried or worn at all times.
|
||
\item
|
||
The item demands that its wielder dispose of anything the item finds
|
||
repugnant.
|
||
\item
|
||
The item demands that its wielder pursue the item's goals to the
|
||
exclusion of all other goals.
|
||
\item
|
||
The item demands to be given to someone else. If its wielder refuses
|
||
to comply with the item's wishes, the item can do any or all of the
|
||
following:
|
||
\item
|
||
Make it impossible for its wielder to attune to it.
|
||
\item
|
||
Suppress one or more of its activated properties.
|
||
\item
|
||
Attempt to take control of its wielder.
|
||
\end{itemize}
|
||
|
||
If a sentient item attempts to take control of its wielder, the wielder
|
||
must make a Charisma saving throw, with a DC equal to 12+the item's
|
||
Charisma modifier. On a failed save, the wielder is charmed by the item
|
||
for 1d12 hours. While charmed, the wielder must try to follow the item's
|
||
commands. If the wielder takes damage, it can repeat the saving throw,
|
||
ending the effect on a success. Whether the attempt to control its user
|
||
succeeds or fails, the item can't use this power again until the next
|
||
dawn.
|
||
|
||
\hypertarget{artifacts}{%
|
||
\section{Artifacts}\label{artifacts}}
|
||
|
||
\hypertarget{orb-of-dragonkind}{%
|
||
\subsubsection{Orb of Dragonkind}\label{orb-of-dragonkind}}
|
||
|
||
\emph{Wondrous item, artifact (requires attunement)}
|
||
|
||
Ages past, elves and humans waged a terrible war against evil dragons.
|
||
When the world seemed doomed, powerful wizards came together and worked
|
||
their greatest magic, forging five \emph{Orbs of Dragonkind} (or
|
||
\emph{Dragon Orbs}) to help them defeat the dragons. One orb was taken
|
||
to each of the five wizard towers, and there they were used to speed the
|
||
war toward a victorious end. The wizards used the orbs to lure dragons
|
||
to them, then destroyed the dragons with powerful magic.
|
||
|
||
As the wizard towers fell in later ages, the orbs were destroyed or
|
||
faded into legend, and only three are thought to survive. Their magic
|
||
has been warped and twisted over the centuries, so although their
|
||
primary purpose of calling dragons still functions, they also allow some
|
||
measure of control over dragons.
|
||
|
||
Each orb contains the essence of an evil dragon, a presence that resents
|
||
any attempt to coax magic from it. Those lacking in force of personality
|
||
might find themselves enslaved to an orb.
|
||
|
||
An orb is an etched crystal globe about 10 inches in diameter. When
|
||
used, it grows to about 20 inches in diameter, and mist swirls inside
|
||
it.
|
||
|
||
While attuned to an orb, you can use an action to peer into the orb's
|
||
depths and speak its command word. You must then make a DC 15 Charisma
|
||
check. On a successful check, you control the orb for as long as you
|
||
remain attuned to it. On a failed check, you become charmed by the orb
|
||
for as long as you remain attuned to it.
|
||
|
||
While you are charmed by the orb, you can't voluntarily end your
|
||
attunement to it, and the orb casts \emph{suggestion} on you at will
|
||
(save DC 18), urging you to work toward the evil ends it desires. The
|
||
dragon essence within the orb might want many things: the annihilation
|
||
of a particular people, freedom from the orb, to spread suffering in the
|
||
world, to advance the worship of Tiamat, or something else the GM
|
||
decides.
|
||
|
||
\textbf{\emph{Random Properties}}. An \emph{Orb of Dragonkind} has the
|
||
following random properties:
|
||
|
||
\begin{itemize}
|
||
\tightlist
|
||
\item
|
||
2 minor beneficial properties
|
||
\item
|
||
1 minor detrimental property
|
||
\item
|
||
1 major detrimental property
|
||
\end{itemize}
|
||
|
||
\textbf{\emph{Spells}}. The orb has 7 charges and regains 1d4+3 expended
|
||
charges daily at dawn. If you control the orb, you can use an action and
|
||
expend 1 or more charges to cast one of the following spells (save DC
|
||
18) from it: \emph{cure wounds} (5th-level version, 3 charges),
|
||
\emph{daylight} (1 charge), \emph{death ward} (2 charges), or
|
||
\emph{scrying} (3 charges).
|
||
|
||
You can also use an action to cast the \emph{detect magic} spell from
|
||
the orb without using any charges.
|
||
|
||
\textbf{\emph{Call Dragons}}. While you control the orb, you can use an
|
||
action to cause the artifact to issue a telepathic call that extends in
|
||
all directions for 40 miles. Evil dragons in range feel compelled to
|
||
come to the orb as soon as possible by the most direct route. Dragon
|
||
deities such as Tiamat are unaffected by this call. Dragons drawn to the
|
||
orb might be hostile toward you for compelling them against their will.
|
||
Once you have used this property, it can't be used again for 1 hour.
|
||
|
||
\textbf{\emph{Destroying an Orb}}. An \emph{Orb of Dragonkind} appears
|
||
fragile but is impervious to most damage, including the attacks and
|
||
breath weapons of dragons. A \emph{disintegrate} spell or one good hit
|
||
from a +3 magic weapon is sufficient to destroy an orb, however.
|
||
|
||
\hypertarget{monsters}{%
|
||
\section{MONSTERS}\label{monsters}}
|
||
|
||
\hypertarget{monster-statistics}{%
|
||
\section{Monster Statistics}\label{monster-statistics}}
|
||
|
||
\hypertarget{type}{%
|
||
\subsection{Type}\label{type}}
|
||
|
||
A monster's type speaks to its fundamental nature. Certain spells, magic
|
||
items, class features, and other effects in the game interact in special
|
||
ways with creatures of a particular type. For example, an \emph{arrow of
|
||
dragon slaying} deals extra damage not only to dragons but also other
|
||
creatures of the dragon type, such as dragon turtles and wyverns.
|
||
|
||
The game includes the following monster types, which have no rules of
|
||
their own.
|
||
|
||
\textbf{Aberrations} are utterly alien beings. Many of them have innate
|
||
magical abilities drawn from the creature's alien mind rather than the
|
||
mystical forces of the world. The quintessential aberrations are
|
||
aboleths, beholders, mind flayers, and slaadi.
|
||
|
||
\textbf{Beasts} are nonhumanoid creatures that are a natural part of the
|
||
fantasy ecology. Some of them have magical powers, but most are
|
||
unintelligent and lack any society or language. Beasts include all
|
||
varieties of ordinary animals, dinosaurs, and giant versions of animals.
|
||
|
||
\textbf{Celestials} are creatures native to the Upper Planes. Many of
|
||
them are the servants of deities, employed as messengers or agents in
|
||
the mortal realm and throughout the planes. Celestials are good by
|
||
nature, so the exceptional celestial who strays from a good alignment is
|
||
a horrifying rarity. Celestials include angels, couatls, and pegasi.
|
||
|
||
\textbf{Constructs} are made, not born. Some are programmed by their
|
||
creators to follow a simple set of instructions, while others are imbued
|
||
with sentience and capable of independent thought. Golems are the iconic
|
||
constructs. Many creatures native to the outer plane of Mechanus, such
|
||
as modrons, are constructs shaped from the raw material of the plane by
|
||
the will of more powerful creatures.
|
||
|
||
\textbf{Dragons} are large reptilian creatures of ancient origin and
|
||
tremendous power. True dragons, including the good metallic dragons and
|
||
the evil chromatic dragons, are highly intelligent and have innate
|
||
magic. Also in this category are creatures distantly related to true
|
||
dragons, but less powerful, less intelligent, and less magical, such as
|
||
wyverns and pseudodragons.
|
||
|
||
\textbf{Elementals} are creatures native to the elemental planes. Some
|
||
creatures of this type are little more than animate masses of their
|
||
respective elements, including the creatures simply called elementals.
|
||
Others have biological forms infused with elemental energy. The races of
|
||
genies, including djinn and efreet, form the most important
|
||
civilizations on the elemental planes. Other elemental creatures include
|
||
azers, invisible stalkers, and water weirds.
|
||
|
||
\textbf{Fey} are magical creatures closely tied to the forces of nature.
|
||
They dwell in twilight groves and misty forests. In some worlds, they
|
||
are closely tied to the Feywild, also called the Plane of Faerie. Some
|
||
are also found in the Outer Planes, particularly the planes of Arborea
|
||
and the Beastlands. Fey include dryads, pixies, and satyrs.
|
||
|
||
\textbf{Fiends} are creatures of wickedness that are native to the Lower
|
||
Planes. A few are the servants of deities, but many more labor under the
|
||
leadership of archdevils and demon princes. Evil priests and mages
|
||
sometimes summon fiends to the material world to do their bidding. If an
|
||
evil celestial is a rarity, a good fiend is almost inconceivable. Fiends
|
||
include demons, devils, hell hounds, rakshasas, and yugoloths.
|
||
|
||
\textbf{Giants} tower over humans and their kind. They are humanlike in
|
||
shape, though some have multiple heads (ettins) or deformities
|
||
(fomorians). The six varieties of true giant are hill giants, stone
|
||
giants, frost giants, fire giants, cloud giants, and storm giants.
|
||
Besides these, creatures such as ogres and trolls are giants.
|
||
|
||
\textbf{Humanoids} are the main peoples of a fantasy gaming world, both
|
||
civilized and savage, including humans and a tremendous variety of other
|
||
species. They have language and culture, few if any innate magical
|
||
abilities (though most humanoids can learn spellcasting), and a bipedal
|
||
form. The most common humanoid races are the ones most suitable as
|
||
player characters: humans, dwarves, elves, and halflings. Almost as
|
||
numerous but far more savage and brutal, and almost uniformly evil, are
|
||
the races of goblinoids (goblins, hobgoblins, and bugbears), orcs,
|
||
gnolls, lizardfolk, and kobolds.
|
||
|
||
\textbf{Monstrosities} are monsters in the strictest sense-frightening
|
||
creatures that are not ordinary, not truly natural, and almost never
|
||
benign. Some are the results of magical experimentation gone awry (such
|
||
as owlbears), and others are the product of terrible curses (including
|
||
minotaurs and yuan-ti). They defy categorization, and in some sense
|
||
serve as a catch-all category for creatures that don't fit into any
|
||
other type.
|
||
|
||
\textbf{Oozes} are gelatinous creatures that rarely have a fixed shape.
|
||
They are mostly subterranean, dwelling in caves and dungeons and feeding
|
||
on refuse, carrion, or creatures unlucky enough to get in their way.
|
||
Black puddings and gelatinous cubes are among the most recognizable
|
||
oozes.
|
||
|
||
\textbf{Plants} in this context are vegetable creatures, not ordinary
|
||
flora. Most of them are ambulatory, and some are carnivorous. The
|
||
quintessential plants are the shambling mound and the treant. Fungal
|
||
creatures such as the gas spore and the myconid also fall into this
|
||
category.
|
||
|
||
\textbf{Undead} are once-living creatures brought to a horrifying state
|
||
of undeath through the practice of necromantic magic or some unholy
|
||
curse. Undead include walking corpses, such as vampires and zombies, as
|
||
well as bodiless spirits, such as ghosts and specters.
|
||
|
||
\hypertarget{tags}{%
|
||
\paragraph{Tags}\label{tags}}
|
||
|
||
A monster might have one or more tags appended to its type, in
|
||
parentheses. For example, an orc has the \emph{humanoid (orc)} type. The
|
||
parenthetical tags provide additional categorization for certain
|
||
creatures. The tags have no rules of their own, but something in the
|
||
game, such as a magic item, might refer to them. For instance, a spear
|
||
that is especially effective at fighting demons would work against any
|
||
monster that has the demon tag.
|
||
|
||
\hypertarget{alignment-3}{%
|
||
\subsection{Alignment}\label{alignment-3}}
|
||
|
||
A monster's alignment provides a clue to its disposition and how it
|
||
behaves in a roleplaying or combat situation. For example, a chaotic
|
||
evil monster might be difficult to reason with and might attack
|
||
characters on sight, whereas a neutral monster might be willing to
|
||
negotiate. See the \emph{Player's Handbook} for descriptions of the
|
||
different alignments.
|
||
|
||
The alignment specified in a monster's stat block is the default. Feel
|
||
free to depart from it and change a monster's alignment to suit the
|
||
needs of your campaign. If you want a good-aligned green dragon or an
|
||
evil storm giant, there's nothing stopping you.
|
||
|
||
Some creatures can have \textbf{any alignment}. In other words, you
|
||
choose the monster's alignment. Some monster's alignment entry indicates
|
||
a tendency or aversion toward law, chaos, good, or evil. For example, a
|
||
berserker can be any chaotic alignment (chaotic good, chaotic neutral,
|
||
or chaotic evil), as befits its wild nature.
|
||
|
||
Many creatures of low intelligence have no comprehension of law or
|
||
chaos, good or evil. They don't make moral or ethical choices, but
|
||
rather act on instinct. These creatures are \textbf{unaligned}, which
|
||
means they don't have an alignment.
|
||
|
||
\hypertarget{armor-class-1}{%
|
||
\subsection{Armor Class}\label{armor-class-1}}
|
||
|
||
A monster that wears armor or carries a shield has an Armor Class (AC)
|
||
that takes its armor, shield, and Dexterity into account. Otherwise, a
|
||
monster's AC is based on its Dexterity modifier and natural armor, if
|
||
any. If a monster has natural armor, wears armor, or carries a shield,
|
||
this is noted in parentheses after its AC value.
|
||
|
||
\hypertarget{hit-points-14}{%
|
||
\subsection{Hit Points}\label{hit-points-14}}
|
||
|
||
A monster usually dies or is destroyed when it drops to 0 hit points.
|
||
For more on hit points, see the \emph{Player's Handbook}.
|
||
|
||
A monster's hit points are presented both as a die expression and as an
|
||
average number. For example, a monster with 2d8 hit points has 9 hit
|
||
points on average (2 × 4½).
|
||
|
||
A monster's size determines the die used to calculate its hit points, as
|
||
shown in the Hit Dice by Size table.
|
||
|
||
\textbf{Table- Hit Dice by Size}
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Monster Size & Hit Die & Average HP per Die \\
|
||
\midrule
|
||
\endhead
|
||
Tiny & d4 & 2 1/2 \\
|
||
Small & d6 & 3 1/2 \\
|
||
Medium & d8 & 4 1/2 \\
|
||
Large & d10 & 5 1/2 \\
|
||
Huge & d12 & 6 1/2 \\
|
||
Gargantuan & d20 & 10 1/2 \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
A monster's Constitution modifier also affects the number of hit points
|
||
it has. Its Constitution modifier is multiplied by the number of Hit
|
||
Dice it possesses, and the result is added to its hit points. For
|
||
example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit
|
||
Dice, it has 2d8+2 hit points (average 11).
|
||
|
||
\hypertarget{speed-2}{%
|
||
\subsection{Speed}\label{speed-2}}
|
||
|
||
A monster's speed tells you how far it can move on its turn. For more
|
||
information on speed, see the \emph{Player's Handbook}.
|
||
|
||
All creatures have a walking speed, simply called the monster's speed.
|
||
Creatures that have no form of ground-based locomotion have a walking
|
||
speed of 0 feet.
|
||
|
||
Some creatures have one or more of the following additional movement
|
||
modes.
|
||
|
||
\hypertarget{burrow}{%
|
||
\subsubsection{Burrow}\label{burrow}}
|
||
|
||
A monster that has a burrowing speed can use that speed to move through
|
||
sand, earth, mud, or ice. A monster can't burrow through solid rock
|
||
unless it has a special trait that allows it to do so.
|
||
|
||
\hypertarget{climb}{%
|
||
\subsubsection{Climb}\label{climb}}
|
||
|
||
A monster that has a climbing speed can use all or part of its movement
|
||
to move on vertical surfaces. The monster doesn't need to spend extra
|
||
movement to climb.
|
||
|
||
\hypertarget{fly-1}{%
|
||
\subsubsection{Fly}\label{fly-1}}
|
||
|
||
A monster that has a flying speed can use all or part of its movement to
|
||
fly. Some monsters have the ability to \textbf{hover}, which makes them
|
||
hard to knock out of the air (as explained in the rules on flying in the
|
||
\emph{Player's Handbook}). Such a monster stops hovering when it dies.
|
||
|
||
\hypertarget{swim}{%
|
||
\subsubsection{Swim}\label{swim}}
|
||
|
||
A monster that has a swimming speed doesn't need to spend extra movement
|
||
to swim.
|
||
|
||
\hypertarget{ability-scores}{%
|
||
\subsection{Ability Scores}\label{ability-scores}}
|
||
|
||
Every monster has six ability scores (Strength, Dexterity, Constitution,
|
||
Intelligence, Wisdom, and Charisma) and corresponding modifiers. For
|
||
more information on ability scores and how they're used in play, see the
|
||
\emph{Player's Handbook}.
|
||
|
||
\hypertarget{saving-throws-1}{%
|
||
\subsection{Saving Throws}\label{saving-throws-1}}
|
||
|
||
The Saving Throws entry is reserved for creatures that are adept at
|
||
resisting certain kinds of effects. For example, a creature that isn't
|
||
easily charmed or frightened might gain a bonus on its Wisdom saving
|
||
throws. Most creatures don't have special saving throw bonuses, in which
|
||
case this section is absent.
|
||
|
||
A saving throw bonus is the sum of a monster's relevant ability modifier
|
||
and its proficiency bonus, which is determined by the monster's
|
||
challenge rating (as shown in the Proficiency Bonus by Challenge Rating
|
||
table).
|
||
|
||
\textbf{Table- Proficiency Bonus by Challenge Rating}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Challenge & Proficiency Bonus \\
|
||
\midrule
|
||
\endhead
|
||
0 & +2 \\
|
||
1/8 & +2 \\
|
||
1/4 & +2 \\
|
||
1/2 & +2 \\
|
||
1 & +2 \\
|
||
2 & +2 \\
|
||
3 & +2 \\
|
||
4 & +2 \\
|
||
5 & +3 \\
|
||
6 & +3 \\
|
||
7 & +3 \\
|
||
8 & +3 \\
|
||
9 & +4 \\
|
||
10 & +4 \\
|
||
11 & +4 \\
|
||
12 & +4 \\
|
||
13 & +5 \\
|
||
14 & +5 \\
|
||
15 & +5 \\
|
||
16 & +5 \\
|
||
17 & +6 \\
|
||
18 & +6 \\
|
||
19 & +6 \\
|
||
20 & +6 \\
|
||
21 & +7 \\
|
||
22 & +7 \\
|
||
23 & +7 \\
|
||
24 & +7 \\
|
||
25 & +8 \\
|
||
26 & +8 \\
|
||
27 & +8 \\
|
||
28 & +8 \\
|
||
29 & +9 \\
|
||
30 & +9 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{skills-1}{%
|
||
\subsection{Skills}\label{skills-1}}
|
||
|
||
The Skills entry is reserved for monsters that are proficient in one or
|
||
more skills. For example, a monster that is very perceptive and stealthy
|
||
might have bonuses to Wisdom (Perception) and Dexterity (Stealth)
|
||
checks.
|
||
|
||
A skill bonus is the sum of a monster's relevant ability modifier and
|
||
its proficiency bonus, which is determined by the monster's challenge
|
||
rating (as shown in the Proficiency Bonus by Challenge Rating table).
|
||
Other modifiers might apply. For instance, a monster might have a
|
||
larger-than-expected bonus (usually double its proficiency bonus) to
|
||
account for its heightened expertise.
|
||
|
||
\textbf{\emph{Armor, Weapon, and Tool Proficiencies}}
|
||
|
||
\emph{Assume that a creature is proficient with its armor, weapons, and
|
||
tools. If you swap them out, you decide whether the creature is
|
||
proficient with its new equipment.}
|
||
|
||
\emph{For example, a hill giant typically wears hide armor and wields a
|
||
greatclub. You could equip a hill giant with chain mail and a greataxe
|
||
instead, and assume the giant is proficient with both, one or the other,
|
||
or neither.}
|
||
|
||
\emph{See the Player's Handbook for rules on using armor or weapons
|
||
without proficiency.}
|
||
|
||
\hypertarget{vulnerabilities-resistances-and-immunities}{%
|
||
\subsection{Vulnerabilities, Resistances, and
|
||
Immunities}\label{vulnerabilities-resistances-and-immunities}}
|
||
|
||
Some creatures have vulnerability, resistance, or immunity to certain
|
||
types of damage. Particular creatures are even resistant or immune to
|
||
damage from nonmagical attacks (a magical attack is an attack delivered
|
||
by a spell, a magic item, or another magical source). In addition, some
|
||
creatures are immune to certain conditions.
|
||
|
||
\hypertarget{senses-1}{%
|
||
\subsection{Senses}\label{senses-1}}
|
||
|
||
The Senses entry notes a monster's passive Wisdom (Perception) score, as
|
||
well as any special senses the monster might have. Special senses are
|
||
described below.
|
||
|
||
\hypertarget{blindsight-1}{%
|
||
\subsubsection{Blindsight}\label{blindsight-1}}
|
||
|
||
A monster with blindsight can perceive its surroundings without relying
|
||
on sight, within a specific radius.
|
||
|
||
Creatures without eyes, such as grimlocks and gray oozes, typically have
|
||
this special sense, as do creatures with echolocation or heightened
|
||
senses, such as bats and true dragons.
|
||
|
||
If a monster is naturally blind, it has a parenthetical note to this
|
||
effect, indicating that the radius of its blindsight defines the maximum
|
||
range of its perception.
|
||
|
||
\hypertarget{darkvision-2}{%
|
||
\subsubsection{Darkvision}\label{darkvision-2}}
|
||
|
||
A monster with darkvision can see in the dark within a specific radius.
|
||
The monster can see in dim light within the radius as if it were bright
|
||
light, and in darkness as if it were dim light. The monster can't
|
||
discern color in darkness, only shades of gray. Many creatures that live
|
||
underground have this special sense.
|
||
|
||
\hypertarget{tremorsense}{%
|
||
\subsubsection{Tremorsense}\label{tremorsense}}
|
||
|
||
A monster with tremorsense can detect and pinpoint the origin of
|
||
vibrations within a specific radius, provided that the monster and the
|
||
source of the vibrations are in contact with the same ground or
|
||
substance. Tremorsense can't be used to detect flying or incorporeal
|
||
creatures. Many burrowing creatures, such as ankhegs and umber hulks,
|
||
have this special sense.
|
||
|
||
\hypertarget{truesight-1}{%
|
||
\subsubsection{Truesight}\label{truesight-1}}
|
||
|
||
A monster with truesight can, out to a specific range, see in normal and
|
||
magical darkness, see invisible creatures and objects, automatically
|
||
detect visual illusions and succeed on saving throws against them, and
|
||
perceive the original form of a shapechanger or a creature that is
|
||
transformed by magic. Furthermore, the monster can see into the Ethereal
|
||
Plane within the same range.
|
||
|
||
\hypertarget{languages-3}{%
|
||
\subsection{Languages}\label{languages-3}}
|
||
|
||
The languages that a monster can speak are listed in alphabetical order.
|
||
Sometimes a monster can understand a language but can't speak it, and
|
||
this is noted in its entry. A ``-'' indicates that a creature neither
|
||
speaks nor understands any language.
|
||
|
||
\hypertarget{telepathy}{%
|
||
\subsubsection{Telepathy}\label{telepathy}}
|
||
|
||
Telepathy is a magical ability that allows a monster to communicate
|
||
mentally with another creature within a specified range. The contacted
|
||
creature doesn't need to share a language with the monster to
|
||
communicate in this way with it, but it must be able to understand at
|
||
least one language. A creature without telepathy can receive and respond
|
||
to telepathic messages but can't initiate or terminate a telepathic
|
||
conversation.
|
||
|
||
A telepathic monster doesn't need to see a contacted creature and can
|
||
end the telepathic contact at any time. The contact is broken as soon as
|
||
the two creatures are no longer within range of each other or if the
|
||
telepathic monster contacts a different creature within range. A
|
||
telepathic monster can initiate or terminate a telepathic conversation
|
||
without using an action, but while the monster is incapacitated, it
|
||
can't initiate telepathic contact, and any current contact is
|
||
terminated.
|
||
|
||
A creature within the area of an \emph{antimagic field} or in any other
|
||
location where magic doesn't function can't send or receive telepathic
|
||
messages.
|
||
|
||
\hypertarget{challenge}{%
|
||
\subsection{Challenge}\label{challenge}}
|
||
|
||
A monster's \textbf{Challenge rating} tells you how great a threat the
|
||
monster is. An appropriately equipped and well-rested party of four
|
||
adventurers should be able to defeat a monster that has a challenge
|
||
rating equal to its level without suffering any deaths. For example, a
|
||
party of four 3rd-level characters should find a monster with a
|
||
challenge rating of 3 to be a worthy challenge, but not a deadly one.
|
||
|
||
Monsters that are significantly weaker than 1st- level characters have a
|
||
challenge rating lower than 1. Monsters with a challenge rating of 0 are
|
||
insignificant except in large numbers; those with no effective attacks
|
||
are worth no experience points, while those that have attacks are worth
|
||
10 XP each.
|
||
|
||
Some monsters present a greater challenge than even a typical 20th-level
|
||
party can handle. These monsters have a challenge rating of 21 or higher
|
||
and are specifically designed to test player skill.
|
||
|
||
\hypertarget{experience-points-1}{%
|
||
\subsubsection{Experience Points}\label{experience-points-1}}
|
||
|
||
The number of experience points (XP) a monster is worth is based on its
|
||
challenge rating. Typically, XP is awarded for defeating the monster,
|
||
although the GM may also award XP for neutralizing the threat posed by
|
||
the monster in some other manner.
|
||
|
||
Unless something tells you otherwise, a monster summoned by a spell or
|
||
other magical ability is worth the XP noted in its stat block.
|
||
|
||
\textbf{Table- Experience Points by Challenge Rating}
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Challenge & XP \\
|
||
\midrule
|
||
\endhead
|
||
0 & 0 or 10 \\
|
||
1/8 & 25 \\
|
||
1/4 & 50 \\
|
||
1/2 & 100 \\
|
||
1 & 200 \\
|
||
2 & 450 \\
|
||
3 & 700 \\
|
||
4 & 1,100 \\
|
||
5 & 1,800 \\
|
||
6 & 2,300 \\
|
||
7 & 2,900 \\
|
||
8 & 3,900 \\
|
||
14 & 11,500 \\
|
||
15 & 13,000 \\
|
||
16 & 15,000 \\
|
||
17 & 18,000 \\
|
||
18 & 20,000 \\
|
||
19 & 22,000 \\
|
||
20 & 25,000 \\
|
||
21 & 33,000 \\
|
||
22 & 41,000 \\
|
||
23 & 50,000 \\
|
||
24 & 62,000 \\
|
||
25 & 75,000 \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{special-traits}{%
|
||
\subsection{Special Traits}\label{special-traits}}
|
||
|
||
Special traits (which appear after a monster's challenge rating but
|
||
before any actions or reactions) are characteristics that are likely to
|
||
be relevant in a combat encounter and that require some explanation.
|
||
|
||
\hypertarget{innate-spellcasting}{%
|
||
\subsubsection{Innate Spellcasting}\label{innate-spellcasting}}
|
||
|
||
A monster with the innate ability to cast spells has the Innate
|
||
Spellcasting special trait. Unless noted otherwise, an innate spell of
|
||
1st level or higher is always cast at its lowest possible level and
|
||
can't be cast at a higher level. If a monster has a cantrip where its
|
||
level matters and no level is given, use the monster's challenge rating.
|
||
|
||
An innate spell can have special rules or restrictions. For example, a
|
||
drow mage can innately cast the \emph{levitate} spell, but the spell has
|
||
a ``self only'' restriction, which means that the spell affects only the
|
||
drow mage.
|
||
|
||
A monster's innate spells can't be swapped out with other spells. If a
|
||
monster's innate spells don't require attack rolls, no attack bonus is
|
||
given for them.
|
||
|
||
\hypertarget{spellcasting-9}{%
|
||
\subsubsection{Spellcasting}\label{spellcasting-9}}
|
||
|
||
A monster with the Spellcasting special trait has a spellcaster level
|
||
and spell slots, which it uses to cast its spells of 1st level and
|
||
higher (as explained in the \emph{Player's Handbook}). The spellcaster
|
||
level is also used for any cantrips included in the feature.
|
||
|
||
The monster has a list of spells known or prepared from a specific
|
||
class. The list might also include spells from a feature in that class,
|
||
such as the Divine Domain feature of the cleric or the Druid Circle
|
||
feature of the druid. The monster is considered a member of that class
|
||
when attuning to or using a magic item that requires membership in the
|
||
class or access to its spell list.
|
||
|
||
A monster can cast a spell from its list at a higher level if it has the
|
||
spell slot to do so. For example, a drow mage with the 3rd-level
|
||
\emph{lightning bolt} spell can cast it as a 5th-level spell by using
|
||
one of its 5th-level greater or lesser threat than suggested by its
|
||
challenge rating.
|
||
|
||
\hypertarget{psionics}{%
|
||
\subsubsection{Psionics}\label{psionics}}
|
||
|
||
A monster that casts spells using only the power of its mind has the
|
||
psionics tag added to its Spellcasting or Innate Spellcasting special
|
||
trait. This tag carries no special rules of its own, but other parts of
|
||
the game might refer to it. A monster that has this tag typically
|
||
doesn't require any components to cast its spells.
|
||
|
||
\hypertarget{actions-1}{%
|
||
\subsection{Actions}\label{actions-1}}
|
||
|
||
When a monster takes its action, it can choose from the options in the
|
||
Actions section of its stat block or use one of the actions available to
|
||
all creatures, such as the Dash or Hide action, as described in the
|
||
\emph{Player's Handbook}.
|
||
|
||
\hypertarget{melee-and-ranged-attacks}{%
|
||
\subsubsection{Melee and Ranged
|
||
Attacks}\label{melee-and-ranged-attacks}}
|
||
|
||
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 \emph{Player's Handbook}.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Miss}}. If an attack has an effect that occurs on a miss,
|
||
that information is presented after the ``Miss:'' notation.
|
||
|
||
\textbf{\emph{Grapple Rules for Monsters}}
|
||
|
||
\emph{Many monsters have special attacks that allow them to quickly
|
||
grapple prey. When a monster hits with such an attack, it doesn't need
|
||
to make an additional ability check to determine whether the grapple
|
||
succeeds, unless the attack says otherwise.}
|
||
|
||
\emph{A creature grappled by the monster can use its action to try to
|
||
escape. To do so, it must succeed on a Strength (Athletics) or Dexterity
|
||
(Acrobatics) check against the escape DC in the monster's stat block. If
|
||
no escape DC is given, assume the DC is 10+the monster's Strength
|
||
(Athletics) modifier.}
|
||
|
||
\hypertarget{multiattack-1}{%
|
||
\subsubsection{Multiattack}\label{multiattack-1}}
|
||
|
||
A creature that can make multiple attacks on its turn has the
|
||
Multiattack action. A creature can't use Multiattack when making an
|
||
opportunity attack, which must be a single melee attack.
|
||
|
||
\hypertarget{ammunition}{%
|
||
\subsubsection{Ammunition}\label{ammunition}}
|
||
|
||
A monster carries enough ammunition to make its ranged attacks. You can
|
||
assume that a monster has 2d4 pieces of ammunition for a thrown weapon
|
||
attack, and 2d10 pieces of ammunition for a projectile weapon such as a
|
||
bow or crossbow.
|
||
|
||
\hypertarget{reactions-2}{%
|
||
\subsection{Reactions}\label{reactions-2}}
|
||
|
||
If a monster can do something special with its reaction, that
|
||
information is contained here. If a creature has no special reaction,
|
||
this section is absent.
|
||
|
||
\hypertarget{limited-usage}{%
|
||
\subsection{Limited Usage}\label{limited-usage}}
|
||
|
||
Some special abilities have restrictions on the number of times they can
|
||
be used.
|
||
|
||
\textbf{\emph{X/Day}}. The notation ``X/Day'' means a special ability
|
||
can be used X number of times and that a monster must finish a long rest
|
||
to regain expended uses. For example, ``1/Day'' means a special ability
|
||
can be used once and that the monster must finish a long rest to use it
|
||
again.
|
||
|
||
\textbf{\emph{Recharge X-Y}}. The notation ``Recharge X-Y'' means a
|
||
monster can use a special ability once and that the ability then has a
|
||
random chance of recharging during each subsequent round of combat. At
|
||
the start of each of the monster's turns, roll a d6. If the roll is one
|
||
of the numbers in the recharge notation, the monster regains the use of
|
||
the special ability. The ability also recharges when the monster
|
||
finishes a short or long rest.
|
||
|
||
For example, ``Recharge 5-6'' means a monster can use the special
|
||
ability once. Then, at the start of the monster's turn, it regains the
|
||
use of that ability if it rolls a 5 or 6 on a d6.
|
||
|
||
\textbf{\emph{Recharge after a Short or Long Rest}}. This notation means
|
||
that a monster can use a special ability once and then must finish a
|
||
short or long rest to use it again.
|
||
|
||
\hypertarget{equipment-14}{%
|
||
\subsection{Equipment}\label{equipment-14}}
|
||
|
||
A stat block rarely refers to equipment, other than armor or weapons
|
||
used by a monster. A creature that customarily wears clothes, such as a
|
||
humanoid, is assumed to be dressed appropriately.
|
||
|
||
You can equip monsters with additional gear and trinkets however you
|
||
like, and you decide how much of a monster's equipment is recoverable
|
||
after the creature is slain and whether any of that equipment is still
|
||
usable. A battered suit of armor made for a monster is rarely usable by
|
||
someone else, for instance.
|
||
|
||
If a spellcasting monster needs material components to cast its spells,
|
||
assume that it has the material components it needs to cast the spells
|
||
in its stat block.
|
||
|
||
\hypertarget{legendary-creatures}{%
|
||
\section{Legendary Creatures}\label{legendary-creatures}}
|
||
|
||
A legendary creature can do things that ordinary creatures can't. It can
|
||
take special actions outside its turn, and it might exert magical
|
||
influence for miles around.
|
||
|
||
If a creature assumes the form of a legendary creature, such as through
|
||
a spell, it doesn't gain that form's legendary actions, lair actions, or
|
||
regional effects.
|
||
|
||
\hypertarget{legendary-actions}{%
|
||
\subsection{Legendary Actions}\label{legendary-actions}}
|
||
|
||
A legendary creature can take a certain number of special actions-called
|
||
legendary actions-outside its turn. Only one legendary action option can
|
||
be used at a time and only at the end of another creature's turn. A
|
||
creature regains its spent legendary actions at the start of its turn.
|
||
It can forgo using them, and it can't use them while incapacitated or
|
||
otherwise unable to take actions. If surprised, it can't use them until
|
||
after its first turn in the combat.
|
||
|
||
\hypertarget{a-legendary-creatures-lair}{%
|
||
\subsection{A Legendary Creature's
|
||
Lair}\label{a-legendary-creatures-lair}}
|
||
|
||
A legendary creature might have a section describing its lair and the
|
||
special effects it can create while there, either by act of will or
|
||
simply by being present. Such a section applies only to a legendary
|
||
creature that spends a great deal of time in its lair.
|
||
|
||
\hypertarget{lair-actions}{%
|
||
\subsubsection{Lair Actions}\label{lair-actions}}
|
||
|
||
If a legendary creature has lair actions, it can use them to harness the
|
||
ambient magic in its lair. On initiative count 20 (losing all initiative
|
||
ties), it can use one of its lair action options. It can't do so while
|
||
incapacitated or otherwise unable to take actions. If surprised, it
|
||
can't use one until after its first turn in the combat.
|
||
|
||
\hypertarget{regional-effects}{%
|
||
\subsubsection{Regional Effects}\label{regional-effects}}
|
||
|
||
The mere presence of a legendary creature can have strange and wondrous
|
||
effects on its environment, as noted in this section. Regional effects
|
||
end abruptly or dissipate over time when the legendary creature dies.
|
||
|
||
\hypertarget{monsters-a}{%
|
||
\section{Monsters (A)}\label{monsters-a}}
|
||
|
||
\hypertarget{aboleth}{%
|
||
\subsection{Aboleth}\label{aboleth}}
|
||
|
||
\emph{Large aberration, lawful evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 135 (18d10+36)
|
||
|
||
\textbf{Speed} 10 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 9 (-1) & 15 (+2) & 18 (+4) & 15 (+2) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +6, Int +8, Wis +6
|
||
|
||
\textbf{Skills} History +12, Perception +10
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 20
|
||
|
||
\textbf{Languages} Deep Speech, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The aboleth can breathe air and water.
|
||
|
||
\textbf{\emph{Mucous Cloud}}. While underwater, the aboleth is
|
||
surrounded by transformative mucus. A creature that touches the aboleth
|
||
or that hits it with a melee attack while within 5 feet of it must make
|
||
a DC 14 Constitution saving throw. On a failure, the creature is
|
||
diseased for 1d4 hours. The diseased creature can breathe only
|
||
underwater.
|
||
|
||
\textbf{\emph{Probing Telepathy}}. If a creature communicates
|
||
telepathically with the aboleth, the aboleth learns the creature's
|
||
greatest desires if the aboleth can see the creature.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The aboleth makes three tentacle attacks.
|
||
|
||
\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +9 to hit, reach
|
||
10 ft., one target. \emph{Hit:} 12 (2d6+5) bludgeoning damage. If the
|
||
target is a creature, it must succeed on a DC 14 Constitution saving
|
||
throw or become diseased. The disease has no effect for 1 minute and can
|
||
be removed by any magic that cures disease. After 1 minute, the diseased
|
||
creature's skin becomes translucent and slimy, the creature can't regain
|
||
hit points unless it is underwater, and the disease can be removed only
|
||
by \emph{heal} or another disease-curing spell of 6th level or higher.
|
||
When the creature is outside a body of water, it takes 6 (1d12) acid
|
||
damage every 10 minutes unless moisture is applied to the skin before 10
|
||
minutes have passed.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10
|
||
ft. one target. \emph{Hit:} 15 (3d6+5) bludgeoning damage.
|
||
|
||
\textbf{\emph{Enslave (3/Day)}}. The aboleth targets one creature it can
|
||
see within 30 feet of it. The target must succeed on a DC 14 Wisdom
|
||
saving throw or be magically charmed by the aboleth until the aboleth
|
||
dies or until it is on a different plane of existence from the target.
|
||
The charmed target is under the aboleth's control and can't take
|
||
reactions, and the aboleth and the target can communicate telepathically
|
||
with each other over any distance.
|
||
|
||
Whenever the charmed target takes damage, the target can repeat the
|
||
saving throw. On a success, the effect ends. No more than once every 24
|
||
hours, the target can also repeat the saving throw when it is at least 1
|
||
mile away from the aboleth.
|
||
|
||
Legendary Actions
|
||
|
||
The aboleth can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The aboleth regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The aboleth makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Swipe}. The aboleth makes one tail attack.
|
||
|
||
\textbf{Psychic Drain (Costs 2 Actions)}. One creature charmed by the
|
||
aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit
|
||
points equal to the damage the creature takes.
|
||
|
||
\hypertarget{angels}{%
|
||
\subsection{Angels}\label{angels}}
|
||
|
||
\hypertarget{deva}{%
|
||
\subsubsection{Deva}\label{deva}}
|
||
|
||
\emph{Medium celestial, lawful good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (16d8+64)
|
||
|
||
\textbf{Speed} 30 ft., fly 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 18 (+4) & 18 (+4) & 17 (+3) & 20 (+5) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Wis +9, Cha +9
|
||
|
||
\textbf{Skills} Insight +9, Perception +9
|
||
|
||
\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 19
|
||
|
||
\textbf{Languages} all, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
\textbf{\emph{Angelic Weapons}}. The deva's weapon attacks are magical.
|
||
When the deva hits with any weapon, the weapon deals an extra 4d8
|
||
radiant damage (included in the attack).
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The deva's spellcasting ability is
|
||
Charisma (spell save DC 17). The deva can innately cast the following
|
||
spells, requiring only verbal Components
|
||
|
||
At will: \emph{detect evil and good}
|
||
|
||
1/day each: \emph{commune}, \emph{raise dead}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The deva has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The deva makes two melee attacks.
|
||
|
||
\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d6+4) bludgeoning damage plus 18 (4d8)
|
||
radiant damage.
|
||
|
||
\textbf{\emph{Healing Touch (3/Day)}}. The deva touches another
|
||
creature. The target magically regains 20 (4d8+2) hit points and is
|
||
freed from any curse, disease, poison, blindness, or deafness.
|
||
|
||
\textbf{\emph{Change Shape}}. The deva magically polymorphs into a
|
||
humanoid or beast that has a challenge rating equal to or less than its
|
||
own, or back into its true form. It reverts to its true form if it dies.
|
||
Any equipment it is wearing or carrying is absorbed or borne by the new
|
||
form (the deva's choice).
|
||
|
||
In a new form, the deva retains its game statistics and ability to
|
||
speak, but its AC, movement modes, Strength, Dexterity, and special
|
||
senses are replaced by those of the new form, and it gains any
|
||
statistics and capabilities (except class features, legendary actions,
|
||
and lair actions) that the new form has but that it lacks.
|
||
|
||
\hypertarget{planetar}{%
|
||
\subsubsection{Planetar}\label{planetar}}
|
||
|
||
\emph{Large celestial, lawful good}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 200 (16d10+112)
|
||
|
||
\textbf{Speed} 40 ft., fly 120 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
24 (+7) & 20 (+5) & 24 (+7) & 19 (+4) & 22 (+6) & 25 (+7) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +12, Wis +11, Cha +12
|
||
|
||
\textbf{Skills} Perception +11
|
||
|
||
\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 21
|
||
|
||
\textbf{Languages} all, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 16 (15,000 XP)
|
||
|
||
\textbf{\emph{Angelic Weapons}}. The planetar's weapon attacks are
|
||
magical. When the planetar hits with any weapon, the weapon deals an
|
||
extra 5d8 radiant damage (included in the attack).
|
||
|
||
\textbf{\emph{Divine Awareness}}. The planetar knows if it hears a lie.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The planetar's spellcasting ability
|
||
is Charisma (spell save DC 20). The planetar can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{detect evil and good}, \emph{invisibility} (self only)
|
||
|
||
3/day each: \emph{blade barrier}, \emph{dispel evil and good},
|
||
\emph{flame strike}, \emph{raise dead}
|
||
|
||
1/day each: \emph{commune}, \emph{control weather}, \emph{insect plague}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The planetar has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The planetar makes two melee attacks.
|
||
|
||
\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +12 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 21 (4d6+7) slashing damage plus 22
|
||
(5d8) radiant damage.
|
||
|
||
\textbf{\emph{Healing Touch (4/Day)}}. The planetar touches another
|
||
creature. The target magically regains 30 (6d8+3) hit points and is
|
||
freed from any curse, disease, poison, blindness, or deafness.
|
||
|
||
\hypertarget{solar}{%
|
||
\subsubsection{Solar}\label{solar}}
|
||
|
||
\emph{Large celestial, lawful good}
|
||
|
||
\textbf{Armor Class} 21 (natural armor)
|
||
|
||
\textbf{Hit Points} 243 (18d10+144)
|
||
|
||
\textbf{Speed} 50 ft., fly 150 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
26 (+8) & 22 (+6) & 26 (+8) & 25 (+7) & 25 (+7) & 30 (+10) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +14, Wis +14, Cha +17
|
||
|
||
\textbf{Skills} Perception +14
|
||
|
||
\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened, poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 24
|
||
|
||
\textbf{Languages} all, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 21 (33,000 XP)
|
||
|
||
\textbf{\emph{Angelic Weapons}}. The solar's weapon attacks are magical.
|
||
When the solar hits with any weapon, the weapon deals an extra 6d8
|
||
radiant damage (included in the attack).
|
||
|
||
\textbf{\emph{Divine Awareness}}. The solar knows if it hears a lie.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The solar's spellcasting ability is
|
||
Charisma (spell save DC 25). It can innately cast the following spells,
|
||
requiring no material Components
|
||
|
||
At will: \emph{detect evil and good}, \emph{invisibility} (self only)
|
||
|
||
3/day each: \emph{blade barrier}, \emph{dispel evil and good},
|
||
\emph{resurrection}
|
||
|
||
1/day each: \emph{commune}, \emph{control weather}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The solar has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The solar makes two greatsword attacks.
|
||
|
||
\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +15 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 22 (4d6+8) slashing damage plus 27
|
||
(6d8) radiant damage.
|
||
|
||
\textbf{\emph{Slaying Longbow}}. \emph{Ranged Weapon Attack:} +13 to
|
||
hit, range 150/600 ft., one target. \emph{Hit:} 15 (2d8+6) piercing
|
||
damage plus 27 (6d8) radiant damage. If the target is a creature that
|
||
has 100 hit points or fewer, it must succeed on a DC 15 Constitution
|
||
saving throw or die.
|
||
|
||
\textbf{\emph{Flying Sword}}. The solar releases its greatsword to hover
|
||
magically in an unoccupied space within 5 feet of it. If the solar can
|
||
see the sword, the solar can mentally command it as a bonus action to
|
||
fly up to 50 feet and either make one attack against a target or return
|
||
to the solar's hands. If the hovering sword is targeted by any effect,
|
||
the solar is considered to be holding it. The hovering sword falls if
|
||
the solar dies.
|
||
|
||
\textbf{\emph{Healing Touch (4/Day)}}. The solar touches another
|
||
creature. The target magically regains 40 (8d8+4) hit points and is
|
||
freed from any curse, disease, poison, blindness, or deafness.
|
||
|
||
Legendary Actions
|
||
|
||
The solar can take 3 legendary actions, choosing from the options below.
|
||
Only one legendary action option can be used at a time and only at the
|
||
end of another creature's turn. The solar regains spent legendary
|
||
actions at the start of its turn.
|
||
|
||
\textbf{Teleport}. The solar magically teleports, along with any
|
||
equipment it is wearing or carrying, up to 120 feet to an unoccupied
|
||
space it can see.
|
||
|
||
\textbf{Searing Burst (Costs 2 Actions)}. The solar emits magical,
|
||
divine energy. Each creature of its choice in a 10-foot radius must make
|
||
a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14
|
||
(4d6) radiant damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{Blinding Gaze (Costs 3 Actions)}. The solar targets one creature
|
||
it can see within 30 feet of it. If the target can see it, the target
|
||
must succeed on a DC 15 Constitution saving throw or be blinded until
|
||
magic such as the \emph{lesser restoration} spell removes the blindness.
|
||
|
||
\hypertarget{animated-objects}{%
|
||
\subsection{Animated Objects}\label{animated-objects}}
|
||
|
||
\hypertarget{animated-armor}{%
|
||
\subsubsection{Animated Armor}\label{animated-armor}}
|
||
|
||
\emph{Medium construct, unaligned}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 33 (6d8+6)
|
||
|
||
\textbf{Speed} 25 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 11 (+0) & 13 (+1) & 1 (-5) & 3 (-4) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison, psychic
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion,
|
||
frightened, paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 6
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Antimagic Susceptibility}}. The armor is incapacitated
|
||
while in the area of an \emph{antimagic field}. If targeted by
|
||
\emph{dispel magic}, the armor must succeed on a
|
||
|
||
Constitution saving throw against the caster's spell save DC or fall
|
||
unconscious for 1 minute.
|
||
|
||
\textbf{\emph{False Appearance}}. While the armor remains motionless, it
|
||
is indistinguishable from a normal suit of armor.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The armor makes two melee attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) bludgeoning damage.
|
||
|
||
\hypertarget{flying-sword}{%
|
||
\subsubsection{Flying Sword}\label{flying-sword}}
|
||
|
||
\emph{Small construct, unaligned}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 17 (5d6)
|
||
|
||
\textbf{Speed} 0 ft., fly 50 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 15 (+2) & 11 (+0) & 1 (-5) & 5 (-3) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4
|
||
|
||
\textbf{Damage Immunities} poison, psychic
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 7
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Antimagic Susceptibility}}. The sword is incapacitated
|
||
while in the area of an \emph{antimagic field}. If targeted by
|
||
\emph{dispel magic}, the sword must succeed on a Constitution saving
|
||
throw against the caster's spell save DC or fall unconscious for 1
|
||
minute.
|
||
|
||
\textbf{\emph{False Appearance}}. While the sword remains motionless and
|
||
isn't flying, it is indistinguishable from a normal sword.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +3 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d8+1) slashing damage.
|
||
|
||
\hypertarget{rug-of-smothering}{%
|
||
\subsubsection{Rug of Smothering}\label{rug-of-smothering}}
|
||
|
||
\emph{Large construct, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 33 (6d10)
|
||
|
||
\textbf{Speed} 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 14 (+2) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison, psychic
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 6
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Antimagic Susceptibility}}. The rug is incapacitated while
|
||
in the area of an \emph{antimagic field}. If targeted by \emph{dispel
|
||
magic}, the rug must succeed on a Constitution saving throw against the
|
||
caster's spell save DC or fall unconscious for 1 minute.
|
||
|
||
\textbf{\emph{Damage Transfer}}. While it is grappling a creature, the
|
||
rug takes only half the damage dealt to it, and the creature grappled by
|
||
the rug takes the other half.
|
||
|
||
\textbf{\emph{False Appearance}}. While the rug remains motionless, it
|
||
is indistinguishable from a normal rug.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Smother}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one Medium or smaller creature. \emph{Hit:} The creature is
|
||
grappled (escape DC 13). Until this grapple ends, the target is
|
||
restrained, blinded, and at risk of suffocating, and the rug can't
|
||
smother another target. In addition, at the start of each of the
|
||
target's turns, the target takes 10 (2d6+3) bludgeoning damage.
|
||
|
||
\hypertarget{ankheg}{%
|
||
\subsection{Ankheg}\label{ankheg}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor), 11 while prone
|
||
|
||
\textbf{Hit Points} 39 (6d10+6)
|
||
|
||
\textbf{Speed} 30 ft., burrow 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 11 (+0) & 13 (+1) & 1 (-5) & 13 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive
|
||
Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage plus 3 (1d6)
|
||
acid damage. If the target is a Large or smaller creature, it is
|
||
grappled (escape DC 13). Until this grapple ends, the ankheg can bite
|
||
only the grappled creature and has advantage on attack rolls to do so.
|
||
|
||
\textbf{\emph{Acid Spray (Recharge 6)}}. The ankheg spits acid in a line
|
||
that is 30 feet long and 5 feet wide, provided that it has no creature
|
||
grappled. Each creature in that line must make a DC 13 Dexterity saving
|
||
throw, taking 10 (3d6) acid damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\hypertarget{azer}{%
|
||
\subsection{Azer}\label{azer}}
|
||
|
||
\emph{Medium elemental, lawful neutral}
|
||
|
||
\textbf{Armor Class} 17 (natural armor, shield)
|
||
|
||
\textbf{Hit Points} 39 (6d8+12)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 12 (+1) & 15 (+2) & 12 (+1) & 13 (+1) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +4
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} Ignan
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Heated Body}}. A creature that touches the azer or hits it
|
||
with a melee attack while within 5 feet of it takes 5 (1d10) fire
|
||
damage.
|
||
|
||
\textbf{\emph{Heated Weapons}}. When the azer hits with a metal melee
|
||
weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
|
||
|
||
\textbf{\emph{Illumination}}. The azer sheds bright light in a 10-foot
|
||
radius and dim light for an additional 10 feet.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Warhammer}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage, or 8
|
||
(1d10+3) bludgeoning damage if used with two hands to make a melee
|
||
attack, plus 3 (1d6) fire damage.
|
||
|
||
\hypertarget{monsters-b}{%
|
||
\section{Monsters (B)}\label{monsters-b}}
|
||
|
||
\hypertarget{basilisk}{%
|
||
\subsection{Basilisk}\label{basilisk}}
|
||
|
||
\emph{Medium monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (8d8+16)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 8 (-1) & 15 (+2) & 2 (-4) & 8 (-1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{Petrifying Gaze}. If a creature starts its turn within 30 feet
|
||
of the basilisk and the two of them can see each other, the basilisk can
|
||
force the creature to make a DC 12 Constitution saving throw if the
|
||
basilisk isn't incapacitated. On a failed save, the creature magically
|
||
begins to turn to stone and is restrained. It must repeat the saving
|
||
throw at the end of its next turn. On a success, the effect ends. On a
|
||
failure, the creature is petrified until freed by the \emph{greater
|
||
restoration} spell or other magic.
|
||
|
||
A creature that isn't surprised can avert its eyes to avoid the saving
|
||
throw at the start of its turn. If it does so, it can't see the basilisk
|
||
until the start of its next turn, when it can avert its eyes again. If
|
||
it looks at the basilisk in the meantime, it must immediately make the
|
||
save.
|
||
|
||
If the basilisk sees its reflection within 30 feet of it in bright
|
||
light, it mistakes itself for a rival and targets itself with its gaze.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage plus 7 (2d6)
|
||
poison damage.
|
||
|
||
\hypertarget{behir}{%
|
||
\subsection{Behir}\label{behir}}
|
||
|
||
\emph{Huge monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 168 (16d12+64)
|
||
|
||
\textbf{Speed} 50 ft., climb 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 16 (+3) & 18 (+4) & 7 (-2) & 14 (+2) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +6, Stealth +7
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} darkvision 90 ft., passive Perception 16
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The behir makes two attacks: one with its
|
||
bite and one to constrict.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 22 (3d10+6) piercing damage.
|
||
|
||
\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +10 to hit, reach
|
||
5 ft., one Large or smaller creature. \emph{Hit:} 17 (2d10+6)
|
||
bludgeoning damage plus 17 (2d10+6) slashing damage. The target is
|
||
grappled (escape DC 16) if the behir isn't already constricting a
|
||
creature, and the target is restrained until this grapple ends.
|
||
|
||
\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The behir exhales a
|
||
line of lightning that is 20 feet long and 5 feet wide. Each creature in
|
||
that line must make a DC 16 Dexterity saving throw, taking 66 (12d10)
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{\emph{Swallow}}. The behir makes one bite attack against a
|
||
Medium or smaller target it is grappling. If the attack hits, the target
|
||
is also swallowed, and the grapple ends. While swallowed, the target is
|
||
blinded and restrained, it has total cover against attacks and other
|
||
effects outside the behir, and it takes 21 (6d6) acid damage at the
|
||
start of each of the behir's turns. A behir can have only one creature
|
||
swallowed at a time.
|
||
|
||
If the behir takes 30 damage or more on a single turn from the swallowed
|
||
creature, the behir must succeed on a DC 14 Constitution saving throw at
|
||
the end of that turn or regurgitate the creature, which falls prone in a
|
||
space within 10 feet of the behir. If the behir dies, a swallowed
|
||
creature is no longer restrained by it and can escape from the corpse by
|
||
using 15 feet of movement, exiting prone.
|
||
|
||
\hypertarget{bugbear}{%
|
||
\subsection{Bugbear}\label{bugbear}}
|
||
|
||
\emph{Medium humanoid (goblinoid), chaotic evil}
|
||
|
||
\textbf{Armor Class} 16 (hide armor, shield)
|
||
|
||
\textbf{Hit Points} 27 (5d8+5)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 13 (+1) & 8 (-1) & 11 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +6, Survival +2
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Common, Goblin
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Brute}}. A melee weapon deals one extra die of its damage
|
||
when the bugbear hits with it (included in the attack).
|
||
|
||
\textbf{\emph{Surprise Attack}}. If the bugbear surprises a creature and
|
||
hits it with an attack during the first round of combat, the target
|
||
takes an extra 7 (2d6) damage from the attack.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +4 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 11 (2d8+2) piercing damage.
|
||
|
||
\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to
|
||
hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 9 (2d6+2)
|
||
piercing damage in melee or 5 (1d6+2) piercing damage at range.
|
||
|
||
\hypertarget{bulette}{%
|
||
\subsection{Bulette}\label{bulette}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 94 (9d10+45)
|
||
|
||
\textbf{Speed} 40 ft., burrow 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 11 (+0) & 21 (+5) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +6
|
||
|
||
\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive
|
||
Perception 16
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Standing Leap}}. The bulette's long jump is up to 30 feet
|
||
and its high jump is up to 15 feet, with or without a running start.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 30 (4d12+4) piercing damage.
|
||
|
||
\textbf{\emph{Deadly Leap}}. If the bulette jumps at least 15 feet as
|
||
part of its movement, it can then use this action to land on its feet in
|
||
a space that contains one or more other creatures. Each of those
|
||
creatures must succeed on a DC 16 Strength or Dexterity saving throw
|
||
(target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning
|
||
damage plus 14 (3d6+4) slashing damage. On a successful save, the
|
||
creature takes only half the damage, isn't knocked prone, and is pushed
|
||
5 feet out of the bulette's space into an unoccupied space of the
|
||
creature's choice. If no unoccupied space is within range, the creature
|
||
instead falls prone in the bulette's space.
|
||
|
||
\hypertarget{monsters-c}{%
|
||
\section{Monsters (C)}\label{monsters-c}}
|
||
|
||
\hypertarget{centaur}{%
|
||
\subsection{Centaur}\label{centaur}}
|
||
|
||
\emph{Large monstrosity, neutral good}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 14 (+2) & 14 (+2) & 9 (-1) & 13 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +6, Perception +3, Survival +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Elvish, Sylvan
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the centaur moves at least 30 feet straight
|
||
toward a target and then hits it with a pike attack on the same turn,
|
||
the target takes an extra 10 (3d6) piercing damage.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The centaur makes two attacks: one with its
|
||
pike and one with its hooves or two with its longbow.
|
||
|
||
\textbf{\emph{Pike}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage.
|
||
|
||
\hypertarget{chimera}{%
|
||
\subsection{Chimera}\label{chimera}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 114 (12d10+48)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 11 (+0) & 19 (+4) & 3 (-4) & 14 (+2) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +8
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 18
|
||
|
||
\textbf{Languages} understands Draconic but can't speak
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The chimera makes three attacks: one with
|
||
its bite, one with its horns, and one with its claws. When its fire
|
||
breath is available, it can use the breath in place of its bite or
|
||
horns.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) piercing damage.
|
||
|
||
\textbf{\emph{Horns}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (1d12+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon head exhales fire
|
||
in a 15-foot cone. Each creature in that area must make a DC 15
|
||
Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or
|
||
half as much damage on a successful one.
|
||
|
||
\hypertarget{chuul}{%
|
||
\subsection{Chuul}\label{chuul}}
|
||
|
||
\emph{Large aberration, chaotic evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 93 (11d10+33)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 16 (+3) & 5 (-3) & 11 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} understands Deep Speech but can't speak
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The chuul can breathe air and water.
|
||
|
||
\textbf{\emph{Sense Magic}}. The chuul senses magic within 120 feet of
|
||
it at will. This trait otherwise works like the \emph{detect magic}
|
||
spell but isn't itself magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The chuul makes two pincer attacks. If the
|
||
chuul is grappling a creature, the chuul can also use its tentacles
|
||
once.
|
||
|
||
\textbf{\emph{Pincer}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. The target
|
||
is grappled (escape DC 14) if it is a Large or smaller creature and the
|
||
chuul doesn't have two other creatures grappled.
|
||
|
||
\textbf{\emph{Tentacles}}. One creature grappled by the chuul must
|
||
succeed on a DC 13 Constitution saving throw or be poisoned for 1
|
||
minute. Until this poison ends, the target is paralyzed. The target can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\hypertarget{cloaker}{%
|
||
\subsection{Cloaker}\label{cloaker}}
|
||
|
||
\emph{Large aberration, chaotic neutral}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 78 (12d10+12)
|
||
|
||
\textbf{Speed} 10 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 12 (+1) & 13 (+1) & 12 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Deep Speech, Undercommon
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Damage Transfer}}. While attached to a creature, the
|
||
cloaker takes only half the damage dealt to it (rounded down), and that
|
||
creature takes the other half.
|
||
|
||
\textbf{\emph{False Appearance}}. While the cloaker remains motionless
|
||
without its underside exposed, it is indistinguishable from a dark
|
||
leather cloak.
|
||
|
||
\textbf{\emph{Light Sensitivity}}. While in bright light, the cloaker
|
||
has disadvantage on attack rolls and Wisdom (Perception) checks that
|
||
rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The cloaker makes two attacks: one with its
|
||
bite and one with its tail.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 10 (2d6+3) piercing damage, and if the
|
||
target is Large or smaller, the cloaker attaches to it. If the cloaker
|
||
has advantage against the target, the cloaker attaches to the target's
|
||
head, and the target is blinded and unable to breathe while the cloaker
|
||
is attached. While attached, the cloaker can make this attack only
|
||
against the target and has advantage on the attack roll. The cloaker can
|
||
detach itself by spending 5 feet of its movement. A creature, including
|
||
the target, can take its action to detach the cloaker by succeeding on a
|
||
DC 16 Strength check.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 7 (1d8+3) slashing damage.
|
||
|
||
\textbf{\emph{Moan}}. Each creature within 60 feet of the cloaker that
|
||
can hear its moan and that isn't an aberration must succeed on a DC 13
|
||
Wisdom saving throw or become frightened until the end of the cloaker's
|
||
next turn. If a creature's saving throw is successful, the creature is
|
||
immune to the cloaker's moan for the next 24 hours
|
||
|
||
\textbf{\emph{Phantasms (Recharges after a Short or Long Rest)}}. The
|
||
cloaker magically creates three illusory duplicates of itself if it
|
||
isn't in bright light. The duplicates move with it and mimic its
|
||
actions, shifting position so as to make it impossible to track which
|
||
cloaker is the real one. If the cloaker is ever in an area of bright
|
||
light, the duplicates disappear.
|
||
|
||
Whenever any creature targets the cloaker with an attack or a harmful
|
||
spell while a duplicate remains, that creature rolls randomly to
|
||
determine whether it targets the cloaker or one of the duplicates. A
|
||
creature is unaffected by this magical effect if it can't see or if it
|
||
relies on senses other than sight.
|
||
|
||
A duplicate has the cloaker's AC and uses its saving throws. If an
|
||
attack hits a duplicate, or if a duplicate fails a saving throw against
|
||
an effect that deals damage, the duplicate disappears.
|
||
|
||
\hypertarget{cockatrice}{%
|
||
\subsection{Cockatrice}\label{cockatrice}}
|
||
|
||
\emph{Small monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 27 (6d6+6)
|
||
|
||
\textbf{Speed} 20 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 12 (+1) & 12 (+1) & 2 (-4) & 13 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 3 (1d4+1) piercing damage, and the target
|
||
must succeed on a DC 11 Constitution saving throw against being
|
||
magically petrified. On a failed save, the creature begins to turn to
|
||
stone and is restrained. It must repeat the saving throw at the end of
|
||
its next turn. On a success, the effect ends. On a failure, the creature
|
||
is petrified for 24 hours.
|
||
|
||
\hypertarget{couatl}{%
|
||
\subsection{Couatl}\label{couatl}}
|
||
|
||
\emph{Medium celestial, lawful good}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 97 (13d8+39)
|
||
|
||
\textbf{Speed} 30 ft., fly 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 20 (+5) & 17 (+3) & 18 (+4) & 20 (+5) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +5, Wis +7, Cha +6
|
||
|
||
\textbf{Damage Resistances} radiant
|
||
|
||
\textbf{Damage Immunities} psychic; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 15
|
||
|
||
\textbf{Languages} all, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The couatl's spellcasting ability
|
||
is Charisma (spell save DC 14). It can innately cast the following
|
||
spells, requiring only verbal Components
|
||
|
||
At will: \emph{detect evil and good}, \emph{detect magic}, \emph{detect
|
||
thoughts}
|
||
|
||
3/day each: \emph{bless}, \emph{create food and water}, \emph{cure
|
||
wounds}, \emph{lesser restoration}, \emph{protection from poison},
|
||
\emph{sanctuary}, \emph{shield}
|
||
|
||
1/day each: \emph{dream}, \emph{greater restoration}, \emph{scrying}
|
||
|
||
\textbf{\emph{Magic Weapons}}. The couatl's weapon attacks are magical.
|
||
|
||
\textbf{\emph{Shielded Mind}}. The couatl is immune to scrying and to
|
||
any effect that would sense its emotions, read its thoughts, or detect
|
||
its location.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 8 (1d6+5) piercing damage, and the target
|
||
must succeed on a DC 13 Constitution saving throw or be poisoned for 24
|
||
hours. Until this poison ends, the target is unconscious. Another
|
||
creature can use an action to shake the target awake.
|
||
|
||
\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
10 ft., one Medium or smaller creature. \emph{Hit:} 10 (2d6+3)
|
||
bludgeoning damage, and the target is grappled (escape DC 15). Until
|
||
this grapple ends, the target is restrained, and the couatl can't
|
||
constrict another target.
|
||
|
||
\textbf{\emph{Change Shape}}. The couatl magically polymorphs into a
|
||
humanoid or beast that has a challenge rating equal to or less than its
|
||
own, or back into its true form. It reverts to its true form if it dies.
|
||
Any equipment it is wearing or carrying is absorbed or borne by the new
|
||
form (the couatl's choice).
|
||
|
||
In a new form, the couatl retains its game statistics and ability to
|
||
speak, but its AC, movement modes, Strength, Dexterity, and other
|
||
actions are replaced by those of the new form, and it gains any
|
||
statistics and capabilities (except class features, legendary actions,
|
||
and lair actions) that the new form has but that it lacks. If the new
|
||
form has a bite attack, the couatl can use its bite in that form.
|
||
|
||
\hypertarget{monsters-d}{%
|
||
\section{Monsters (D)}\label{monsters-d}}
|
||
|
||
\hypertarget{darkmantle}{%
|
||
\subsection{Darkmantle}\label{darkmantle}}
|
||
|
||
\emph{Small monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 22 (5d6+5)
|
||
|
||
\textbf{Speed} 10 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 12 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +3
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Echolocation}}. The darkmantle can't use its blindsight
|
||
while deafened.
|
||
|
||
\textbf{\emph{False Appearance}}. While the darkmantle remains
|
||
motionless, it is indistinguishable from a cave formation such as a
|
||
stalactite or stalagmite.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Crush}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 6 (1d6+3) bludgeoning damage, and the
|
||
darkmantle attaches to the target. If the target is Medium or smaller
|
||
and the darkmantle has advantage on the attack roll, it attaches by
|
||
engulfing the target's head, and the target is also blinded and unable
|
||
to breathe while the darkmantle is attached in this way.
|
||
|
||
While attached to the target, the darkmantle can attack no other
|
||
creature except the target but has advantage on its attack rolls. The
|
||
darkmantle's speed also becomes 0, it can't benefit from any bonus to
|
||
its speed, and it moves with the target.
|
||
|
||
A creature can detach the darkmantle by making a successful DC 13
|
||
Strength check as an action. On its turn, the darkmantle can detach
|
||
itself from the target by using 5 feet of movement.
|
||
|
||
\textbf{\emph{Darkness Aura (1/Day)}}. A 15-foot radius of magical
|
||
darkness extends out from the darkmantle, moves with it, and spreads
|
||
around corners. The darkness lasts as long as the darkmantle maintains
|
||
concentration, up to 10 minutes (as if concentrating on a spell).
|
||
Darkvision can't penetrate this darkness, and no natural light can
|
||
illuminate it. If any of the darkness overlaps with an area of light
|
||
created by a spell of 2nd level or lower, the spell creating the light
|
||
is dispelled.
|
||
|
||
\hypertarget{demons}{%
|
||
\subsection{Demons}\label{demons}}
|
||
|
||
\hypertarget{balor}{%
|
||
\subsubsection{Balor}\label{balor}}
|
||
|
||
\emph{Huge fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 262 (21d12+126)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
26 (+8) & 15 (+2) & 22 (+6) & 20 (+5) & 16 (+3) & 22 (+6) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +14, Con +12, Wis +9, Cha +12
|
||
|
||
\textbf{Damage Resistances} cold, lightning; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 19 (22,000 XP)
|
||
|
||
\textbf{\emph{Death Throes}}. When the balor dies, it explodes, and each
|
||
creature within 30 feet of it must make a DC 20 Dexterity saving throw,
|
||
taking 70 (20d6) fire damage on a failed save, or half as much damage on
|
||
a successful one. The explosion ignites flammable objects in that area
|
||
that aren't being worn or carried, and it destroys the balor's weapons.
|
||
|
||
\textbf{\emph{Fire Aura}}. At the start of each of the balor's turns,
|
||
each creature within 5 feet of it takes 10 (3d6) fire damage, and
|
||
flammable objects in the aura that aren't being worn or carried ignite.
|
||
A creature that touches the balor or hits it with a melee attack while
|
||
within 5 feet of it takes 10 (3d6) fire damage.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The balor has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The balor's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The balor makes two attacks: one with its
|
||
longsword and one with its whip.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +14 to hit, reach
|
||
10 ft., one target. \emph{Hit:} 21 (3d8+8) slashing damage plus 13 (3d8)
|
||
lightning damage. If the balor scores a critical hit, it rolls damage
|
||
dice three times, instead of twice.
|
||
|
||
\textbf{\emph{Whip}}. \emph{Melee Weapon Attack:} +14 to hit, reach 30
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage plus 10 (3d6)
|
||
fire damage, and the target must succeed on a DC 20 Strength saving
|
||
throw or be pulled up to 25 feet toward the balor.
|
||
|
||
\textbf{\emph{Teleport}}. The balor magically teleports, along with any
|
||
equipment it is wearing or carrying, up to 120 feet to an unoccupied
|
||
space it can see.
|
||
|
||
\hypertarget{dretch}{%
|
||
\subsubsection{Dretch}\label{dretch}}
|
||
|
||
\emph{Small fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 18 (4d6+4)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 11 (+0) & 12 (+1) & 5 (-3) & 8 (-1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} Abyssal, telepathy 60 ft. (works only with creatures
|
||
that understand Abyssal)
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dretch makes two attacks: one with its
|
||
bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d6) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (2d4) slashing damage.
|
||
|
||
\textbf{\emph{Fetid Cloud (1/Day)}}. A 10-foot radius of disgusting
|
||
green gas extends out from the dretch. The gas spreads around corners,
|
||
and its area is lightly obscured. It lasts for 1 minute or until a
|
||
strong wind disperses it. Any creature that starts its turn in that area
|
||
must succeed on a DC 11 Constitution saving throw or be poisoned until
|
||
the start of its next turn. While poisoned in this way, the target can
|
||
take either an action or a bonus action on its turn, not both, and can't
|
||
take reactions.
|
||
|
||
\hypertarget{glabrezu}{%
|
||
\subsubsection{Glabrezu}\label{glabrezu}}
|
||
|
||
\emph{Large fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 157 (15d10+75)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 15 (+2) & 21 (+5) & 19 (+4) & 17 (+3) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +9, Con +9, Wis +7, Cha +7
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The glabrezu's spellcasting ability
|
||
is Intelligence (spell save DC 16). The glabrezu can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{darkness}, \emph{detect magic}, \emph{dispel magic}
|
||
|
||
1/day each: \emph{confusion}, \emph{fly}, \emph{power word stun}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The glabrezu has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The glabrezu makes four attacks: two with
|
||
its pincers and two with its fists. Alternatively, it makes two attacks
|
||
with its pincers and casts one spell.
|
||
|
||
\textbf{\emph{Pincer}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage. If the
|
||
target is a Medium or smaller creature, it is grappled (escape DC 15).
|
||
The glabrezu has two pincers, each of which can grapple only one target.
|
||
|
||
\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) bludgeoning damage.
|
||
|
||
\hypertarget{hezrou}{%
|
||
\subsubsection{Hezrou}\label{hezrou}}
|
||
|
||
\emph{Large fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (13d10+65)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 17 (+3) & 20 (+5) & 5 (-3) & 12 (+1) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +7, Con +8, Wis +4
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The hezrou has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Stench}}. Any creature that starts its turn within 10 feet
|
||
of the hezrou must succeed on a DC 14 Constitution saving throw or be
|
||
poisoned until the start of its next turn. On a successful saving throw,
|
||
the creature is immune to the hezrou's stench for 24 hours.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The hezrou makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\hypertarget{marilith}{%
|
||
\subsubsection{Marilith}\label{marilith}}
|
||
|
||
\emph{Large fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 189 (18d10+90)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 20 (+5) & 20 (+5) & 18 (+4) & 16 (+3) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +9, Con +10, Wis +8, Cha +10
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 16 (15,000 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The marilith has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The marilith's weapon attacks are
|
||
magical.
|
||
|
||
\textbf{\emph{Reactive}}. The marilith can take one reaction on every
|
||
turn in a combat.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The marilith makes seven attacks: six with
|
||
its longswords and one with its tail.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +9 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 15 (2d10+4) bludgeoning damage. If the
|
||
target is Medium or smaller, it is grappled (escape DC 19). Until this
|
||
grapple ends, the target is restrained, the marilith can automatically
|
||
hit the target with its tail, and the marilith can't make tail attacks
|
||
against other targets.
|
||
|
||
\textbf{\emph{Teleport}}. The marilith magically teleports, along with
|
||
any equipment it is wearing or carrying, up to 120 feet to an unoccupied
|
||
space it can see.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The marilith adds 5 to its AC against one melee
|
||
attack that would hit it. To do so, the marilith must see the attacker
|
||
and be wielding a melee weapon.
|
||
|
||
\hypertarget{nalfeshnee}{%
|
||
\subsubsection{Nalfeshnee}\label{nalfeshnee}}
|
||
|
||
\emph{Large fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 184 (16d10+96)
|
||
|
||
\textbf{Speed} 20 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 10 (+0) & 22 (+6) & 19 (+4) & 12 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +11, Int +9, Wis +6, Cha +7
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The nalfeshnee has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The nalfeshnee uses Horror Nimbus if it
|
||
can. It then makes three attacks: one with its bite and two with its
|
||
claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 32 (5d10+5) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (3d6+5) slashing damage.
|
||
|
||
\textbf{\emph{Horror Nimbus (Recharge 5-6)}}. The nalfeshnee magically
|
||
emits scintillating, multicolored light. Each creature within 15 feet of
|
||
the nalfeshnee that can see the light must succeed on a DC 15 Wisdom
|
||
saving throw or be frightened for 1 minute. A creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success. If a creature's saving throw is successful or the
|
||
effect ends for it, the creature is immune to the nalfeshnee's Horror
|
||
Nimbus for the next 24 hours.
|
||
|
||
\textbf{\emph{Teleport}}. The nalfeshnee magically teleports, along with
|
||
any equipment it is wearing or carrying, up to 120 feet to an unoccupied
|
||
space it can see.
|
||
|
||
\hypertarget{quasit}{%
|
||
\subsubsection{Quasit}\label{quasit}}
|
||
|
||
\emph{Tiny fiend (demon, shapechanger), chaotic evil}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 7 (3d4)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 17 (+3) & 10 (+0) & 7 (-2) & 10 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +5
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Abyssal, Common
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The quasit can use its action to polymorph
|
||
into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a
|
||
centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or
|
||
back into its true form. Its statistics are the same in each form,
|
||
except for the speed changes noted. Any equipment it is wearing or
|
||
carrying isn't transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The quasit has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws (Bite in Beast Form)}}. \emph{Melee Weapon Attack:}
|
||
+4 to hit, reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) piercing
|
||
damage, and the target must succeed on a DC 10 Constitution saving throw
|
||
or take 5 (2d4) poison damage and become poisoned 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.
|
||
|
||
\textbf{\emph{Scare (1/Day)}}. One creature of the quasit's choice
|
||
within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be
|
||
frightened for 1 minute. The target can repeat the saving throw at the
|
||
end of each of its turns, with disadvantage if the quasit is within line
|
||
of sight, ending the effect on itself on a success.
|
||
|
||
\textbf{\emph{Invisibility}}. The quasit magically turns invisible until
|
||
it attacks or uses Scare, or until its concentration ends (as if
|
||
concentrating on a spell). Any equipment the quasit wears or carries is
|
||
invisible with it.
|
||
|
||
\hypertarget{vrock}{%
|
||
\subsubsection{Vrock}\label{vrock}}
|
||
|
||
\emph{Large fiend (demon), chaotic evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 104 (11d10+44)
|
||
|
||
\textbf{Speed} 40 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 18 (+4) & 8 (-1) & 13 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Wis +4, Cha +2
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Abyssal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The vrock has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The vrock makes two attacks: one with its
|
||
beak and one with its talons.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d10+3) slashing damage.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\textbf{\emph{Stunning Screech (1/Day)}}. The vrock emits a horrific
|
||
screech. Each creature within 20 feet of it that can hear it and that
|
||
isn't a demon must succeed on a DC 14 Constitution saving throw or be
|
||
stunned until the end of the vrock's next turn.
|
||
|
||
\hypertarget{devils}{%
|
||
\subsection{Devils}\label{devils}}
|
||
|
||
\hypertarget{barbed-devil}{%
|
||
\subsubsection{Barbed Devil}\label{barbed-devil}}
|
||
|
||
\emph{Medium fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 110 (13d8+52)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 17 (+3) & 18 (+4) & 12 (+1) & 14 (+2) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +6, Con +7, Wis +5, Cha +5
|
||
|
||
\textbf{Skills} Deception +5, Insight +5, Perception +8
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 18
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Barbed Hide}}. At the start of each of its turns, the
|
||
barbed devil deals 5 (1d10) piercing damage to any creature grappling
|
||
it.
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes three melee attacks: one
|
||
with its tail and two with its claws. Alternatively, it can use Hurl
|
||
Flame twice.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +5 to hit, range
|
||
150 ft., one target. \emph{Hit:} 10 (3d6) fire damage. If the target is
|
||
a flammable object that isn't being worn or carried, it also catches
|
||
fire.
|
||
|
||
\hypertarget{bearded-devil}{%
|
||
\subsubsection{Bearded Devil}\label{bearded-devil}}
|
||
|
||
\emph{Medium fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (8d8+16)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 15 (+2) & 15 (+2) & 9 (-1) & 11 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +5, Con +4, Wis +2
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Steadfast}}. The devil can't be frightened while it can
|
||
see an allied creature within 30 feet of it.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes two attacks: one with its
|
||
beard and one with its glaive.
|
||
|
||
\textbf{\emph{Beard}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 6 (1d8+2) piercing damage, and the target
|
||
must succeed on a DC 12 Constitution saving throw or be poisoned for 1
|
||
minute. While poisoned in this way, the target can't regain hit points.
|
||
The target can repeat the saving throw at the end of each of its turns,
|
||
ending the effect on itself on a success.
|
||
|
||
\textbf{\emph{Glaive}}. \emph{Melee Weapon Attack:} +5 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 8 (1d10+3) slashing damage. If the target
|
||
is a creature other than an undead or a construct, it must succeed on a
|
||
DC 12 Constitution saving throw or lose 5 (1d10) 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 5 (1d10). 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.
|
||
|
||
\hypertarget{bone-devil}{%
|
||
\subsubsection{Bone Devil}\label{bone-devil}}
|
||
|
||
\emph{Large fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 142 (15d10+60)
|
||
|
||
\textbf{Speed} 40 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 16 (+3) & 18 (+4) & 13 (+1) & 14 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +5, Wis +6, Cha +7
|
||
|
||
\textbf{Skills} Deception +7, Insight +6
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes three attacks: two with its
|
||
claws and one with its sting.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage plus 17 (5d6)
|
||
poison damage, and the target must succeed on a DC 14 Constitution
|
||
saving throw or become poisoned 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.
|
||
|
||
\hypertarget{chain-devil}{%
|
||
\subsubsection{Chain Devil}\label{chain-devil}}
|
||
|
||
\emph{Medium fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 85 (10d8+40)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 18 (+4) & 11 (+0) & 12 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +7, Wis +4, Cha +5
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes two attacks with its
|
||
chains.
|
||
|
||
\textbf{\emph{Chain}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. The target is
|
||
grappled (escape DC 14) if the devil isn't already grappling a creature.
|
||
Until this grapple ends, the target is restrained and takes 7 (2d6)
|
||
piercing damage at the start of each of its turns.
|
||
|
||
\textbf{\emph{Animate Chains (Recharges after a Short or Long Rest)}}.
|
||
Up to four chains the devil can see within 60 feet of it magically
|
||
sprout razor-edged barbs and animate under the devil's control, provided
|
||
that the chains aren't being worn or carried.
|
||
|
||
Each animated chain is an object with AC 20, 20 hit points, resistance
|
||
to piercing damage, and immunity to psychic and thunder damage. When the
|
||
devil uses Multiattack on its turn, it can use each animated chain to
|
||
make one additional chain attack. An animated chain can grapple one
|
||
creature of its own but can't make attacks while grappling. An animated
|
||
chain reverts to its inanimate state if reduced to 0 hit points or if
|
||
the devil is incapacitated or dies.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Unnerving Mask}}. When a creature the devil can see starts
|
||
its turn within 30 feet of the devil, the devil can create the illusion
|
||
that it looks like one of the creature's departed loved ones or bitter
|
||
enemies. If the creature can see the devil, it must succeed on a DC 14
|
||
Wisdom saving throw or be frightened until the end of its turn.
|
||
|
||
\hypertarget{erinyes}{%
|
||
\subsubsection{Erinyes}\label{erinyes}}
|
||
|
||
\emph{Medium fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (plate)
|
||
|
||
\textbf{Hit Points} 153 (18d8+72)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 16 (+3) & 18 (+4) & 14 (+2) & 14 (+2) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +8, Wis +6, Cha +8
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 12 (8,400 XP)
|
||
|
||
\textbf{\emph{Hellish Weapons}}. The erinyes's weapon attacks are
|
||
magical and deal an extra 13 (3d8) poison damage on a hit (included in
|
||
the attacks).
|
||
|
||
\textbf{\emph{Magic Resistance}}. The erinyes has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The erinyes makes three attacks.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +8 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage, or 9 (1d10+4)
|
||
slashing damage if used with two hands, plus 13 (3d8) poison damage.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +7 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 13
|
||
(3d8) poison damage, and the target must succeed on a DC 14 Constitution
|
||
saving throw or be poisoned. The poison lasts until it is removed by the
|
||
\emph{lesser restoration} spell or similar magic.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The erinyes adds 4 to its AC against one melee
|
||
attack that would hit it. To do so, the erinyes must see the attacker
|
||
and be wielding a melee weapon.
|
||
|
||
\hypertarget{horned-devil}{%
|
||
\subsubsection{Horned Devil}\label{horned-devil}}
|
||
|
||
\emph{Large fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 148 (17d10+55)
|
||
|
||
\textbf{Speed} 20 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 17 (+3) & 21 (+5) & 12 (+1) & 16 (+3) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +10, Dex +7, Wis +7, Cha +7
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes three melee attacks: two
|
||
with its fork and one with its tail. It can use Hurl Flame in place of
|
||
any melee attack.
|
||
|
||
\textbf{\emph{Fork}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) piercing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{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.
|
||
|
||
\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +7 to hit, range
|
||
150 ft., one target. \emph{Hit:} 14 (4d6) fire damage. If the target is
|
||
a flammable object that isn't being worn or carried, it also catches
|
||
fire.
|
||
|
||
\hypertarget{ice-devil}{%
|
||
\subsubsection{Ice Devil}\label{ice-devil}}
|
||
|
||
\emph{Large fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 180 (19d10+76)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 14 (+2) & 18 (+4) & 18 (+4) & 15 (+2) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +9, Wis +7, Cha +9
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} cold, fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 12
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 14 (11,500 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
devil's darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The devil has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The devil makes three attacks: one with its
|
||
bite, one with its claws, and one with its tail.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) piercing damage plus 10 (3d6)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d4+5) slashing damage plus 10 (3d6)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) bludgeoning damage plus 10 (3d6)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Wall of Ice (Recharge 6)}}. The devil magically forms an
|
||
opaque wall of ice on a solid surface it can see within 60 feet of it.
|
||
The wall is 1 foot thick and up to 30 feet long and 10 feet high, or
|
||
it's a hemispherical dome up to 20 feet in diameter.
|
||
|
||
When the wall appears, each creature in its space is pushed out of it by
|
||
the shortest route. The creature chooses which side of the wall to end
|
||
up on, unless the creature is incapacitated. The creature then makes a
|
||
DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
The wall lasts for 1 minute or until the devil is incapacitated or dies.
|
||
The wall can be damaged and breached; each 10-foot section has AC 5, 30
|
||
hit points, vulnerability to fire damage, and immunity to acid, cold,
|
||
necrotic, poison, and psychic damage. If a section is destroyed, it
|
||
leaves behind a sheet of frigid air in the space the wall occupied.
|
||
Whenever a creature finishes moving through the frigid air on a turn,
|
||
willingly or otherwise, the creature must make a DC 17 Constitution
|
||
saving throw, taking 17 (5d6) cold damage on a failed save, or half as
|
||
much damage on a successful one. The frigid air dissipates when the rest
|
||
of the wall vanishes.
|
||
|
||
\hypertarget{imp}{%
|
||
\subsubsection{Imp}\label{imp}}
|
||
|
||
\emph{Tiny fiend (devil, shapechanger), lawful evil}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 10 (3d4+3)
|
||
|
||
\textbf{Speed} 20 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 17 (+3) & 13 (+1) & 11 (+0) & 12 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +4, Insight +3, Persuasion +4, Stealth +5
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Infernal, Common
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The imp can use its action to polymorph
|
||
into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft.,
|
||
fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true
|
||
form. Its statistics are the same in each form, except for the speed
|
||
changes noted. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the imp's
|
||
darkvision.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The imp has advantage on saving throws
|
||
against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Sting (Bite in Beast Form)}}. \emph{Melee Weapon Attack:}
|
||
+5 to hit, reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) piercing
|
||
damage, and the target must make on a DC 11 Constitution saving throw,
|
||
taking 10 (3d6) poison damage on a failed save, or half as much damage
|
||
on a successful one.
|
||
|
||
\textbf{\emph{Invisibility}}. The imp magically turns invisible until it
|
||
attacks or until its concentration ends (as if concentrating on a
|
||
spell). Any equipment the imp wears or carries is invisible with it.
|
||
|
||
\hypertarget{lemure}{%
|
||
\subsubsection{Lemure}\label{lemure}}
|
||
|
||
\emph{Medium fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 7
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 15 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 5 (-3) & 11 (+0) & 1 (-5) & 11 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} cold
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands Infernal but can't speak
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the
|
||
lemure's darkvision.
|
||
|
||
\textbf{\emph{Hellish Rejuvenation}}. A lemure that dies in the Nine
|
||
Hells comes back to life with all its hit points in 1d10 days unless it
|
||
is killed by a good-aligned creature with a \emph{bless} spell cast on
|
||
that creature or its remains are sprinkled with holy water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage.
|
||
|
||
\hypertarget{pit-fiend}{%
|
||
\subsubsection{Pit Fiend}\label{pit-fiend}}
|
||
|
||
\emph{Large fiend (devil), lawful evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 300 (24d10+168)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
26 (+8) & 14 (+2) & 24 (+7) & 22 (+6) & 18 (+4) & 24 (+7) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +8, Con +13, Wis +10
|
||
|
||
\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Infernal, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 20 (25,000 XP)
|
||
|
||
\textbf{\emph{Fear Aura}}. Any creature hostile to the pit fiend that
|
||
starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom
|
||
saving throw, unless the pit fiend is incapacitated. On a failed save,
|
||
the creature is frightened until the start of its next turn. If a
|
||
creature's saving throw is successful, the creature is immune to the pit
|
||
fiend's Fear Aura for the next 24 hours.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The pit fiend has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The pit fiend's weapon attacks are
|
||
magical.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The pit fiend's spellcasting
|
||
ability is Charisma (spell save DC 21). The pit fiend can innately cast
|
||
the following spells, requiring no material Components
|
||
|
||
At will: \emph{detect magic}, \emph{fireball}
|
||
|
||
3/day each: \emph{hold monster}, \emph{wall of fire}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The pit fiend makes four attacks: one with
|
||
its bite, one with its claw, one with its mace, and one with its tail.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 22 (4d6+8) piercing damage. The target must
|
||
succeed on a DC 21 Constitution saving throw or become poisoned. While
|
||
poisoned in this way, the target can't regain hit points, and it takes
|
||
21 (6d6) poison damage at the start of each of its turns. The poisoned
|
||
target can repeat the saving throw at the end of each of its turns,
|
||
ending the effect on itself on a success.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) slashing damage.
|
||
|
||
\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) bludgeoning damage plus 21 (6d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 24 (3d10+8) bludgeoning damage.
|
||
|
||
\hypertarget{dinosaurs}{%
|
||
\subsection{Dinosaurs}\label{dinosaurs}}
|
||
|
||
\hypertarget{plesiosaurus}{%
|
||
\subsubsection{Plesiosaurus}\label{plesiosaurus}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 68 (8d10+24)
|
||
|
||
\textbf{Speed} 20 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. The plesiosaurus can hold its breath for 1
|
||
hour.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 14 (3d6+4) piercing damage.
|
||
|
||
\hypertarget{triceratops}{%
|
||
\subsubsection{Triceratops}\label{triceratops}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 95 (10d12+30)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 9 (-1) & 17 (+3) & 2 (-4) & 11 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Trampling Charge}}. If the triceratops moves at least 20
|
||
feet straight toward a creature and then hits it with a gore attack on
|
||
the same turn, that target must succeed on a DC 13 Strength saving throw
|
||
or be knocked prone.
|
||
|
||
If the target is prone, the triceratops can make one stomp attack
|
||
against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 24 (4d8+6) piercing damage.
|
||
|
||
\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one prone creature. \emph{Hit:} 22 (3d10+6) bludgeoning damage.
|
||
|
||
\hypertarget{tyrannosaurus-rex}{%
|
||
\subsubsection{Tyrannosaurus Rex}\label{tyrannosaurus-rex}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (13d12+52)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
25 (+7) & 10 (+0) & 19 (+4) & 2 (-4) & 12 (+1) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The tyrannosaurus makes two attacks: one
|
||
with its bite and one with its tail. It can't make both attacks against
|
||
the same target.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 33 (4d12+7) piercing damage. If the target
|
||
is a Medium or smaller creature, it is grappled (escape DC 17). Until
|
||
this grapple ends, the target is restrained, and the tyrannosaurus can't
|
||
bite another target.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 20 (3d8+7) bludgeoning damage.
|
||
|
||
\hypertarget{doppelganger}{%
|
||
\subsection{Doppelganger}\label{doppelganger}}
|
||
|
||
\emph{Medium monstrosity (shapechanger), neutral}
|
||
|
||
\textbf{Armor Class} 14
|
||
|
||
\textbf{Hit Points} 52 (8d8+16)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 18 (+4) & 14 (+2) & 11 (+0) & 12 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +6, Insight +3
|
||
|
||
\textbf{Condition Immunities} charmed
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The doppelganger can use its action to
|
||
polymorph into a Small or Medium humanoid it has seen, or back into its
|
||
true form. Its statistics, other than its size, are the same in each
|
||
form. Any equipment it is wearing or carrying isn't transformed. It
|
||
reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Ambusher}}. The doppelganger has advantage on attack rolls
|
||
against any creature it has surprised.
|
||
|
||
\textbf{\emph{Surprise Attack}}. If the doppelganger surprises a
|
||
creature and hits it with an attack during the first round of combat,
|
||
the target takes an extra 10 (3d6) damage from the attack.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The doppelganger makes two melee attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d6+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Read Thoughts}}. The doppelganger magically reads the
|
||
surface thoughts of one creature within 60 feet of it. The effect can
|
||
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2
|
||
inches of metal, or a thin sheet of lead blocks it. While the target is
|
||
in range, the doppelganger can continue reading its thoughts, as long as
|
||
the doppelganger's concentration isn't broken (as if concentrating on a
|
||
spell). While reading the target's mind, the doppelganger has advantage
|
||
on Wisdom (Insight) and Charisma (Deception, Intimidation, and
|
||
Persuasion) checks against the target.
|
||
|
||
\hypertarget{dragons-chromatic}{%
|
||
\subsection{Dragons, Chromatic}\label{dragons-chromatic}}
|
||
|
||
\hypertarget{black-dragon}{%
|
||
\subsubsection{Black Dragon}\label{black-dragon}}
|
||
|
||
\hypertarget{ancient-black-dragon}{%
|
||
\paragraph{Ancient Black Dragon}\label{ancient-black-dragon}}
|
||
|
||
\emph{Gargantuan dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 367 (21d20+147)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 14 (+2) & 25 (+7) & 16 (+3) & 15 (+2) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +9, Con +14, Wis +9, Cha +11
|
||
|
||
\textbf{Skills} Perception +16, Stealth +9
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 26
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 21 (33,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +15 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 9 (2d8)
|
||
acid damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +15 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +15 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 19 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a
|
||
90-foot line that is 10 feet wide. Each creature in that line must make
|
||
a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-black-dragon}{%
|
||
\paragraph{Adult Black Dragon}\label{adult-black-dragon}}
|
||
|
||
Huge dragon, chaotic evil
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 195 (17d12+85)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 14 (+2) & 21 (+5) & 14 (+2) & 13 (+1) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +10, Wis +6, Cha +8
|
||
|
||
\textbf{Skills} Perception +11, Stealth +7
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 21
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 14 (11,500 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 4 (1d8)
|
||
acid damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 16 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a
|
||
60-foot line that is 5 feet wide. Each creature in that line must make a
|
||
DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 19 Dexterity
|
||
saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-black-dragon}{%
|
||
\paragraph{Young Black Dragon}\label{young-black-dragon}}
|
||
|
||
\emph{Large dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 127 (15d10+45)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 14 (+2) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +6, Wis +3, Cha +5
|
||
|
||
\textbf{Skills} Perception +6, Stealth +5
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 16
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 4 (1d8)
|
||
acid damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a
|
||
30-foot line that is 5 feet wide. Each creature in that line must make a
|
||
DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{black-dragon-wyrmling}{%
|
||
\paragraph{Black Dragon Wyrmling}\label{black-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 33 (6d8+6)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 13 (+1) & 10 (+0) & 11 (+0) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +3, Wis +2, Cha +3
|
||
|
||
\textbf{Skills} Perception +4, Stealth +4
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 2 (1d4)
|
||
acid damage.
|
||
|
||
\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a
|
||
15-foot line that is 5 feet wide. Each creature in that line must make a
|
||
DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{blue-dragon}{%
|
||
\subsubsection{Blue Dragon}\label{blue-dragon}}
|
||
|
||
\hypertarget{ancient-blue-dragon}{%
|
||
\paragraph{Ancient Blue Dragon}\label{ancient-blue-dragon}}
|
||
|
||
\emph{Gargantuan dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 481 (26d20+208)
|
||
|
||
\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
29 (+9) & 10 (+0) & 27 (+8) & 18 (+4) & 17 (+3) & 21 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +15, Wis +10, Cha +12
|
||
|
||
\textbf{Skills} Perception +17, Stealth +7
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 27
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 23 (50,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +16 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 20 (2d10+9) piercing damage plus 11 (2d10)
|
||
lightning damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +16 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d6+9) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +16 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 18 (2d8+9) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 20 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales
|
||
lightning in a 120-foot line that is 10 feet wide. Each creature in that
|
||
line must make a DC 23 Dexterity saving throw, taking 88 (16d10)
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 24 Dexterity
|
||
saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-blue-dragon}{%
|
||
\paragraph{Adult Blue Dragon}\label{adult-blue-dragon}}
|
||
|
||
\emph{Huge dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 225 (18d12+108)
|
||
|
||
\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
25 (+7) & 10 (+0) & 23 (+6) & 16 (+3) & 15 (+2) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +11, Wis +7, Cha +9
|
||
|
||
\textbf{Skills} Perception +12, Stealth +5
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 22
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 16 (15,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +12 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 18 (2d10+7) piercing damage plus 5 (1d10)
|
||
lightning damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d6+7) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +12 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 16 (2d8+7) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 17 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales
|
||
lightning in a 90-foot line that is 5 feet wide. Each creature in that
|
||
line must make a DC 19 Dexterity saving throw, taking 66 (12d10)
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 20 Dexterity
|
||
saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-blue-dragon}{%
|
||
\paragraph{Young Blue Dragon}\label{young-blue-dragon}}
|
||
|
||
\emph{Large dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 152 (16d10+64)
|
||
|
||
\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 10 (+0) & 19 (+4) & 14 (+2) & 13 (+1) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +8, Wis +5, Cha +7
|
||
|
||
\textbf{Skills} Perception +9, Stealth +4
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 19
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d10+5) piercing damage plus 5 (1d10)
|
||
lightning damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage.
|
||
|
||
\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales
|
||
lightning in an 60-foot line that is 5 feet wide. Each creature in that
|
||
line must make a DC 16 Dexterity saving throw, taking 55 (10d10)
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\hypertarget{blue-dragon-wyrmling}{%
|
||
\paragraph{Blue Dragon Wyrmling}\label{blue-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (8d8+16)
|
||
|
||
\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +4
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage plus 3 (1d6)
|
||
lightning damage.
|
||
|
||
\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales
|
||
lightning in a 30-foot line that is 5 feet wide. Each creature in that
|
||
line must make a DC 12 Dexterity saving throw, taking 22 (4d10)
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\hypertarget{green-dragon}{%
|
||
\subsubsection{Green Dragon}\label{green-dragon}}
|
||
|
||
\hypertarget{adult-green-dragon}{%
|
||
\paragraph{Adult Green Dragon}\label{adult-green-dragon}}
|
||
|
||
\emph{Huge dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 207 (18d12+90)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 12 (+1) & 21 (+5) & 18 (+4) & 15 (+2) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +10, Wis +7, Cha +8
|
||
|
||
\textbf{Skills} Deception +8, Insight +7, Perception +12, Persuasion +8,
|
||
Stealth +6
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 22
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 15 (13,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 7 (2d6)
|
||
poison damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 16 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales
|
||
poisonous gas in a 60-foot cone. Each creature in that area must make a
|
||
DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 19 Dexterity
|
||
saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-green-dragon}{%
|
||
\paragraph{Young Green Dragon}\label{young-green-dragon}}
|
||
|
||
\emph{Large dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (16d10+48)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 12 (+1) & 17 (+3) & 16 (+3) & 13 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +6, Wis +4, Cha +5
|
||
|
||
\textbf{Skills} Deception +5, Perception +7, Stealth +4
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 17
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 7 (2d6)
|
||
poison damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales
|
||
poisonous gas in a 30-foot cone. Each creature in that area must make a
|
||
DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{green-dragon-wyrmling}{%
|
||
\paragraph{Green Dragon Wyrmling}\label{green-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, lawful evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 38 (7d8+7)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 12 (+1) & 13 (+1) & 14 (+2) & 11 (+0) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +3, Wis +2, Cha +3
|
||
|
||
\textbf{Skills} Perception +4, Stealth +3
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 3 (1d6)
|
||
poison damage.
|
||
|
||
\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales
|
||
poisonous gas in a 15-foot cone. Each creature in that area must make a
|
||
DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{red-dragon}{%
|
||
\subsubsection{Red Dragon}\label{red-dragon}}
|
||
|
||
\hypertarget{ancient-red-dragon}{%
|
||
\paragraph{Ancient Red Dragon}\label{ancient-red-dragon}}
|
||
|
||
\emph{Gargantuan dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 546 (28d20+252)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
30 (+10) & 10 (+0) & 29 (+9) & 18 (+4) & 15 (+2) & 23 (+6) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +16, Wis +9, Cha +13
|
||
|
||
\textbf{Skills} Perception +16, Stealth +7
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 26
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 24 (62,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage plus 14 (4d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 21 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a
|
||
90-foot cone. Each creature in that area must make a DC 24 Dexterity
|
||
saving throw, taking 91 (26d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 25 Dexterity
|
||
saving throw or take 17 (2d6+10) bludgeoning damage and be knocked
|
||
prone. The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-red-dragon}{%
|
||
\paragraph{Adult Red Dragon}\label{adult-red-dragon}}
|
||
|
||
\emph{Huge dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 256 (19d12+133)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 13 (+1) & 21 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +13, Wis +7, Cha +11
|
||
|
||
\textbf{Skills} Perception +13, Stealth +6
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 23
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 17 (18,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 7 (2d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 19 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a
|
||
60-foot cone. Each creature in that area must make a DC 21 Dexterity
|
||
saving throw, taking 63 (18d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 22 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-red-dragon}{%
|
||
\paragraph{Young Red Dragon}\label{young-red-dragon}}
|
||
|
||
Large dragon, chaotic evil
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 178 (17d10+85)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 11 (+0) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +8
|
||
|
||
\textbf{Skills} Perception +8, Stealth +4
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 18
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 3 (1d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a
|
||
30-foot cone. Each creature in that area must make a DC 17 Dexterity
|
||
saving throw, taking 56 (16d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{red-dragon-wyrmling}{%
|
||
\paragraph{Red Dragon Wyrmling}\label{red-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 75 (10d8+30)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +5, Wis +2, Cha +4
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage plus 3 (1d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a
|
||
15-foot cone. Each creature in that area must make a DC 13 Dexterity
|
||
saving throw, taking 24 (7d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{white-dragon}{%
|
||
\subsubsection{White Dragon}\label{white-dragon}}
|
||
|
||
\hypertarget{ancient-white-dragon}{%
|
||
\paragraph{Ancient White Dragon}\label{ancient-white-dragon}}
|
||
|
||
\emph{Gargantuan dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 20 (natural armor)
|
||
|
||
\textbf{Hit Points} 333 (18d20+144)
|
||
|
||
\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
26 (+8) & 10 (+0) & 26 (+8) & 10 (+0) & 13 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +14, Wis +7, Cha +8
|
||
|
||
\textbf{Skills} Perception +13, Stealth +6
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 23
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 20 (25,000 XP)
|
||
|
||
\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy
|
||
surfaces without needing to make an ability check. Additionally,
|
||
difficult terrain composed of ice or snow doesn't cost it extra moment.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 9 (2d8)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 16 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy
|
||
blast in a 90-foot cone. Each creature in that area must make a DC 22
|
||
Constitution saving throw, taking 72 (16d8) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 22 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-white-dragon}{%
|
||
\paragraph{Adult White Dragon}\label{adult-white-dragon}}
|
||
|
||
\emph{Huge dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 200 (16d12+96)
|
||
|
||
\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 10 (+0) & 22 (+6) & 8 (-1) & 12 (+1) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +11, Wis +6, Cha +6
|
||
|
||
\textbf{Skills} Perception +11, Stealth +5
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 21
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy
|
||
surfaces without needing to make an ability check. Additionally,
|
||
difficult terrain composed of ice or snow doesn't cost it extra moment.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 4 (1d8)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 14 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy
|
||
blast in a 60-foot cone. Each creature in that area must make a DC 19
|
||
Constitution saving throw, taking 54 (12d8) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 19 Dexterity
|
||
saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-white-dragon}{%
|
||
\paragraph{Young White Dragon}\label{young-white-dragon}}
|
||
|
||
\emph{Large dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 133 (14d10+56)
|
||
|
||
\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 10 (+0) & 18 (+4) & 6 (-2) & 11 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +7, Wis +3, Cha +4
|
||
|
||
\textbf{Skills} Perception +6, Stealth +3
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 16
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy
|
||
surfaces without needing to make an ability check. Additionally,
|
||
difficult terrain composed of ice or snow doesn't cost it extra moment.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 4 (1d8)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy
|
||
blast in a 30-foot cone. Each creature in that area must make a DC 15
|
||
Constitution saving throw, taking 45 (10d8) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{white-dragon-wyrmling}{%
|
||
\paragraph{White Dragon Wyrmling}\label{white-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, chaotic evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 32 (5d8+10)
|
||
|
||
\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 10 (+0) & 14 (+2) & 5 (-3) & 10 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +2
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 2 (1d4)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy
|
||
blast of hail in a 15-foot cone. Each creature in that area must make a
|
||
DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{dragons-metallic}{%
|
||
\subsection{Dragons, Metallic}\label{dragons-metallic}}
|
||
|
||
\hypertarget{brass-dragon}{%
|
||
\subsubsection{Brass Dragon}\label{brass-dragon}}
|
||
|
||
\hypertarget{ancient-brass-dragon}{%
|
||
\paragraph{Ancient Brass Dragon}\label{ancient-brass-dragon}}
|
||
|
||
\emph{Gargantuan dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 20 (natural armor)
|
||
|
||
\textbf{Hit Points} 297 (17d20+119)
|
||
|
||
\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 15 (+2) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +13, Wis +8, Cha +10
|
||
|
||
\textbf{Skills} History +9, Perception +14, Persuasion +10, Stealth +6
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 24
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 20 (25,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 18 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons:
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in an 90-foot line that is
|
||
10 feet wide. Each creature in that line must make a DC 21 Dexterity
|
||
saving throw, taking 56 (16d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Sleep Breath}. The dragon exhales sleep gas in a 90-foot cone.
|
||
Each creature in that area must succeed on a DC 21 Constitution saving
|
||
throw or fall unconscious for 10 minutes. This effect ends for a
|
||
creature if the creature takes damage or someone uses an action to wake
|
||
it.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 22 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-brass-dragon}{%
|
||
\paragraph{Adult Brass Dragon}\label{adult-brass-dragon}}
|
||
|
||
\emph{Huge dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 172 (15d12+75)
|
||
|
||
\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 13 (+1) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +10, Wis +6, Cha +8
|
||
|
||
\textbf{Skills} History +7, Perception +11, Persuasion +8, Stealth +5
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 21
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 16 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in an 60-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 18 Dexterity
|
||
saving throw, taking 45 (13d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Sleep Breath}. The dragon exhales sleep gas in a 60-foot cone.
|
||
Each creature in that area must succeed on a DC 18 Constitution saving
|
||
throw or fall unconscious for 10 minutes. This effect ends for a
|
||
creature if the creature takes damage or someone uses an action to wake
|
||
it.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 19 Dexterity
|
||
saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-brass-dragon}{%
|
||
\paragraph{Young Brass Dragon}\label{young-brass-dragon}}
|
||
|
||
\emph{Large dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 110 (13d10+39)
|
||
|
||
\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +6, Wis +3, Cha +5
|
||
|
||
\textbf{Skills} Perception +6, Persuasion +5, Stealth +3
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 16
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in a 40-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 14 Dexterity
|
||
saving throw, taking 42 (12d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Sleep Breath}. The dragon exhales sleep gas in a 30-foot cone.
|
||
Each creature in that area must succeed on a DC 14 Constitution saving
|
||
throw or fall unconscious for 5 minutes. This effect ends for a creature
|
||
if the creature takes damage or someone uses an action to wake it.
|
||
|
||
\hypertarget{brass-dragon-wyrmling}{%
|
||
\paragraph{Brass Dragon Wyrmling}\label{brass-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 16 (3d8+3)
|
||
|
||
\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 13 (+1) & 10 (+0) & 11 (+0) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +3, Wis +2, Cha +3
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in an 20-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 11 Dexterity
|
||
saving throw, taking 14 (4d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Sleep Breath}. The dragon exhales sleep gas in a 15-foot cone.
|
||
Each creature in that area must succeed on a DC 11 Constitution saving
|
||
throw or fall unconscious for 1 minute. This effect ends for a creature
|
||
if the creature takes damage or someone uses an action to wake it.
|
||
|
||
\hypertarget{bronze-dragon}{%
|
||
\subsubsection{Bronze Dragon}\label{bronze-dragon}}
|
||
|
||
\hypertarget{ancient-bronze-dragon}{%
|
||
\paragraph{Ancient Bronze Dragon}\label{ancient-bronze-dragon}}
|
||
|
||
\emph{Gargantuan dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 444 (24d20+192)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
29 (+9) & 10 (+0) & 27 (+8) & 18 (+4) & 17 (+3) & 21 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +15, Wis +10, Cha +12
|
||
|
||
\textbf{Skills} Insight +10, Perception +17, Stealth +7
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 27
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 22 (41,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +16 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 20 (2d10+9) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +16 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d6+9) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +16 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 18 (2d8+9) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 20 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Lightning Breath}. The dragon exhales lightning in a 120-foot
|
||
line that is 10 feet wide. Each creature in that line must make a DC 23
|
||
Dexterity saving throw, taking 88 (16d10) lightning damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a
|
||
30-foot cone. Each creature in that area must succeed on a DC 23
|
||
Strength saving throw. On a failed save, the creature is pushed 60 feet
|
||
away from the dragon.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 24 Dexterity
|
||
saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-bronze-dragon}{%
|
||
\paragraph{Adult Bronze Dragon}\label{adult-bronze-dragon}}
|
||
|
||
\emph{Huge dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 212 (17d12+102)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
25 (+7) & 10 (+0) & 23 (+6) & 16 (+3) & 15 (+2) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +11, Wis +7, Cha +9
|
||
|
||
\textbf{Skills} Insight +7, Perception +12, Stealth +5
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 22
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 15 (13,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +12 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 18 (2d10+7) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d6+7) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +12 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 16 (2d8+7) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 17 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Lightning Breath}. The dragon exhales lightning in a 90- foot
|
||
line that is 5 feet wide. Each creature in that line must make a DC 19
|
||
Dexterity saving throw, taking 66 (12d10) lightning damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a
|
||
30-foot cone. Each creature in that area must succeed on a DC 19
|
||
Strength saving throw. On a failed save, the creature is pushed 60 feet
|
||
away from the dragon.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 20 Dexterity
|
||
saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-bronze-dragon}{%
|
||
\paragraph{Young Bronze Dragon}\label{young-bronze-dragon}}
|
||
|
||
\emph{Large dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 142 (15d10+60)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 10 (+0) & 19 (+4) & 14 (+2) & 13 (+1) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +7, Wis +4, Cha +6
|
||
|
||
\textbf{Skills} Insight +4, Perception +7, Stealth +3
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 17
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d10+5) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Lightning Breath}. The dragon exhales lightning in a 60- foot
|
||
line that is 5 feet wide. Each creature in that line must make a DC 15
|
||
Dexterity saving throw, taking 55 (10d10) lightning damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a
|
||
30-foot cone. Each creature in that area must succeed on a DC 15
|
||
Strength saving throw. On a failed save, the creature is pushed 40 feet
|
||
away from the dragon.
|
||
|
||
\hypertarget{bronze-dragon-wyrmling}{%
|
||
\paragraph{Bronze Dragon Wyrmling}\label{bronze-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 32 (5d8+10)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +4
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Lightning Breath}. The dragon exhales lightning in a 40- foot
|
||
line that is 5 feet wide. Each creature in that line must make a DC 12
|
||
Dexterity saving throw, taking 16 (3d10) lightning damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a
|
||
30-foot cone. Each creature in that area must succeed on a DC 12
|
||
Strength saving throw. On a failed save, the creature is pushed 30 feet
|
||
away from the dragon.
|
||
|
||
\hypertarget{copper-dragon}{%
|
||
\subsubsection{Copper Dragon}\label{copper-dragon}}
|
||
|
||
\hypertarget{ancient-copper-dragon}{%
|
||
\paragraph{Ancient Copper Dragon}\label{ancient-copper-dragon}}
|
||
|
||
\emph{Gargantuan dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 21 (natural armor)
|
||
|
||
\textbf{Hit Points} 350 (20d20+140)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 12 (+1) & 25 (+7) & 20 (+5) & 17 (+3) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +8, Con +14, Wis +10, Cha +11
|
||
|
||
\textbf{Skills} Deception +11, Perception +17, Stealth +8
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 27
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 21 (33,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +15 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +15 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +15 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 19 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Acid Breath}. The dragon exhales acid in an 90-foot line that is
|
||
10 feet wide. Each creature in that line must make a DC 22 Dexterity
|
||
saving throw, taking 63 (14d8) acid damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Slowing Breath}. The dragon exhales gas in a 90-foot cone. Each
|
||
creature in that area must succeed on a DC 22 Constitution saving throw.
|
||
On a failed save, the creature can't use reactions, its speed is halved,
|
||
and it can't make more than one attack on its turn. In addition, the
|
||
creature can use either an action or a bonus action on its turn, but not
|
||
both. These effects last for 1 minute. The creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself with a successful save.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-copper-dragon}{%
|
||
\paragraph{Adult Copper Dragon}\label{adult-copper-dragon}}
|
||
|
||
\emph{Huge dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 184 (16d12+80)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 12 (+1) & 21 (+5) & 18 (+4) & 15 (+2) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +10, Wis +7, Cha +8
|
||
|
||
\textbf{Skills} Deception +8, Perception +12, Stealth +6
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 22
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 14 (11,500 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 16 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Acid Breath}. The dragon exhales acid in an 60-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 18 Dexterity
|
||
saving throw, taking 54 (12d8) acid damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Slowing Breath}. The dragon exhales gas in a 60-foot cone. Each
|
||
creature in that area must succeed on a DC 18 Constitution saving throw.
|
||
On a failed save, the creature can't use reactions, its speed is halved,
|
||
and it can't make more than one attack on its turn. In addition, the
|
||
creature can use either an action or a bonus action on its turn, but not
|
||
both. These effects last for 1 minute. The creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself with a successful save.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 19 Dexterity
|
||
saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-copper-dragon}{%
|
||
\paragraph{Young Copper Dragon}\label{young-copper-dragon}}
|
||
|
||
\emph{Large dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 119 (14d10+42)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 12 (+1) & 17 (+3) & 16 (+3) & 13 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +6, Wis +4, Cha +5
|
||
|
||
\textbf{Skills} Deception +5, Perception +7, Stealth +4
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 17
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Acid Breath}. The dragon exhales acid in an 40-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 14 Dexterity
|
||
saving throw, taking 40 (9d8) acid damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Slowing Breath}. The dragon exhales gas in a 30-foot cone. Each
|
||
creature in that area must succeed on a DC 14 Constitution saving throw.
|
||
On a failed save, the creature can't use reactions, its speed is halved,
|
||
and it can't make more than one attack on its turn. In addition, the
|
||
creature can use either an action or a bonus action on its turn, but not
|
||
both. These effects last for 1 minute. The creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself with a successful save.
|
||
|
||
\hypertarget{copper-dragon-wyrmling}{%
|
||
\paragraph{Copper Dragon Wyrmling}\label{copper-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, chaotic good}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 22 (4d8+4)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 12 (+1) & 13 (+1) & 14 (+2) & 11 (+0) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +3, Wis +2, Cha +3
|
||
|
||
\textbf{Skills} Perception +4, Stealth +3
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Acid Breath}. The dragon exhales acid in an 20-foot line that is
|
||
5 feet wide. Each creature in that line must make a DC 11 Dexterity
|
||
saving throw, taking 18 (4d8) acid damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\textbf{Slowing Breath}. The dragon exhales gas in a 15-foot cone. Each
|
||
creature in that area must succeed on a DC 11 Constitution saving throw.
|
||
On a failed save, the creature can't use reactions, its speed is halved,
|
||
and it can't make more than one attack on its turn. In addition, the
|
||
creature can use either an action or a bonus action on its turn, but not
|
||
both. These effects last for 1 minute. The creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself with a successful save.
|
||
|
||
\hypertarget{gold-dragon}{%
|
||
\subsubsection{Gold Dragon}\label{gold-dragon}}
|
||
|
||
\hypertarget{ancient-gold-dragon}{%
|
||
\paragraph{Ancient Gold Dragon}\label{ancient-gold-dragon}}
|
||
|
||
\emph{Gargantuan dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 546 (28d20+252)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
30 (+10) & 14 (+2) & 29 (+9) & 18 (+4) & 17 (+3) & 28 (+9) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +9, Con +16, Wis +10, Cha +16
|
||
|
||
\textbf{Skills} Insight +10, Perception +17, Persuasion +16, Stealth +9
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 27
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 24 (62,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 24 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in a 90-foot cone. Each
|
||
creature in that area must make a DC 24 Dexterity saving throw, taking
|
||
71 (13d10) fire damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{Weakening Breath}. The dragon exhales gas in a 90-foot cone.
|
||
Each creature in that area must succeed on a DC 24 Strength saving throw
|
||
or have disadvantage on Strength-based attack rolls, Strength checks,
|
||
and Strength saving throws for 1 minute. A creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 25 Dexterity
|
||
saving throw or take 17 (2d6+10) bludgeoning damage and be knocked
|
||
prone. The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-gold-dragon}{%
|
||
\paragraph{Adult Gold Dragon}\label{adult-gold-dragon}}
|
||
|
||
\emph{Huge dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 256 (19d12+133)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 14 (+2) & 25 (+7) & 16 (+3) & 15 (+2) & 24 (+7) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +8, Con +13, Wis +8, Cha +13
|
||
|
||
\textbf{Skills} Insight +8, Perception +14, Persuasion +13, Stealth +8
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 24
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 17 (18,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 21 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in a 60-foot cone. Each
|
||
creature in that area must make a DC 21 Dexterity saving throw, taking
|
||
66 (12d10) fire damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{Weakening Breath}. The dragon exhales gas in a 60-foot cone.
|
||
Each creature in that area must succeed on a DC 21 Strength saving throw
|
||
or have disadvantage on Strength-based attack rolls, Strength checks,
|
||
and Strength saving throws for 1 minute. A creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 22 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-gold-dragon}{%
|
||
\paragraph{Young Gold Dragon}\label{young-gold-dragon}}
|
||
|
||
\emph{Large dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 178 (17d10+85)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 14 (+2) & 21 (+5) & 16 (+3) & 13 (+1) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +9, Wis +5, Cha +9
|
||
|
||
\textbf{Skills} Insight +5, Perception +9, Persuasion +9, Stealth +6
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 19
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in a 30-foot cone. Each
|
||
creature in that area must make a DC 17 Dexterity saving throw, taking
|
||
55 (10d10) fire damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{Weakening Breath}. The dragon exhales gas in a 30-foot cone.
|
||
Each creature in that area must succeed on a DC 17 Strength saving throw
|
||
or have disadvantage on Strength-based attack rolls, Strength checks,
|
||
and Strength saving throws for 1 minute. A creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
|
||
\hypertarget{gold-dragon-wyrmling}{%
|
||
\paragraph{Gold Dragon Wyrmling}\label{gold-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 60 (8d8+24)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 14 (+2) & 17 (+3) & 14 (+2) & 11 (+0) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +5, Wis +2, Cha +5
|
||
|
||
\textbf{Skills} Perception +4, Stealth +4
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Fire Breath}. The dragon exhales fire in a 15-foot cone. Each
|
||
creature in that area must make a DC 13 Dexterity saving throw, taking
|
||
22 (4d10) fire damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
\textbf{Weakening Breath}. The dragon exhales gas in a 15-foot cone.
|
||
Each creature in that area must succeed on a DC 13 Strength saving throw
|
||
or have disadvantage on Strength-based attack rolls, Strength checks,
|
||
and Strength saving throws for 1 minute. A creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
|
||
\hypertarget{silver-dragon}{%
|
||
\subsubsection{Silver Dragon}\label{silver-dragon}}
|
||
|
||
\hypertarget{ancient-silver-dragon}{%
|
||
\paragraph{Ancient Silver Dragon}\label{ancient-silver-dragon}}
|
||
|
||
\emph{Gargantuan dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 22 (natural armor)
|
||
|
||
\textbf{Hit Points} 487 (25d20+225)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
30 (+10) & 10 (+0) & 29 (+9) & 18 (+4) & 15 (+2) & 23 (+6) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +7, Con +16, Wis +9, Cha +13
|
||
|
||
\textbf{Skills} Arcana +11, History +11, Perception +16, Stealth +7
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 26
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 23 (50,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 21 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Cold Breath}. The dragon exhales an icy blast in a 90- foot
|
||
cone. Each creature in that area must make a DC 24 Constitution saving
|
||
throw, taking 67 (15d8) cold damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a
|
||
90-foot cone. Each creature in that area must succeed on a DC 24
|
||
Constitution saving throw or be paralyzed for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 15 feet of the dragon must succeed on a DC 25 Dexterity
|
||
saving throw or take 17 (2d6+10) bludgeoning damage and be knocked
|
||
prone. The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{adult-silver-dragon}{%
|
||
\paragraph{Adult Silver Dragon}\label{adult-silver-dragon}}
|
||
|
||
\emph{Huge dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 243 (18d12+126)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 13 (+1) & 21 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +12, Wis +6, Cha +10
|
||
|
||
\textbf{Skills} Arcana +8, History +8, Perception +11, Stealth +5
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive
|
||
Perception 21
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 16 (15,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence.
|
||
It then makes three attacks: one with its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice
|
||
that is within 120 feet of the dragon and aware of it must succeed on a
|
||
DC 18 Wisdom saving throw or become frightened for 1 minute. A creature
|
||
can repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
dragon's Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Cold Breath}. The dragon exhales an icy blast in a 60- foot
|
||
cone. Each creature in that area must make a DC 20 Constitution saving
|
||
throw, taking 58 (13d8) cold damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a
|
||
60-foot cone. Each creature in that area must succeed on a DC 20
|
||
Constitution saving throw or be paralyzed for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a
|
||
humanoid or beast that has a challenge rating no higher than its own, or
|
||
back into its true form. It reverts to its true form if it dies. Any
|
||
equipment it is wearing or carrying is absorbed or borne by the new form
|
||
(the dragon's choice).
|
||
|
||
In a new form, the dragon retains its alignment, hit points, Hit Dice,
|
||
ability to speak, proficiencies, Legendary Resistance, lair actions, and
|
||
Intelligence, Wisdom, and Charisma scores, as well as this action. Its
|
||
statistics and capabilities are otherwise replaced by those of the new
|
||
form, except any class features or legendary actions of that form.
|
||
|
||
Legendary Actions
|
||
|
||
The dragon can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The dragon regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Detect}. The dragon makes a Wisdom (Perception) check.
|
||
|
||
\textbf{Tail Attack}. The dragon makes a tail attack.
|
||
|
||
\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each
|
||
creature within 10 feet of the dragon must succeed on a DC 21 Dexterity
|
||
saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
|
||
The dragon can then fly up to half its flying speed.
|
||
|
||
\hypertarget{young-silver-dragon}{%
|
||
\paragraph{Young Silver Dragon}\label{young-silver-dragon}}
|
||
|
||
\emph{Large dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 168 (16d10+80)
|
||
|
||
\textbf{Speed} 40 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 11 (+0) & 19 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +8
|
||
|
||
\textbf{Skills} Arcana +6, History +6, Perception +8, Stealth +4
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive
|
||
Perception 18
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with
|
||
its bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Cold Breath}. The dragon exhales an icy blast in a 30- foot
|
||
cone. Each creature in that area must make a DC 17 Constitution saving
|
||
throw, taking 54 (12d8) cold damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a
|
||
30-foot cone. Each creature in that area must succeed on a DC 17
|
||
Constitution saving throw or be paralyzed for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\hypertarget{silver-dragon-wyrmling}{%
|
||
\paragraph{Silver Dragon Wyrmling}\label{silver-dragon-wyrmling}}
|
||
|
||
\emph{Medium dragon, lawful good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 45 (6d8+18)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +2, Con +5, Wis +2, Cha +4
|
||
|
||
\textbf{Skills} Perception +4, Stealth +2
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
14
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage.
|
||
|
||
\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of
|
||
the following breath weapons.
|
||
|
||
\textbf{Cold Breath}. The dragon exhales an icy blast in a 15- foot
|
||
cone. Each creature in that area must make a DC 13 Constitution saving
|
||
throw, taking 18 (4d8) cold damage on a failed save, or half as much
|
||
damage on a successful one.
|
||
|
||
\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a
|
||
15-foot cone. Each creature in that area must succeed on a DC 13
|
||
Constitution saving throw or be paralyzed for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\hypertarget{dragon-turtle}{%
|
||
\subsection{Dragon Turtle}\label{dragon-turtle}}
|
||
|
||
\emph{Gargantuan dragon, neutral}
|
||
|
||
\textbf{Armor Class} 20 (natural armor)
|
||
|
||
\textbf{Hit Points} 341 (22d20+110)
|
||
|
||
\textbf{Speed} 20 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
25 (+7) & 10 (+0) & 20 (+5) & 10 (+0) & 12 (+1) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +11, Wis +7
|
||
|
||
\textbf{Damage Resistances} fire
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Aquan, Draconic
|
||
|
||
\textbf{Challenge} 17 (18,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The dragon turtle can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dragon turtle makes three attacks: one
|
||
with its bite and two with its claws. It can make one tail attack in
|
||
place of its two claw attacks.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 26 (3d12+7) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 16 (2d8+7) slashing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 26 (3d12+7) bludgeoning damage. If the
|
||
target is a creature, it must succeed on a DC 20 Strength saving throw
|
||
or be pushed up to 10 feet away from the dragon turtle and knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Steam Breath (Recharge 5-6)}}. The dragon turtle exhales
|
||
scalding steam in a 60-foot cone. Each creature in that area must make a
|
||
DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a
|
||
failed save, or half as much damage on a successful one. Being
|
||
underwater doesn't grant resistance against this damage.
|
||
|
||
\hypertarget{drider}{%
|
||
\subsection{Drider}\label{drider}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 123 (13d10+52)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 16 (+3) & 18 (+4) & 13 (+1) & 14 (+2) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5, Stealth +9
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 15
|
||
|
||
\textbf{Languages} Elvish, Undercommon
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Fey Ancestry}}. The drider has advantage on saving throws
|
||
against being charmed, and magic can't put the drider to sleep.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The drider's innate spellcasting
|
||
ability is Wisdom (spell save DC 13). The drider can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{dancing lights}
|
||
|
||
1/day each: \emph{darkness}, \emph{faerie fire}
|
||
|
||
\textbf{\emph{Spider Climb}}. The drider can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the drider has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
\textbf{\emph{Web Walker}}. The drider ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The drider makes three attacks, either with
|
||
its longsword or its longbow. It can replace one of those attacks with a
|
||
bite attack.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 2 (1d4) piercing damage plus 9 (2d8)
|
||
poison damage.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage, or 8 (1d10+3)
|
||
slashing damage if used with two hands.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +6 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 4
|
||
(1d8) poison damage.
|
||
|
||
\hypertarget{dryad}{%
|
||
\subsection{Dryad}\label{dryad}}
|
||
|
||
\emph{Medium fey, neutral}
|
||
|
||
\textbf{Armor Class} 11 (16 with \emph{barkskin})
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 12 (+1) & 11 (+0) & 14 (+2) & 15 (+2) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4, Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Elvish, Sylvan
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The dryad's innate spellcasting
|
||
ability is Charisma (spell save DC 14). The dryad can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{druidcraft}
|
||
|
||
3/day each: \emph{entangle}, \emph{goodberry}
|
||
|
||
1/day each: \emph{barkskin}, \emph{pass without trace},
|
||
\emph{shillelagh}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The dryad has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Speak with Beasts and Plants}}. The dryad can communicate
|
||
with beasts and plants as if they shared a language.
|
||
|
||
\textbf{\emph{Tree Stride}}. Once on her turn, the dryad can use 10 feet
|
||
of her movement to step magically into one living tree within her reach
|
||
and emerge from a second living tree within 60 feet of the first tree,
|
||
appearing in an unoccupied space within 5 feet of the second tree. Both
|
||
trees must be Large or bigger.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit (+6 to hit
|
||
with \emph{shillelagh}), reach 5 ft., one target. \emph{Hit:} 2 (1d4)
|
||
bludgeoning damage, or 8 (1d8+4) bludgeoning damage with
|
||
\emph{shillelagh}.
|
||
|
||
\textbf{\emph{Fey Charm}}. The dryad targets one humanoid or beast that
|
||
she can see within 30 feet of her. If the target can see the dryad, it
|
||
must succeed on a DC 14 Wisdom saving throw or be magically charmed. The
|
||
charmed creature regards the dryad as a trusted friend to be heeded and
|
||
protected. Although the target isn't under the dryad's control, it takes
|
||
the dryad's requests or actions in the most favorable way it can.
|
||
|
||
Each time the dryad or its allies do anything harmful to the target, it
|
||
can repeat the saving throw, ending the effect on itself on a success.
|
||
Otherwise, the effect lasts 24 hours or until the dryad dies, is on a
|
||
different plane of existence from the target, or ends the effect as a
|
||
bonus action. If a target's saving throw is successful, the target is
|
||
immune to the dryad's Fey Charm for the next 24 hours.
|
||
|
||
The dryad can have no more than one humanoid and up to three beasts
|
||
charmed at a time.
|
||
|
||
\hypertarget{duergar}{%
|
||
\subsection{Duergar}\label{duergar}}
|
||
|
||
\emph{Medium humanoid (dwarf), lawful evil}
|
||
|
||
\textbf{Armor Class} 16 (scale mail, shield)
|
||
|
||
\textbf{Hit Points} 26 (4d8+8)
|
||
|
||
\textbf{Speed} 25 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 11 (+0) & 14 (+2) & 11 (+0) & 10 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} poison
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Dwarvish, Undercommon
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Duergar Resilience}}. The duergar has advantage on saving
|
||
throws against poison, spells, and illusions, as well as to resist being
|
||
charmed or paralyzed.
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the duergar has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Enlarge (Recharges after a Short or Long Rest)}}. For 1
|
||
minute, the duergar magically increases in size, along with anything it
|
||
is wearing or carrying. While enlarged, the duergar is Large, doubles
|
||
its damage dice on Strength-based weapon attacks (included in the
|
||
attacks), and makes Strength checks and Strength saving throws with
|
||
advantage. If the duergar lacks the room to become Large, it attains the
|
||
maximum size possible in the space available.
|
||
|
||
\textbf{\emph{War Pick}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage, or 11 (2d8+2)
|
||
piercing damage while enlarged.
|
||
|
||
\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to
|
||
hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2)
|
||
piercing damage, or 9 (2d6+2) piercing damage while enlarged.
|
||
|
||
\textbf{\emph{Invisibility (Recharges after a Short or Long Rest)}}. The
|
||
duergar magically turns invisible until it attacks, casts a spell, or
|
||
uses its Enlarge, or until its concentration is broken, up to 1 hour (as
|
||
if concentrating on a spell). Any equipment the duergar wears or carries
|
||
is invisible with it.
|
||
|
||
\hypertarget{monsters-e}{%
|
||
\section{Monsters (E)}\label{monsters-e}}
|
||
|
||
\hypertarget{elementals}{%
|
||
\subsection{Elementals}\label{elementals}}
|
||
|
||
\hypertarget{air-elemental}{%
|
||
\subsubsection{Air Elemental}\label{air-elemental}}
|
||
|
||
\emph{Large elemental, neutral}
|
||
|
||
\textbf{Armor Class} 15
|
||
|
||
\textbf{Hit Points} 90 (12d10+24)
|
||
|
||
\textbf{Speed} 0 ft., fly 90 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 20 (+5) & 14 (+2) & 6 (-2) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} lightning, thunder; bludgeoning, piercing,
|
||
and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Auran
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Air Form}}. The elemental can enter a hostile creature's
|
||
space and stop there. It can move through a space as narrow as 1 inch
|
||
wide without squeezing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The elemental makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage.
|
||
|
||
\textbf{\emph{Whirlwind (Recharge 4-6)}}. Each creature in the
|
||
elemental's space must make a DC 13 Strength saving throw. On a failure,
|
||
a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet
|
||
away from the elemental in a random direction and knocked prone. If a
|
||
thrown target strikes an object, such as a wall or floor, the target
|
||
takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the
|
||
target is thrown at another creature, that creature must succeed on a DC
|
||
13 Dexterity saving throw or take the same damage and be knocked prone.
|
||
|
||
If the saving throw is successful, the target takes half the bludgeoning
|
||
damage and isn't flung away or knocked prone.
|
||
|
||
\hypertarget{earth-elemental}{%
|
||
\subsubsection{Earth Elemental}\label{earth-elemental}}
|
||
|
||
\emph{Large elemental, neutral}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 126 (12d10+60)
|
||
|
||
\textbf{Speed} 30 ft., burrow 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 8 (-1) & 20 (+5) & 5 (-3) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} thunder
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, paralyzed, petrified,
|
||
poisoned, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive
|
||
Perception 10
|
||
|
||
\textbf{Languages} Terran
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Earth Glide}}. The elemental can burrow through
|
||
nonmagical, unworked earth and stone. While doing so, the elemental
|
||
doesn't disturb the material it moves through.
|
||
|
||
\textbf{\emph{Siege Monster}}. The elemental deals double damage to
|
||
objects and structures.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The elemental makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage.
|
||
|
||
\hypertarget{fire-elemental}{%
|
||
\subsubsection{Fire Elemental}\label{fire-elemental}}
|
||
|
||
\emph{Large elemental, neutral}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 102 (12d10+36)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 17 (+3) & 16 (+3) & 6 (-2) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Ignan
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Fire Form}}. The elemental can move through a space as
|
||
narrow as 1 inch wide without squeezing. A creature that touches the
|
||
elemental or hits it with a melee attack while within 5 feet of it takes
|
||
5 (1d10) fire damage. In addition, the elemental can enter a hostile
|
||
creature's space and stop there. The first time it enters a creature's
|
||
space on a turn, that creature takes 5 (1d10) fire damage and catches
|
||
fire; until someone takes an action to douse the fire, the creature
|
||
takes 5 (1d10) fire damage at the start of each of its turns.
|
||
|
||
\textbf{\emph{Illumination}}. The elemental sheds bright light in a 30-
|
||
foot radius and dim light in an additional 30 feet.
|
||
|
||
\textbf{\emph{Water Susceptibility}}. For every 5 feet the elemental
|
||
moves in water, or for every gallon of water splashed on it, it takes 1
|
||
cold damage.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The elemental makes two touch attacks.
|
||
|
||
\textbf{\emph{Touch}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) fire damage. If the target is a
|
||
creature or a flammable object, it ignites. Until a creature takes an
|
||
action to douse the fire, the target takes 5 (1d10) fire damage at the
|
||
start of each of its turns.
|
||
|
||
\hypertarget{water-elemental}{%
|
||
\subsubsection{Water Elemental}\label{water-elemental}}
|
||
|
||
\emph{Large elemental, neutral}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 114 (12d10+48)
|
||
|
||
\textbf{Speed} 30 ft., swim 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 14 (+2) & 18 (+4) & 5 (-3) & 10 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} acid; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Aquan
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Water Form}}. The elemental can enter a hostile creature's
|
||
space and stop there. It can move through a space as narrow as 1 inch
|
||
wide without squeezing.
|
||
|
||
\textbf{\emph{Freeze}}. If the elemental takes cold damage, it partially
|
||
freezes; its speed is reduced by 20 feet until the end of its next turn.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The elemental makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Whelm (Recharge 4-6)}}. Each creature in the elemental's
|
||
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 elemental's
|
||
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 elemental's
|
||
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.
|
||
|
||
\hypertarget{elf-drow}{%
|
||
\subsection{Elf, Drow}\label{elf-drow}}
|
||
|
||
\emph{Medium humanoid (elf), neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (chain shirt)
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 14 (+2) & 10 (+0) & 11 (+0) & 11 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +4
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Elvish, Undercommon
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Fey Ancestry}}. The drow has advantage on saving throws
|
||
against being charmed, and magic can't put the drow to sleep.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The drow's spellcasting ability is
|
||
Charisma (spell save DC 11). It can innately cast the following spells,
|
||
requiring no material Components
|
||
|
||
At will: \emph{dancing lights}
|
||
|
||
1/day each: \emph{darkness}, \emph{faerie fire}
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the drow has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Hand Crossbow}}. \emph{Ranged Weapon Attack:} +4 to hit,
|
||
range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage, and
|
||
the target must succeed on a DC 13 Constitution saving throw or be
|
||
poisoned for 1 hour. If the saving throw fails by 5 or more, the target
|
||
is also unconscious while poisoned in this way. The target wakes up if
|
||
it takes damage or if another creature takes an action to shake it
|
||
awake.
|
||
|
||
\hypertarget{ettercap}{%
|
||
\subsection{Ettercap}\label{ettercap}}
|
||
|
||
\emph{Medium monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 44 (8d8+8)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 15 (+2) & 13 (+1) & 7 (-2) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4, Survival +3
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Spider Climb}}. The ettercap can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Web Sense}}. While in contact with a web, the ettercap
|
||
knows the exact location of any other creature in contact with the same
|
||
web.
|
||
|
||
\textbf{\emph{Web Walker}}. The ettercap ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The ettercap makes two attacks: one with
|
||
its bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 6 (1d8+2) piercing damage plus 4 (1d8)
|
||
poison damage. The target must succeed on a DC 11 Constitution saving
|
||
throw or be poisoned for 1 minute. The creature can repeat the saving
|
||
throw at the end of each of its turns, ending the effect on itself on a
|
||
success.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage.
|
||
|
||
\textbf{\emph{Web (Recharge 5-6)}}. \emph{Ranged Weapon Attack:} +4 to
|
||
hit, range 30/60 ft., one Large or smaller creature. \emph{Hit:} The
|
||
creature is restrained by webbing. As an action, the restrained creature
|
||
can make a DC 11 Strength check, escaping from the webbing on a success.
|
||
The effect also ends if the webbing is destroyed. The webbing has AC 10,
|
||
5 hit points, vulnerability to fire damage, and immunity to bludgeoning,
|
||
poison, and psychic damage.
|
||
|
||
\hypertarget{ettin}{%
|
||
\subsection{Ettin}\label{ettin}}
|
||
|
||
\emph{Large giant, chaotic evil}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 85 (10d10+30)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 8 (-1) & 17 (+3) & 6 (-2) & 10 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Giant, Orc
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Two Heads}}. The ettin has advantage on Wisdom
|
||
(Perception) checks and on saving throws against being blinded, charmed,
|
||
deafened, frightened, stunned, and knocked unconscious.
|
||
|
||
\textbf{\emph{Wakeful}}. When one of the ettin's heads is asleep, its
|
||
other head is awake.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The ettin makes two attacks: one with its
|
||
battleaxe and one with its morningstar.
|
||
|
||
\textbf{\emph{Battleaxe}}. \emph{Melee Weapon Attack:} +7 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 14 (2d8+5) slashing damage.
|
||
|
||
\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +7 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 14 (2d8+5) piercing damage.
|
||
|
||
\hypertarget{monsters-f}{%
|
||
\section{Monsters (F)}\label{monsters-f}}
|
||
|
||
\hypertarget{fungi}{%
|
||
\subsection{Fungi}\label{fungi}}
|
||
|
||
\hypertarget{shrieker}{%
|
||
\subsubsection{Shrieker}\label{shrieker}}
|
||
|
||
\emph{Medium plant, unaligned}
|
||
|
||
\textbf{Armor Class} 5
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 0 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
1 (-5) & 1 (-5) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Condition Immunities} blinded, deafened, frightened
|
||
|
||
\textbf{Senses} blindsight 30 ft. (blind beyond this radius), passive
|
||
Perception 6
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the shrieker remains motionless,
|
||
it is indistinguishable from an ordinary fungus.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Shriek}}. When bright light or a creature is within 30
|
||
feet of the shrieker, it emits a shriek audible within 300 feet of it.
|
||
The shrieker continues to shriek until the disturbance moves out of
|
||
range and for 1d4 of the shrieker's turns afterward.
|
||
|
||
\hypertarget{violet-fungus}{%
|
||
\subsubsection{Violet Fungus}\label{violet-fungus}}
|
||
|
||
\emph{Medium plant, unaligned}
|
||
|
||
\textbf{Armor Class} 5
|
||
|
||
\textbf{Hit Points} 18 (4d8)
|
||
|
||
\textbf{Speed} 5 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 1 (-5) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Condition Immunities} blinded, deafened, frightened
|
||
|
||
\textbf{Senses} blindsight 30 ft. (blind beyond this radius), passive
|
||
Perception 6
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the violet fungus remains
|
||
motionless, it is indistinguishable from an ordinary fungus.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The fungus makes 1d4 Rotting Touch attacks.
|
||
|
||
\textbf{\emph{Rotting Touch}}. \emph{Melee Weapon Attack:} +2 to hit,
|
||
reach 10 ft., one creature. \emph{Hit:} 4 (1d8) necrotic damage.
|
||
|
||
\hypertarget{monsters-g}{%
|
||
\section{Monsters (G)}\label{monsters-g}}
|
||
|
||
\hypertarget{gargoyle}{%
|
||
\subsection{Gargoyle}\label{gargoyle}}
|
||
|
||
\emph{Medium elemental, chaotic evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (7d8+21)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 11 (+0) & 16 (+3) & 6 (-2) & 11 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks that aren't adamantine
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, petrified, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Terran
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the gargoyle remains motionless,
|
||
it is indistinguishable from an inanimate statue.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The gargoyle makes two attacks: one with
|
||
its bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) slashing damage.
|
||
|
||
\hypertarget{genies}{%
|
||
\subsection{Genies}\label{genies}}
|
||
|
||
\hypertarget{djinni}{%
|
||
\subsubsection{Djinni}\label{djinni}}
|
||
|
||
\emph{Large elemental, chaotic good}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 161 (14d10+84)
|
||
|
||
\textbf{Speed} 30 ft., fly 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 15 (+2) & 22 (+6) & 15 (+2) & 16 (+3) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Wis +7, Cha +9
|
||
|
||
\textbf{Damage Immunities} lightning, thunder
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Auran
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Elemental Demise}}. If the djinni dies, its body
|
||
disintegrates into a warm breeze, leaving behind only equipment the
|
||
djinni was wearing or carrying.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The djinni's innate spellcasting
|
||
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It
|
||
can innately cast the following spells, requiring no material Components
|
||
|
||
At will: \emph{detect evil and good}, \emph{detect magic},
|
||
\emph{thunderwave}
|
||
|
||
3/day each: \emph{create food and water} (can create wine instead of
|
||
water), \emph{tongues}, \emph{wind walk}
|
||
|
||
1/day each: \emph{conjure elemental} (air elemental only),
|
||
\emph{creation}, \emph{gaseous form}, \emph{invisibility}, \emph{major
|
||
image}, \emph{plane shift}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The djinni makes three scimitar attacks.
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage plus 3 (1d6)
|
||
lightning or thunder damage (djinni's choice).
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{efreeti}{%
|
||
\subsubsection{Efreeti}\label{efreeti}}
|
||
|
||
\emph{Large elemental, lawful evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 200 (16d10+112)
|
||
|
||
\textbf{Speed} 40 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 12 (+1) & 24 (+7) & 16 (+3) & 15 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +7, Wis +6, Cha +7
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Ignan
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Elemental Demise}}. If the efreeti dies, its body
|
||
disintegrates in a flash of fire and puff of smoke, leaving behind only
|
||
equipment the efreeti was wearing or carrying.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The efreeti's innate spellcasting
|
||
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It
|
||
can innately cast the following spells, requiring no material Components
|
||
|
||
At will: \emph{detect magic}
|
||
|
||
3/day each: \emph{enlarge/reduce}, \emph{tongues}
|
||
|
||
1/day each: \emph{conjure elemental} (fire elemental only),
|
||
\emph{gaseous form}, \emph{invisibility}, \emph{major image},
|
||
\emph{plane shift}, \emph{wall of fire}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The efreeti makes two scimitar attacks or
|
||
uses its Hurl Flame twice.
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +10 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage plus 7 (2d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +7 to hit, range
|
||
120 ft., one target. \emph{Hit:} 17 (5d6) fire damage.
|
||
|
||
\hypertarget{ghost}{%
|
||
\subsection{Ghost}\label{ghost}}
|
||
|
||
\emph{Medium undead, any alignment}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 45 (10d8)
|
||
|
||
\textbf{Speed} 0 ft., fly 40 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 13 (+1) & 10 (+0) & 10 (+0) & 12 (+1) & 17 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} acid, fire, lightning, thunder; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} cold, necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened, grappled,
|
||
paralyzed, petrified, poisoned, prone, restrained
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} any languages it knew in life
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Ethereal Sight}}. The ghost can see 60 feet into the
|
||
Ethereal Plane when it is on the Material Plane, and vice versa.
|
||
|
||
\textbf{\emph{Incorporeal Movement}}. The ghost can move through other
|
||
creatures and objects as if they were difficult terrain. It takes 5
|
||
(1d10) force damage if it ends its turn inside an object.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Withering Touch}}. \emph{Melee Weapon Attack:} +5 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 17 (4d6+3) necrotic damage.
|
||
|
||
\textbf{\emph{Etherealness}}. The ghost enters the Ethereal Plane from
|
||
the Material Plane, or vice versa. It is visible on the Material Plane
|
||
while it is in the Border Ethereal, and vice versa, yet it can't affect
|
||
or be affected by anything on the other plane.
|
||
|
||
\textbf{\emph{Horrifying Visage}}. Each non-undead creature within 60
|
||
feet of the ghost that can see it must succeed on a DC 13 Wisdom saving
|
||
throw or be frightened for 1 minute. If the save fails by 5 or more, the
|
||
target also ages 1d4 × 10 years. A frightened target can repeat the
|
||
saving throw at the end of each of its turns, ending the frightened
|
||
condition on itself on a success. If a target's saving throw is
|
||
successful or the effect ends for it, the target is immune to this
|
||
ghost's Horrifying Visage for the next 24 hours. The aging effect can be
|
||
reversed with a \emph{greater restoration} spell, but only within 24
|
||
hours of it occurring.
|
||
|
||
\textbf{\emph{Possession (Recharge 6)}}. One humanoid that the ghost can
|
||
see within 5 feet of it must succeed on a DC 13 Charisma saving throw or
|
||
be possessed by the ghost; the ghost then disappears, and the target is
|
||
incapacitated and loses control of its body. The ghost now controls the
|
||
body but doesn't deprive the target of awareness. The ghost can't be
|
||
targeted by any attack, spell, or other effect, except ones that turn
|
||
undead, and it retains its alignment, Intelligence, Wisdom, Charisma,
|
||
and immunity to being charmed and frightened. It otherwise uses the
|
||
possessed target's statistics, but doesn't gain access to the target's
|
||
knowledge, class features, or proficiencies.
|
||
|
||
The possession lasts until the body drops to 0 hit points, the ghost
|
||
ends it as a bonus action, or the ghost is turned or forced out by an
|
||
effect like the \emph{dispel evil and good} spell. When the possession
|
||
ends, the ghost reappears in an unoccupied space within 5 feet of the
|
||
body. The target is immune to this ghost's Possession for 24 hours after
|
||
succeeding on the saving throw or after the possession ends.
|
||
|
||
\hypertarget{ghouls}{%
|
||
\subsection{Ghouls}\label{ghouls}}
|
||
|
||
\hypertarget{ghast}{%
|
||
\subsubsection{Ghast}\label{ghast}}
|
||
|
||
\emph{Medium undead, chaotic evil}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 36 (8d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 17 (+3) & 10 (+0) & 11 (+0) & 10 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} necrotic
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Stench}}. Any creature that starts its turn within 5 feet
|
||
of the ghast must succeed on a DC 10 Constitution saving throw or be
|
||
poisoned until the start of its next turn. On a successful saving throw,
|
||
the creature is immune to the ghast's Stench for 24 hours.
|
||
|
||
\textbf{\emph{Turning Defiance}}. The ghast and any ghouls within 30
|
||
feet of it have advantage on saving throws against effects that turn
|
||
undead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 12 (2d8+3) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. If the target
|
||
is a creature other than an undead, it must succeed on a DC 10
|
||
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.
|
||
|
||
\hypertarget{ghoul}{%
|
||
\subsubsection{Ghoul}\label{ghoul}}
|
||
|
||
\emph{Medium undead, chaotic evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 15 (+2) & 10 (+0) & 7 (-2) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 9 (2d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage. If the target is
|
||
a creature other than an elf or undead, it must succeed on a DC 10
|
||
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.
|
||
|
||
\hypertarget{giants}{%
|
||
\subsection{Giants}\label{giants}}
|
||
|
||
\hypertarget{cloud-giant}{%
|
||
\subsubsection{Cloud Giant}\label{cloud-giant}}
|
||
|
||
\emph{Huge giant, neutral good (50\%) or neutral evil (50\%)}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 200 (16d12+96)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
27 (+8) & 10 (+0) & 22 (+6) & 12 (+1) & 16 (+3) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +10, Wis +7, Cha +7
|
||
|
||
\textbf{Skills} Insight +7, Perception +7
|
||
|
||
\textbf{Senses} passive Perception 17
|
||
|
||
\textbf{Languages} Common, Giant
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The giant has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The giant's innate spellcasting
|
||
ability is Charisma. It can innately cast the following spells,
|
||
requiring no material Components
|
||
|
||
At will: \emph{detect magic}, \emph{fog cloud}, \emph{light}
|
||
|
||
3/day each: \emph{feather fall}, \emph{fly}, \emph{misty step},
|
||
\emph{telekinesis}
|
||
|
||
1/day each: \emph{control weather}, \emph{gaseous form}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two morningstar attacks.
|
||
|
||
\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +12 to hit,
|
||
reach 10 ft., one target. \emph{Hit:} 21 (3d8+8) piercing damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +12 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 30 (4d10+8) bludgeoning damage.
|
||
|
||
\hypertarget{fire-giant}{%
|
||
\subsubsection{Fire Giant}\label{fire-giant}}
|
||
|
||
\emph{Huge giant, lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (plate)
|
||
|
||
\textbf{Hit Points} 162 (13d12+78)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
25 (+7) & 9 (-1) & 23 (+6) & 10 (+0) & 14 (+2) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +10, Cha +5
|
||
|
||
\textbf{Skills} Athletics +11, Perception +6
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} passive Perception 16
|
||
|
||
\textbf{Languages} Giant
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two greatsword attacks.
|
||
|
||
\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +11 to hit,
|
||
reach 10 ft., one target. \emph{Hit:} 28 (6d6+7) slashing damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +11 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 29 (4d10+7) bludgeoning damage.
|
||
|
||
\hypertarget{frost-giant}{%
|
||
\subsubsection{Frost Giant}\label{frost-giant}}
|
||
|
||
\emph{Huge giant, neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (patchwork armor)
|
||
|
||
\textbf{Hit Points} 138 (12d12+60)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 9 (-1) & 21 (+5) & 9 (-1) & 10 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +8, Wis +3, Cha +4
|
||
|
||
\textbf{Skills} Athletics +9, Perception +3
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Giant
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two greataxe attacks.
|
||
|
||
\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +9 to hit, reach
|
||
10 ft., one target. \emph{Hit:} 25 (3d12+6) slashing damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage.
|
||
|
||
\hypertarget{hill-giant}{%
|
||
\subsubsection{Hill Giant}\label{hill-giant}}
|
||
|
||
\emph{Huge giant, chaotic evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 105 (10d12+40)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 8 (-1) & 19 (+4) & 5 (-3) & 9 (-1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} Giant
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two greatclub attacks.
|
||
|
||
\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +8 to hit, reach
|
||
10 ft., one target. \emph{Hit:} 18 (3d8+5) bludgeoning damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +8 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 21 (3d10+5) bludgeoning damage.
|
||
|
||
\hypertarget{stone-giant}{%
|
||
\subsubsection{Stone Giant}\label{stone-giant}}
|
||
|
||
\emph{Huge giant, neutral}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 126 (11d12+55)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 15 (+2) & 20 (+5) & 10 (+0) & 12 (+1) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +5, Con +8, Wis +4
|
||
|
||
\textbf{Skills} Athletics +12, Perception +4
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Giant
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
\textbf{\emph{Stone Camouflage.}} The giant has advantage on Dexterity
|
||
(Stealth) checks made to hide in rocky terrain.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two greatclub attacks.
|
||
|
||
\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +9 to hit, reach
|
||
15 ft., one target. \emph{Hit:} 19 (3d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage. If
|
||
the target is a creature, it must succeed on a DC 17 Strength saving
|
||
throw or be knocked prone.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Rock Catching}}. If a rock or similar object is hurled at
|
||
the giant, the giant can, with a successful DC 10 Dexterity saving
|
||
throw, catch the missile and take no bludgeoning damage from it.
|
||
|
||
\hypertarget{storm-giant}{%
|
||
\subsubsection{Storm Giant}\label{storm-giant}}
|
||
|
||
\emph{Huge giant, chaotic good}
|
||
|
||
\textbf{Armor Class} 16 (scale mail)
|
||
|
||
\textbf{Hit Points} 230 (20d12+100)
|
||
|
||
\textbf{Speed} 50 ft., swim 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
29 (+9) & 14 (+2) & 20 (+5) & 16 (+3) & 18 (+4) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +14, Con +10, Wis +9, Cha +9
|
||
|
||
\textbf{Skills} Arcana +8, Athletics +14, History +8, Perception +9
|
||
|
||
\textbf{Damage Resistances} cold
|
||
|
||
\textbf{Damage Immunities} lightning, thunder
|
||
|
||
\textbf{Senses} passive Perception 19
|
||
|
||
\textbf{Languages} Common, Giant
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The giant can breathe air and water.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The giant's innate spellcasting
|
||
ability is Charisma (spell save DC 17). It can innately cast the
|
||
following spells, requiring no material components
|
||
|
||
At will: \emph{detect magic}, \emph{feather fall}, \emph{levitate},
|
||
\emph{light}
|
||
|
||
3/day each: \emph{control weather}, \emph{water breathing}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The giant makes two greatsword attacks.
|
||
|
||
\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +14 to hit,
|
||
reach 10 ft., one target. \emph{Hit:} 30 (6d6+9) slashing damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +14 to hit, range
|
||
60/240 ft., one target. \emph{Hit:} 35 (4d12+9) bludgeoning damage.
|
||
|
||
\textbf{\emph{Lightning Strike (Recharge 5-6)}}. The giant hurls a
|
||
magical lightning bolt at a point it can see within 500 feet of it. Each
|
||
creature within 10 feet of that point must make a DC 17 Dexterity saving
|
||
throw, taking 54 (12d8) lightning damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{gibbering-mouther}{%
|
||
\subsection{Gibbering Mouther}\label{gibbering-mouther}}
|
||
|
||
\emph{Medium aberration, neutral}
|
||
|
||
\textbf{Armor Class} 9
|
||
|
||
\textbf{Hit Points} 67 (9d8+27)
|
||
|
||
\textbf{Speed} 10 ft., swim 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 8 (-1) & 16 (+3) & 3 (-4) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Condition Immunities} prone
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Aberrant Ground}}. The ground in a 10-foot radius around
|
||
the mouther is dough-like difficult terrain. Each creature that starts
|
||
its turn in that area must succeed on a DC 10 Strength saving throw or
|
||
have its speed reduced to 0 until the start of its next turn.
|
||
|
||
\textbf{\emph{Gibbering}}. The mouther babbles incoherently while it can
|
||
see any creature and isn't incapacitated. Each creature that starts its
|
||
turn within 20 feet of the mouther and can hear the gibbering must
|
||
succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't
|
||
take reactions until the start of its next turn and rolls a d8 to
|
||
determine what it does during its turn. On a 1 to 4, the creature does
|
||
nothing. On a 5 or 6, the creature takes no action or bonus action and
|
||
uses all its movement to move in a randomly determined direction. On a 7
|
||
or 8, the creature makes a melee attack against a randomly determined
|
||
creature within its reach or does nothing if it can't make such an
|
||
attack.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The gibbering mouther makes one bite attack
|
||
and, if it can, uses its Blinding Spittle.
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 17 (5d6) piercing damage. If the target
|
||
is Medium or smaller, it must succeed on a DC 10 Strength saving throw
|
||
or be knocked prone. If the target is killed by this damage, it is
|
||
absorbed into the mouther.
|
||
|
||
\textbf{\emph{Blinding Spittle (Recharge 5-6)}}. The mouther spits a
|
||
chemical glob at a point it can see within 15 feet of it. The glob
|
||
explodes in a blinding flash of light on impact. Each creature within 5
|
||
feet of the flash must succeed on a DC 13 Dexterity saving throw or be
|
||
blinded until the end of the mouther's next turn.
|
||
|
||
\hypertarget{gnoll}{%
|
||
\subsection{Gnoll}\label{gnoll}}
|
||
|
||
\emph{Medium humanoid (gnoll), chaotic evil}
|
||
|
||
\textbf{Armor Class} 15 (hide armor, shield)
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 12 (+1) & 11 (+0) & 6 (-2) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Gnoll
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Rampage}}. When the gnoll reduces a creature to 0 hit
|
||
points with a melee attack on its turn, the gnoll can take a bonus
|
||
action to move up to half its speed and make a bite attack.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage.
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +4 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 5 (1d6+2)
|
||
piercing damage, or 6 (1d8+2) piercing damage if used with two hands to
|
||
make a melee attack.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +3 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage.
|
||
|
||
\hypertarget{gnome-deep-svirfneblin}{%
|
||
\subsection{Gnome, Deep (Svirfneblin)}\label{gnome-deep-svirfneblin}}
|
||
|
||
\emph{Small humanoid (gnome), neutral good}
|
||
|
||
\textbf{Armor Class} 15 (chain shirt)
|
||
|
||
\textbf{Hit Points} 16 (3d6+6)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 14 (+2) & 12 (+1) & 10 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Investigation +3, Perception +2, Stealth +4
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Gnomish, Terran, Undercommon
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Stone Camouflage}}. The gnome has advantage on Dexterity
|
||
(Stealth) checks made to hide in rocky terrain.
|
||
|
||
\textbf{\emph{Gnome Cunning}}. The gnome has advantage on Intelligence,
|
||
Wisdom, and Charisma saving throws against magic.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The gnome's innate spellcasting
|
||
ability is Intelligence (spell save DC 11). It can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{nondetection} (self only)
|
||
|
||
1/day each: \emph{blindness/deafness}, \emph{blur}, \emph{disguise self}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{War Pick}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage.
|
||
|
||
\textbf{\emph{Poisoned Dart}}. \emph{Ranged Weapon Attack:} +4 to hit,
|
||
range 30/120 ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage,
|
||
and the target must succeed on a DC 12 Constitution saving throw or be
|
||
poisoned 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.
|
||
|
||
\hypertarget{goblin}{%
|
||
\subsection{Goblin}\label{goblin}}
|
||
|
||
\emph{Small humanoid (goblinoid), neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (leather armor, shield)
|
||
|
||
\textbf{Hit Points} 7 (2d6)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 14 (+2) & 10 (+0) & 10 (+0) & 8 (-1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +6
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} Common, Goblin
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Nimble Escape}}. The goblin can take the Disengage or Hide
|
||
action as a bonus action on each of its turns.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) slashing damage.
|
||
|
||
\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range
|
||
80/320 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{golems}{%
|
||
\subsection{Golems}\label{golems}}
|
||
|
||
\hypertarget{clay-golem}{%
|
||
\subsubsection{Clay Golem}\label{clay-golem}}
|
||
|
||
\emph{Large construct, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 133 (14d10+56)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 9 (-1) & 18 (+4) & 3 (-4) & 8 (-1) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} acid, poison, psychic; bludgeoning, piercing,
|
||
and slashing from nonmagical attacks that aren't adamantine
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} understands the languages of its creator but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
\textbf{\emph{Acid Absorption}}. Whenever the golem is subjected to acid
|
||
damage, it takes no damage and instead regains a number of hit points
|
||
equal to the acid damage dealt.
|
||
|
||
\textbf{\emph{Berserk}}. Whenever the golem starts its turn with 60 hit
|
||
points or fewer, roll a d6. On a 6, the golem goes berserk. On each of
|
||
its turns while berserk, the golem attacks the nearest creature it can
|
||
see. If no creature is near enough to move to and attack, the golem
|
||
attacks an object, with preference for an object smaller than itself.
|
||
Once the golem goes berserk, it continues to do so until it is destroyed
|
||
or regains all its hit points.
|
||
|
||
\textbf{\emph{Immutable Form}}. The golem is immune to any spell or
|
||
effect that would alter its form.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The golem has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The golem makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage. If the
|
||
target is a creature, it must succeed on a DC 15 Constitution saving
|
||
throw or have its hit point maximum reduced by an amount equal to the
|
||
damage taken. The target dies if this attack reduces its hit point
|
||
maximum to 0. The reduction lasts until removed by the \emph{greater
|
||
restoration} spell or other magic.
|
||
|
||
\textbf{\emph{Haste (Recharge 5-6)}}. Until the end of its next turn,
|
||
the golem magically gains a +2 bonus to its AC, has advantage on
|
||
Dexterity saving throws, and can use its slam attack as a bonus action.
|
||
|
||
\hypertarget{flesh-golem}{%
|
||
\subsubsection{Flesh Golem}\label{flesh-golem}}
|
||
|
||
\emph{Medium construct, neutral}
|
||
|
||
\textbf{Armor Class} 9
|
||
|
||
\textbf{Hit Points} 93 (11d8+44)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 9 (-1) & 18 (+4) & 6 (-2) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} lightning, poison; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks that aren't adamantine
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands the languages of its creator but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Berserk}}. Whenever the golem starts its turn with 40 hit
|
||
points or fewer, roll a d6. On a 6, the golem goes berserk. On each of
|
||
its turns while berserk, the golem attacks the nearest creature it can
|
||
see. If no creature is near enough to move to and attack, the golem
|
||
attacks an object, with preference for an object smaller than itself.
|
||
Once the golem goes berserk, it continues to do so until it is destroyed
|
||
or regains all its hit points.
|
||
|
||
The golem's creator, if within 60 feet of the berserk golem, can try to
|
||
calm it by speaking firmly and persuasively. The golem must be able to
|
||
hear its creator, who must take an action to make a DC 15 Charisma
|
||
(Persuasion) check. If the check succeeds, the golem ceases being
|
||
berserk. If it takes damage while still at 40 hit points or fewer, the
|
||
golem might go berserk again.
|
||
|
||
\textbf{\emph{Aversion of Fire}}. If the golem takes fire damage, it has
|
||
disadvantage on attack rolls and ability checks until the end of its
|
||
next turn.
|
||
|
||
\textbf{\emph{Immutable Form}}. The golem is immune to any spell or
|
||
effect that would alter its form.
|
||
|
||
\textbf{\emph{Lightning Absorption}}. Whenever the golem is subjected to
|
||
lightning damage, it takes no damage and instead regains a number of hit
|
||
points equal to the lightning damage dealt.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The golem has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The golem makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage.
|
||
|
||
\hypertarget{iron-golem}{%
|
||
\subsubsection{Iron Golem}\label{iron-golem}}
|
||
|
||
\emph{Large construct, unaligned}
|
||
|
||
\textbf{Armor Class} 20 (natural armor)
|
||
|
||
\textbf{Hit Points} 210 (20d10+100)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
24 (+7) & 9 (-1) & 20 (+5) & 3 (-4) & 11 (+0) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} fire, poison, psychic; bludgeoning, piercing,
|
||
and slashing from nonmagical attacks that aren't adamantine
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands the languages of its creator but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 16 (15,000 XP)
|
||
|
||
\textbf{\emph{Fire Absorption}}. Whenever the golem is subjected to fire
|
||
damage, it takes no damage and instead regains a number of hit points
|
||
equal to the fire damage dealt.
|
||
|
||
\textbf{\emph{Immutable Form}}. The golem is immune to any spell or
|
||
effect that would alter its form.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The golem has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The golem makes two melee attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 20 (3d8+7) bludgeoning damage.
|
||
|
||
\textbf{\emph{Sword}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 23 (3d10+7) slashing damage.
|
||
|
||
\textbf{\emph{Poison Breath (Recharge 6)}}. The golem exhales poisonous
|
||
gas in a 15-foot cone. Each creature in that area must make a DC 19
|
||
Constitution saving throw, taking 45 (10d8) poison damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{stone-golem}{%
|
||
\subsubsection{Stone Golem}\label{stone-golem}}
|
||
|
||
\emph{Large construct, unaligned}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 178 (17d10+85)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 9 (-1) & 20 (+5) & 3 (-4) & 11 (+0) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison, psychic; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks that aren't adamantine
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, petrified, poisoned
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands the languages of its creator but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
\textbf{\emph{Immutable Form}}. The golem is immune to any spell or
|
||
effect that would alter its form.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The golem has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The golem makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 19 (3d8+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Slow (Recharge 5-6)}}. The golem targets one or more
|
||
creatures it can see within 10 feet of it. Each target must make a DC 17
|
||
Wisdom saving throw against this magic. On a failed save, a target can't
|
||
use reactions, its speed is halved, and it can't make more than one
|
||
attack on its turn. In addition, the target can take either an action or
|
||
a bonus action on its turn, not both. These effects last for 1 minute. A
|
||
target can repeat the saving throw at the end of each of its turns,
|
||
ending the effect on itself on a success.
|
||
|
||
\hypertarget{gorgon}{%
|
||
\subsection{Gorgon}\label{gorgon}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 114 (12d10+48)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 11 (+0) & 18 (+4) & 2 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Condition Immunities} petrified
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Trampling Charge}}. If the gorgon moves at least 20 feet
|
||
straight toward a creature and then hits it with a gore attack on the
|
||
same turn, that target must succeed on a DC 16 Strength saving throw or
|
||
be knocked prone. If the target is prone, the gorgon can make one attack
|
||
with its hooves against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 18 (2d12+5) piercing damage.
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage.
|
||
|
||
\textbf{\emph{Petrifying Breath (Recharge 5-6)}}. The gorgon exhales
|
||
petrifying gas in a 30-foot cone. Each creature in that area must
|
||
succeed on a DC 13 Constitution saving throw. On a failed save, a target
|
||
begins to turn to stone and is restrained. The restrained target must
|
||
repeat the saving throw at the end of its next turn. On a success, the
|
||
effect ends on the target. On a failure, the target is petrified until
|
||
freed by the \emph{greater restoration} spell or other magic.
|
||
|
||
\hypertarget{grick}{%
|
||
\subsection{Grick}\label{grick}}
|
||
|
||
\emph{Medium monstrosity, neutral}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 27 (6d8)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 14 (+2) & 11 (+0) & 3 (-4) & 14 (+2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Stone Camouflage}}. The grick has advantage on Dexterity
|
||
(Stealth) checks made to hide in rocky terrain.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The grick makes one attack with its
|
||
tentacles. If that attack hits, the grick can make one beak attack
|
||
against the same target.
|
||
|
||
\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{griffon}{%
|
||
\subsection{Griffon}\label{griffon}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 59 (7d10+21)
|
||
|
||
\textbf{Speed} 30 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 2 (-4) & 13 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 15
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The griffon has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The griffon makes two attacks: one with its
|
||
beak and one with its claws.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\hypertarget{grimlock}{%
|
||
\subsection{Grimlock}\label{grimlock}}
|
||
|
||
\emph{Medium humanoid (grimlock), neutral evil}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 12 (+1) & 12 (+1) & 9 (-1) & 8 (-1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +5, Perception +3, Stealth +3
|
||
|
||
\textbf{Condition Immunities} blinded
|
||
|
||
\textbf{Senses} blindsight 30 ft. or 10 ft. while deafened (blind beyond
|
||
this radius), passive Perception 13
|
||
|
||
\textbf{Languages} Undercommon
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Blind Senses}}. The grimlock can't use its blindsight
|
||
while deafened and unable to smell.
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The grimlock has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Stone Camouflage}}. The grimlock has advantage on
|
||
Dexterity (Stealth) checks made to hide in rocky terrain.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Spiked Bone Club}}. \emph{Melee Weapon Attack:} +5 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) bludgeoning damage plus 2
|
||
(1d4) piercing damage.
|
||
|
||
\hypertarget{monsters-h}{%
|
||
\section{Monsters (H)}\label{monsters-h}}
|
||
|
||
\hypertarget{hags}{%
|
||
\subsection{Hags}\label{hags}}
|
||
|
||
\hypertarget{green-hag}{%
|
||
\subsubsection{Green Hag}\label{green-hag}}
|
||
|
||
\emph{Medium fey, neutral evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 82 (11d8+33)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 12 (+1) & 16 (+3) & 13 (+1) & 14 (+2) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Arcana +3, Deception +4, Perception +4, Stealth +3
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Common, Draconic, Sylvan
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The hag can breathe air and water.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The hag's innate spellcasting
|
||
ability is Charisma (spell save DC 12). She can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{dancing lights}, \emph{minor illusion}, \emph{vicious
|
||
mockery}
|
||
|
||
\textbf{\emph{Mimicry}}. The hag can mimic animal sounds and humanoid
|
||
voices. A creature that hears the sounds can tell they are imitations
|
||
with a successful DC 14 Wisdom (Insight) check.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Illusory Appearance}}. The hag covers herself and anything
|
||
she is wearing or carrying with a magical illusion that makes her look
|
||
like another creature of her general size and humanoid shape. The
|
||
illusion ends if the hag takes a bonus action to end it or if she dies.
|
||
|
||
The changes wrought by this effect fail to hold up to physical
|
||
inspection. For example, the hag could appear to have smooth skin, but
|
||
someone touching her would feel her rough flesh. Otherwise, a creature
|
||
must take an action to visually inspect the illusion and succeed on a DC
|
||
20 Intelligence (Investigation) check to discern that the hag is
|
||
disguised.
|
||
|
||
\textbf{\emph{Invisible Passage}}. The hag magically turns invisible
|
||
until she attacks or casts a spell, or until her concentration ends (as
|
||
if concentrating on a spell). While invisible, she leaves no physical
|
||
evidence of her passage, so she can be tracked only by magic. Any
|
||
equipment she wears or carries is invisible with her.
|
||
|
||
\hypertarget{night-hag}{%
|
||
\subsubsection{Night Hag}\label{night-hag}}
|
||
|
||
\emph{Medium fiend, neutral evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 112 (15d8+45)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 16 (+3) & 14 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +7, Insight +6, Perception +6, Stealth +6
|
||
|
||
\textbf{Damage Resistances} cold, fire; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Condition Immunities} charmed
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 16
|
||
|
||
\textbf{Languages} Abyssal, Common, Infernal, Primordial
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The hag's innate spellcasting
|
||
ability is Charisma (spell save DC 14, +6 to hit with spell attacks).
|
||
She can innately cast the following spells, requiring no material
|
||
Components
|
||
|
||
At will: \emph{detect magic}, \emph{magic missile}
|
||
|
||
2/day each: \emph{plane shift} (self only), \emph{ray of enfeeblement},
|
||
\emph{sleep}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The hag has advantage on saving throws
|
||
against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws (Hag Form Only)}}. \emph{Melee Weapon Attack:} +7 to
|
||
hit, reach 5 ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Change Shape}}. The hag magically polymorphs into a Small
|
||
or Medium female humanoid, or back into her true form. Her statistics
|
||
are the same in each form. Any equipment she is wearing or carrying
|
||
isn't transformed. She reverts to her true form if she dies.
|
||
|
||
\textbf{\emph{Etherealness}}. The hag magically enters the Ethereal
|
||
Plane from the Material Plane, or vice versa. To do so, the hag must
|
||
have a \emph{heartstone} in her possession.
|
||
|
||
\textbf{\emph{Nightmare Haunting (1/Day)}}. While on the Ethereal Plane,
|
||
the hag magically touches a sleeping humanoid on the Material Plane. A
|
||
\emph{protection from evil and good} spell cast on the target prevents
|
||
this contact, as does a \emph{magic circle}. As long as the contact
|
||
persists, the target has dreadful visions. If these visions last for at
|
||
least 1 hour, the target gains no benefit from its rest, and its hit
|
||
point maximum is reduced by 5 (1d10). If this effect reduces the
|
||
target's hit point maximum to 0, the target dies, and if the target was
|
||
evil, its soul is trapped in the hag's \emph{soul bag}. The reduction to
|
||
the target's hit point maximum lasts until removed by the \emph{greater
|
||
restoration} spell or similar magic.
|
||
|
||
\hypertarget{sea-hag}{%
|
||
\subsubsection{Sea Hag}\label{sea-hag}}
|
||
|
||
\emph{Medium fey, chaotic evil}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (7d8+21)
|
||
|
||
\textbf{Speed} 30 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 13 (+1) & 16 (+3) & 12 (+1) & 12 (+1) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Aquan, Common, Giant
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The hag can breathe air and water.
|
||
|
||
\textbf{\emph{Horrific Appearance}}. Any humanoid that starts its turn
|
||
within 30 feet of the hag and can see the hag's true form must make a DC
|
||
11 Wisdom saving throw. On a failed save, the creature is frightened for
|
||
1 minute. A creature can repeat the saving throw at the end of each of
|
||
its turns, with disadvantage if the hag is within line of sight, ending
|
||
the effect on itself on a success. If a creature's saving throw is
|
||
successful or the effect ends for it, the creature is immune to the
|
||
hag's Horrific Appearance for the next 24 hours.
|
||
|
||
Unless the target is surprised or the revelation of the hag's true form
|
||
is sudden, the target can avert its eyes and avoid making the initial
|
||
saving throw. Until the start of its next turn, a creature that averts
|
||
its eyes has disadvantage on attack rolls against the hag.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage.
|
||
|
||
\textbf{\emph{Death Glare}}. The hag targets one frightened creature she
|
||
can see within 30 feet of her. If the target can see the hag, it must
|
||
succeed on a DC 11 Wisdom saving throw against this magic or drop to 0
|
||
hit points.
|
||
|
||
\textbf{\emph{Illusory Appearance}}. The hag covers herself and anything
|
||
she is wearing or carrying with a magical illusion that makes her look
|
||
like an ugly creature of her general size and humanoid shape. The effect
|
||
ends if the hag takes a bonus action to end it or if she dies.
|
||
|
||
The changes wrought by this effect fail to hold up to physical
|
||
inspection. For example, the hag could appear to have no claws, but
|
||
someone touching her hand might feel the claws. Otherwise, a creature
|
||
must take an action to visually inspect the illusion and succeed on a DC
|
||
16 Intelligence (Investigation) check to discern that the hag is
|
||
disguised.
|
||
|
||
\hypertarget{half-dragon-template}{%
|
||
\subsection{Half-Dragon Template}\label{half-dragon-template}}
|
||
|
||
A beast, humanoid, giant, or monstrosity can become a half-dragon. It
|
||
keeps its statistics, except as follows.
|
||
|
||
\textbf{\emph{Challenge}}. To avoid recalculating the creature's
|
||
challenge rating, apply the template only to a creature that meets the
|
||
optional prerequisite in the Breath Weapon table below. Otherwise,
|
||
recalculate the rating after you apply the template.
|
||
|
||
\textbf{Senses}. The half-dragon gains blindsight with a radius of 10
|
||
feet and darkvision with a radius of 60 feet.
|
||
|
||
\textbf{\emph{Resistances}}. The half-dragon gains resistance to a type
|
||
of damage based on its color.
|
||
|
||
\textbf{Table- 114} - Monsters: Half-Dragon Template (Damage Resistance)
|
||
|
||
\begin{longtable}[]{@{}ll@{}}
|
||
\toprule
|
||
Color & Damage Resistance \\
|
||
\midrule
|
||
\endhead
|
||
Black or copper & Acid \\
|
||
Blue or bronze & Lightning \\
|
||
Brass, gold, or red & Fire \\
|
||
Green & Poison \\
|
||
Silver or white & Cold \\
|
||
& \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Languages}. The half-dragon speaks Draconic in addition to any
|
||
other languages it knows.
|
||
|
||
\textbf{\emph{New Action: Breath Weapon}}. The half-dragon has the
|
||
breath weapon of its dragon half. The half- dragon's size determines how
|
||
this action functions.
|
||
|
||
\textbf{Table- 115} - Monsters: Half-Dragon Template (Size)
|
||
|
||
\begin{longtable}[]{@{}lll@{}}
|
||
\toprule
|
||
Size & Breath Weapon & Optional Prerequisite \\
|
||
\midrule
|
||
\endhead
|
||
Large or smaller & As a wyrmling & Challenge 2 or higher \\
|
||
Huge & As a young dragon & Challenge 7 or higher \\
|
||
Gargantuan & As an adult dragon & Challenge 8 or higher \\
|
||
& & \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\hypertarget{half-red-dragon-veteran}{%
|
||
\subsubsection{Half-Red Dragon Veteran}\label{half-red-dragon-veteran}}
|
||
|
||
\emph{Medium humanoid (human), any alignment}
|
||
|
||
\textbf{Armor Class} 18 (plate)
|
||
|
||
\textbf{Hit Points} 65 (10d8+20)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +5, Perception +2
|
||
|
||
\textbf{Damage Resistances} fire
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
12
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The veteran makes two longsword attacks. If
|
||
it has a shortsword drawn, it can also make a shortsword attack.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage, or 8 (1d10+3)
|
||
slashing damage if used with two hands.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit,
|
||
range 100/400 ft., one target. \emph{Hit:} 6 (1d10+1) piercing damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The veteran exhales fire in
|
||
a 15-foot cone. Each creature in that area must make a DC 15 Dexterity
|
||
saving throw, taking 24 (7d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{harpy}{%
|
||
\subsection{Harpy}\label{harpy}}
|
||
|
||
\emph{Medium monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 38 (7d8+7)
|
||
|
||
\textbf{Speed} 20 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 13 (+1) & 12 (+1) & 7 (-2) & 10 (+0) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The harpy makes two attacks: one with its
|
||
claws and one with its club.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (2d4+1) slashing damage.
|
||
|
||
\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d4+1) bludgeoning damage.
|
||
|
||
\textbf{\emph{Luring Song}}. The harpy sings a magical melody. Every
|
||
humanoid and giant within 300 feet of the harpy that can hear the song
|
||
must succeed on a DC 11 Wisdom saving throw or be charmed until the song
|
||
ends. The harpy must take a bonus action on its subsequent turns to
|
||
continue singing. It can stop singing at any time. The song ends if the
|
||
harpy is incapacitated.
|
||
|
||
While charmed by the harpy, a target is incapacitated and ignores the
|
||
songs of other harpies. If the charmed target is more than 5 feet away
|
||
from the harpy, the target must move on its turn toward the harpy by the
|
||
most direct route, trying to get within 5 feet. It doesn't avoid
|
||
opportunity attacks, but before moving into damaging terrain, such as
|
||
lava or a pit, and whenever it takes damage from a source other than the
|
||
harpy, the target can repeat the saving throw. A charmed target can also
|
||
repeat the saving throw at the end of each of its turns. If the saving
|
||
throw is successful, the effect ends on it.
|
||
|
||
A target that successfully saves is immune to this harpy's song for the
|
||
next 24 hours.
|
||
|
||
\hypertarget{hell-hound}{%
|
||
\subsection{Hell Hound}\label{hell-hound}}
|
||
|
||
\emph{Medium fiend, lawful evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 45 (7d8+14)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 12 (+1) & 14 (+2) & 6 (-2) & 13 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 15
|
||
|
||
\textbf{Languages} understands Infernal but can't speak it
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The hound has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The hound has advantage on an attack roll
|
||
against a creature if at least one of the hound's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 7 (2d6) fire
|
||
damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 5-6)}}. The hound exhales fire in a
|
||
15-foot cone. Each creature in that area must make a DC 12 Dexterity
|
||
saving throw, taking 21 (6d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{hippogriff}{%
|
||
\subsection{Hippogriff}\label{hippogriff}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 40 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 13 (+1) & 13 (+1) & 2 (-4) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5
|
||
|
||
\textbf{Senses} passive Perception 15
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The hippogriff has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The hippogriff makes two attacks: one with
|
||
its beak and one with its claws.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage.
|
||
|
||
\hypertarget{hobgoblin}{%
|
||
\subsection{Hobgoblin}\label{hobgoblin}}
|
||
|
||
\emph{Medium humanoid (goblinoid), lawful evil}
|
||
|
||
\textbf{Armor Class} 18 (chain mail, shield)
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 12 (+1) & 12 (+1) & 10 (+0) & 10 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Common, Goblin
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Martial Advantage}}. Once per turn, the hobgoblin can deal
|
||
an extra 7 (2d6) damage to a creature it hits with a weapon attack if
|
||
that creature is within 5 feet of an ally of the hobgoblin that isn't
|
||
incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +3 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d8+1) slashing damage, or 6 (1d10+1)
|
||
slashing damage if used with two hands.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +3 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage.
|
||
|
||
\hypertarget{homunculus}{%
|
||
\subsection{Homunculus}\label{homunculus}}
|
||
|
||
\emph{Tiny construct, neutral}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 5 (2d4)
|
||
|
||
\textbf{Speed} 20 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
4 (-3) & 15 (+2) & 11 (+0) & 10 (+0) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands the languages of its creator but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Telepathic Bond}}. While the homunculus is on the same
|
||
plane of existence as its master, it can magically convey what it senses
|
||
to its master, and the two can communicate telepathically.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 1 piercing damage, and the target must
|
||
succeed on a DC 10 Constitution saving throw or be poisoned for 1
|
||
minute. If the saving throw fails by 5 or more, the target is instead
|
||
poisoned for 5 (1d10) minutes and unconscious while poisoned in this
|
||
way.
|
||
|
||
\hypertarget{hydra}{%
|
||
\subsection{Hydra}\label{hydra}}
|
||
|
||
\emph{Huge monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 172 (15d12+75)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 12 (+1) & 20 (+5) & 2 (-4) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +6
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 16
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. The hydra can hold its breath for 1 hour.
|
||
|
||
\textbf{\emph{Multiple Heads}}. The hydra has five heads. While it has
|
||
more than one head, the hydra has advantage on saving throws against
|
||
being blinded, charmed, deafened, frightened, stunned, and knocked
|
||
unconscious.
|
||
|
||
Whenever the hydra takes 25 or more damage in a single turn, one of its
|
||
heads dies. If all its heads die, the hydra dies.
|
||
|
||
At the end of its turn, it grows two heads for each of its heads that
|
||
died since its last turn, unless it has taken fire damage since its last
|
||
turn. The hydra regains 10 hit points for each head regrown in this way.
|
||
|
||
\textbf{\emph{Reactive Heads}}. For each head the hydra has beyond one,
|
||
it gets an extra reaction that can be used only for opportunity attacks.
|
||
|
||
\textbf{\emph{Wakeful}}. While the hydra sleeps, at least one of its
|
||
heads is awake.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The hydra makes as many bite attacks as it
|
||
has heads.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 10 (1d10+5) piercing damage.
|
||
|
||
\hypertarget{monsters-i}{%
|
||
\section{Monsters (I)}\label{monsters-i}}
|
||
|
||
\hypertarget{invisible-stalker}{%
|
||
\subsection{Invisible Stalker}\label{invisible-stalker}}
|
||
|
||
\emph{Medium elemental, neutral}
|
||
|
||
\textbf{Armor Class} 14
|
||
|
||
\textbf{Hit Points} 104 (16d8+32)
|
||
|
||
\textbf{Speed} 50 ft., fly 50 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 19 (+4) & 14 (+2) & 10 (+0) & 15 (+2) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +8, Stealth +10
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 18
|
||
|
||
\textbf{Languages} Auran, understands Common but doesn't speak it
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Invisibility}}. The stalker is invisible.
|
||
|
||
\textbf{\emph{Faultless Tracker}}. The stalker is given a quarry by its
|
||
summoner. The stalker knows the direction and distance to its quarry as
|
||
long as the two of them are on the same plane of existence. The stalker
|
||
also knows the location of its summoner.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The stalker makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) bludgeoning damage.
|
||
|
||
\hypertarget{monsters-k}{%
|
||
\section{Monsters (K)}\label{monsters-k}}
|
||
|
||
\hypertarget{kobold}{%
|
||
\subsection{Kobold}\label{kobold}}
|
||
|
||
\emph{Small humanoid (kobold), lawful evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 5 (2d6-2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 15 (+2) & 9 (-1) & 8 (-1) & 7 (-2) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} Common, Draconic
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the kobold has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The kobold has advantage on an attack roll
|
||
against a creature if at least one of the kobold's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage.
|
||
|
||
\textbf{\emph{Sling}}. \emph{Ranged Weapon Attack:} +4 to hit, range
|
||
30/120 ft., one target. \emph{Hit:} 4 (1d4+2) bludgeoning damage.
|
||
|
||
\hypertarget{kraken}{%
|
||
\subsection{Kraken}\label{kraken}}
|
||
|
||
\emph{Gargantuan monstrosity (titan), chaotic evil}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 472 (27d20+189)
|
||
|
||
\textbf{Speed} 20 ft., swim 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
30 (+10) & 11 (+0) & 25 (+7) & 22 (+6) & 18 (+4) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +17, Dex +7, Con +14, Int +13, Wis +11
|
||
|
||
\textbf{Damage Immunities} lightning; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} frightened, paralyzed
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 14
|
||
|
||
\textbf{Languages} understands Abyssal, Celestial, Infernal, and
|
||
Primordial but can't speak, telepathy 120 ft.
|
||
|
||
\textbf{Challenge} 23 (50,000 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The kraken can breathe air and water.
|
||
|
||
\textbf{\emph{Freedom of Movement}}. The kraken ignores difficult
|
||
terrain, and magical effects can't reduce its speed or cause it to be
|
||
restrained. It can spend 5 feet of movement to escape from nonmagical
|
||
restraints or being grappled.
|
||
|
||
\textbf{\emph{Siege Monster}}. The kraken deals double damage to objects
|
||
and structures.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The kraken makes three tentacle attacks,
|
||
each of which it can replace with one use of Fling.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 23 (3d8+10) piercing damage. If the target
|
||
is a Large or smaller creature grappled by the kraken, that creature is
|
||
swallowed, and the grapple ends. While swallowed, the creature is
|
||
blinded and restrained, it has total cover against attacks and other
|
||
effects outside the kraken, and it takes 42 (12d6) acid damage at the
|
||
start of each of the kraken's turns.
|
||
|
||
If the kraken takes 50 damage or more on a single turn from a creature
|
||
inside it, the kraken must succeed on a DC 25 Constitution saving throw
|
||
at the end of that turn or regurgitate all swallowed creatures, which
|
||
fall prone in a space within 10 feet of the kraken. If the kraken dies,
|
||
a swallowed creature is no longer restrained by it and can escape from
|
||
the corpse using 15 feet of movement, exiting prone.
|
||
|
||
\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +17 to hit, reach
|
||
30 ft., one target. \emph{Hit:} 20 (3d6+10) bludgeoning damage, and the
|
||
target is grappled (escape DC 18). Until this grapple ends, the target
|
||
is restrained. The kraken has ten tentacles, each of which can grapple
|
||
one target.
|
||
|
||
\textbf{\emph{Fling}}. One Large or smaller object held or creature
|
||
grappled by the kraken is thrown up to 60 feet in a random direction and
|
||
knocked prone. If a thrown target strikes a solid surface, the target
|
||
takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the
|
||
target is thrown at another creature, that creature must succeed on a DC
|
||
18 Dexterity saving throw or take the same damage and be knocked prone.
|
||
|
||
\textbf{\emph{Lightning Storm}}. The kraken magically creates three
|
||
bolts of lightning, each of which can strike a target the kraken can see
|
||
within 120 feet of it. A target must make a DC 23 Dexterity saving
|
||
throw, taking 22 (4d10) lightning damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
Legendary Actions
|
||
|
||
The kraken can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The kraken regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Tentacle Attack or Fling}. The kraken makes one tentacle attack
|
||
or uses its Fling.
|
||
|
||
\textbf{Lightning Storm (Costs 2 Actions)}. The kraken uses Lightning
|
||
Storm.
|
||
|
||
\textbf{Ink Cloud (Costs 3 Actions)}. While underwater, the kraken
|
||
expels an ink cloud in a 60-foot radius. The cloud spreads around
|
||
corners, and that area is heavily obscured to creatures other than the
|
||
kraken. Each creature other than the kraken that ends its turn there
|
||
must succeed on a DC 23 Constitution saving throw, taking 16 (3d10)
|
||
poison damage on a failed save, or half as much damage on a successful
|
||
one. A strong current disperses the cloud, which otherwise disappears at
|
||
the end of the kraken's next turn.
|
||
|
||
\hypertarget{monsters-l}{%
|
||
\section{Monsters (L)}\label{monsters-l}}
|
||
|
||
\hypertarget{lamia}{%
|
||
\subsection{Lamia}\label{lamia}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 97 (13d10+26)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 13 (+1) & 15 (+2) & 14 (+2) & 15 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +7, Insight +4, Stealth +3
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Abyssal, Common
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The lamia's innate spellcasting
|
||
ability is Charisma (spell save DC 13). It can innately cast the
|
||
following spells, requiring no material components.
|
||
|
||
At will: \emph{disguise self} (any humanoid form), \emph{major image}
|
||
|
||
3/day each: \emph{charm person}, \emph{mirror image}, \emph{scrying},
|
||
\emph{suggestion}
|
||
|
||
1/day: \emph{geas}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The lamia makes two attacks: one with its
|
||
claws and one with its dagger or Intoxicating Touch.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d10+3) slashing damage.
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d4+3) piercing damage.
|
||
|
||
\textbf{\emph{Intoxicating Touch}}. \emph{Melee Spell Attack:} +5 to
|
||
hit, reach 5 ft., one creature. \emph{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.
|
||
|
||
\hypertarget{lich}{%
|
||
\subsection{Lich}\label{lich}}
|
||
|
||
\emph{Medium undead, any evil alignment}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 135 (18d8+54)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 16 (+3) & 16 (+3) & 20 (+5) & 14 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +10, Int +12, Wis +9
|
||
|
||
\textbf{Skills} Arcana +19, History +12, Insight +9, Perception +9
|
||
|
||
\textbf{Damage Resistances} cold, lightning, necrotic
|
||
|
||
\textbf{Damage Immunities} poison; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, poisoned
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 19
|
||
|
||
\textbf{Languages} Common plus up to five other languages
|
||
|
||
\textbf{Challenge} 21 (33,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the lich fails a saving
|
||
throw, it can choose to succeed instead.
|
||
|
||
\textbf{\emph{Rejuvenation}}. If it has a phylactery, a destroyed lich
|
||
gains a new body in 1d10 days, regaining all its hit points and becoming
|
||
active again. The new body appears within 5 feet of the phylactery.
|
||
|
||
\textbf{\emph{Spellcasting}}. The lich is an 18th-level spellcaster. Its
|
||
spellcasting ability is Intelligence (spell save DC 20, +12 to hit with
|
||
spell attacks). The lich has the following wizard spells prepared:
|
||
|
||
Cantrips (at will): \emph{mage hand}, \emph{prestidigitation}, \emph{ray
|
||
of frost} 1st level (4 slots): \emph{detect magic}, \emph{magic
|
||
missile}, \emph{shield}, \emph{thunderwave} 2nd level (3 slots):
|
||
\emph{acid arrow}, \emph{detect thoughts}, \emph{invisibility},
|
||
\emph{mirror image} 3rd level (3 slots): \emph{animate dead},
|
||
\emph{counterspell}, \emph{dispel magic}, \emph{fireball} 4th level (3
|
||
slots): \emph{blight}, \emph{dimension door} 5th level (3 slots):
|
||
\emph{cloudkill}, \emph{scrying} 6th level (1 slot):
|
||
\emph{disintegrate}, \emph{globe of invulnerability} 7th level (1 slot):
|
||
\emph{finger of death}, \emph{plane shift} 8th level (1 slot):
|
||
\emph{dominate monster}, \emph{power word stun} 9th level (1 slot):
|
||
\emph{power word kill}
|
||
|
||
\textbf{\emph{Turn Resistance}}. The lich has advantage on saving throws
|
||
against any effect that turns undead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Paralyzing Touch}}. \emph{Melee Spell Attack:} +12 to hit,
|
||
reach 5 ft., one creature. \emph{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
|
||
|
||
The lich can take 3 legendary actions, choosing from the options below.
|
||
Only one legendary action option can be used at a time and only at the
|
||
end of another creature's turn. The lich regains spent legendary actions
|
||
at the start of its turn.
|
||
|
||
\textbf{Cantrip}. The lich casts a cantrip.
|
||
|
||
\textbf{Paralyzing Touch (Costs 2 Actions)}. The lich uses its
|
||
Paralyzing Touch.
|
||
|
||
\textbf{Frightening Gaze (Costs 2 Actions)}. The lich fixes its gaze on
|
||
one creature it can see within 10 feet of it. The target must succeed on
|
||
a DC 18 Wisdom saving throw against this magic or become frightened for
|
||
1 minute. The frightened target can repeat the saving throw at the end
|
||
of each of its turns, ending the effect on itself on a success. If a
|
||
target's saving throw is successful or the effect ends for it, the
|
||
target is immune to the lich's gaze for the next 24 hours.
|
||
|
||
\textbf{Disrupt Life (Costs 3 Actions)}. Each non-undead creature within
|
||
20 feet of the lich must make a DC 18 Constitution saving throw against
|
||
this magic, taking 21 (6d6) necrotic damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{lizardfolk}{%
|
||
\subsection{Lizardfolk}\label{lizardfolk}}
|
||
|
||
\emph{Medium humanoid (lizardfolk), neutral}
|
||
|
||
\textbf{Armor Class} 15 (natural armor, shield)
|
||
|
||
\textbf{Hit Points} 22 (4d8+4)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 13 (+1) & 7 (-2) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4, Survival +5
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Draconic
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. The lizardfolk can hold its breath for 15
|
||
minutes.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The lizardfolk makes two melee attacks,
|
||
each one with a different weapon.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Heavy Club}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6+2) bludgeoning damage.
|
||
|
||
\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to
|
||
hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2)
|
||
piercing damage.
|
||
|
||
\textbf{\emph{Spiked Shield}}. \emph{Melee Weapon Attack:} +4 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{lycanthropes}{%
|
||
\subsection{Lycanthropes}\label{lycanthropes}}
|
||
|
||
\hypertarget{werebear}{%
|
||
\subsubsection{Werebear}\label{werebear}}
|
||
|
||
\emph{Medium humanoid (human, shapechanger), neutral good}
|
||
|
||
\textbf{Armor Class} 10 in humanoid form, 11 (natural armor) in bear and
|
||
hybrid form
|
||
|
||
\textbf{Hit Points} 135 (18d8+54)
|
||
|
||
\textbf{Speed} 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 17 (+3) & 11 (+0) & 12 (+1) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +7
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Senses} passive Perception 17
|
||
|
||
\textbf{Languages} Common (can't speak in bear form)
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The werebear can use its action to
|
||
polymorph into a Large bear-humanoid hybrid or into a Large bear, or
|
||
back into its true form, which is humanoid. Its statistics, other than
|
||
its size and AC, are the same in each form. Any equipment it is wearing
|
||
or carrying isn't transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Keen Smell}}. The werebear has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. In bear form, the werebear makes two claw
|
||
attacks. In humanoid form, it makes two greataxe attacks. In hybrid
|
||
form, it can attack like a bear or a humanoid.
|
||
|
||
\textbf{\emph{Bite (Bear or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 15 (2d10+4)
|
||
piercing damage. If the target is a humanoid, it must succeed on a DC 14
|
||
Constitution saving throw or be cursed with werebear lycanthropy.
|
||
|
||
\textbf{\emph{Claw (Bear or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 13 (2d8+4)
|
||
slashing damage.
|
||
|
||
\textbf{\emph{Greataxe (Humanoid or Hybrid Form Only)}}. \emph{Melee
|
||
Weapon Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 10
|
||
(1d12+4) slashing damage.
|
||
|
||
\hypertarget{wereboar}{%
|
||
\subsubsection{Wereboar}\label{wereboar}}
|
||
|
||
\emph{Medium humanoid (human, shapechanger), neutral evil}
|
||
|
||
\textbf{Armor Class} 10 in humanoid form, 11 (natural armor) in boar or
|
||
hybrid form
|
||
|
||
\textbf{Hit Points} 78 (12d8+24)
|
||
|
||
\textbf{Speed} 30 ft. (40 ft. in boar form)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 10 (+0) & 15 (+2) & 10 (+0) & 11 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} Common (can't speak in boar form)
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The wereboar can use its action to
|
||
polymorph into a boar-humanoid hybrid or into a boar, or back into its
|
||
true form, which is humanoid. Its statistics, other than its AC, are the
|
||
same in each form. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Charge (Boar or Hybrid Form Only)}}. If the wereboar moves
|
||
at least 15 feet straight toward a target and then hits it with its
|
||
tusks on the same turn, the target takes an extra 7 (2d6) slashing
|
||
damage. If the target is a creature, it must succeed on a DC 13 Strength
|
||
saving throw or be knocked prone.
|
||
|
||
\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If
|
||
the wereboar takes 14 damage or less that would reduce it to 0 hit
|
||
points, it is reduced to 1 hit point instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The wereboar
|
||
makes two attacks, only one of which can be with its tusks.
|
||
|
||
\textbf{\emph{Maul (Humanoid or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 10 (2d6+3)
|
||
bludgeoning damage.
|
||
|
||
\textbf{\emph{Tusks (Boar or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 10 (2d6+3)
|
||
slashing damage. If the target is a humanoid, it must succeed on a DC 12
|
||
Constitution saving throw or be cursed with wereboar lycanthropy.
|
||
|
||
\hypertarget{wererat}{%
|
||
\subsubsection{Wererat}\label{wererat}}
|
||
|
||
\emph{Medium humanoid (human, shapechanger), lawful evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 33 (6d8+6)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 10 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +4
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Senses} darkvision 60 ft. (rat form only), passive Perception 12
|
||
|
||
\textbf{Languages} Common (can't speak in rat form)
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The wererat can use its action to
|
||
polymorph into a rat-humanoid hybrid or into a giant rat, or back into
|
||
its true form, which is humanoid. Its statistics, other than its size,
|
||
are the same in each form. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Keen Smell}}. The wererat has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The wererat
|
||
makes two attacks, only one of which can be a bite.
|
||
|
||
\textbf{\emph{Bite (Rat or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 4 (1d4+2)
|
||
piercing damage. If the target is a humanoid, it must succeed on a DC 11
|
||
Constitution saving throw or be cursed with wererat lycanthropy.
|
||
|
||
\textbf{\emph{Shortsword (Humanoid or Hybrid Form Only)}}. \emph{Melee
|
||
Weapon Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 5
|
||
(1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Hand Crossbow (Humanoid or Hybrid Form Only)}}.
|
||
\emph{Ranged Weapon Attack:} +4 to hit, range 30/120 ft., one target.
|
||
\emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{weretiger}{%
|
||
\subsubsection{Weretiger}\label{weretiger}}
|
||
|
||
\emph{Medium humanoid (human, shapechanger), neutral}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 120 (16d8+48)
|
||
|
||
\textbf{Speed} 30 ft. (40 ft. in tiger form)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5, Stealth +4
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 15
|
||
|
||
\textbf{Languages} Common (can't speak in tiger form)
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The weretiger can use its action to
|
||
polymorph into a tiger-humanoid hybrid or into a tiger, or back into its
|
||
true form, which is humanoid. Its statistics, other than its size, are
|
||
the same in each form. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The weretiger has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pounce (Tiger or Hybrid Form Only)}}. If the weretiger
|
||
moves at least 15 feet straight toward a creature and then hits it with
|
||
a claw attack on the same turn, that target must succeed on a DC 14
|
||
Strength saving throw or be knocked prone. If the target is prone, the
|
||
weretiger can make one bite attack against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. In humanoid
|
||
form, the weretiger makes two scimitar attacks or two longbow attacks.
|
||
In hybrid form, it can attack like a humanoid or make two claw attacks.
|
||
|
||
\textbf{\emph{Bite (Tiger or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 8 (1d10+3)
|
||
piercing damage. If the target is a humanoid, it must succeed on a DC 13
|
||
Constitution saving throw or be cursed with weretiger lycanthropy.
|
||
|
||
\textbf{\emph{Claw (Tiger or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 7 (1d8+3)
|
||
slashing damage.
|
||
|
||
\textbf{\emph{Scimitar (Humanoid or Hybrid Form Only)}}. \emph{Melee
|
||
Weapon Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 6
|
||
(1d6+3) slashing damage.
|
||
|
||
\textbf{\emph{Longbow (Humanoid or Hybrid Form Only)}}. \emph{Ranged
|
||
Weapon Attack:} +4 to hit, range 150/600 ft., one target. \emph{Hit:} 6
|
||
(1d8+2) piercing damage.
|
||
|
||
\hypertarget{werewolf}{%
|
||
\subsubsection{Werewolf}\label{werewolf}}
|
||
|
||
\emph{Medium humanoid (human, shapechanger), chaotic evil}
|
||
|
||
\textbf{Armor Class} 11 in humanoid form, 12 (natural armor) in wolf or
|
||
hybrid form
|
||
|
||
\textbf{Hit Points} 58 (9d8+18)
|
||
|
||
\textbf{Speed} 30 ft. (40 ft. in wolf form)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4, Stealth +3
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks not made with silvered weapons
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} Common (can't speak in wolf form)
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The werewolf can use its action to
|
||
polymorph into a wolf-humanoid hybrid or into a wolf, or back into its
|
||
true form, which is humanoid. Its statistics, other than its AC, are the
|
||
same in each form. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The werewolf has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The werewolf
|
||
makes two attacks: two with its spear (humanoid form) or one with its
|
||
bite and one with its claws (hybrid form).
|
||
|
||
\textbf{\emph{Bite (Wolf or Hybrid Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 6 (1d8+2)
|
||
piercing damage. If the target is a humanoid, it must succeed on a DC 12
|
||
Constitution saving throw or be cursed with werewolf lycanthropy.
|
||
|
||
\textbf{\emph{Claws (Hybrid Form Only)}}. \emph{Melee Weapon Attack:} +4
|
||
to hit, reach 5 ft., one creature. \emph{Hit:} 7 (2d4+2) slashing
|
||
damage.
|
||
|
||
\textbf{\emph{Spear (Humanoid Form Only)}}. \emph{Melee or Ranged Weapon
|
||
Attack:} +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
|
||
\emph{Hit:} 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if
|
||
used with two hands to make a melee attack.
|
||
|
||
\hypertarget{monsters-m}{%
|
||
\section{Monsters (M)}\label{monsters-m}}
|
||
|
||
\hypertarget{magmin}{%
|
||
\subsection{Magmin}\label{magmin}}
|
||
|
||
\emph{Small elemental, chaotic neutral}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 9 (2d6+2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 15 (+2) & 12 (+1) & 8 (-1) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Ignan
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Death Burst}}. When the magmin dies, it explodes in a
|
||
burst of fire and magma. Each creature within 10 feet of it must make a
|
||
DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed
|
||
save, or half as much damage on a successful one. Flammable objects that
|
||
aren't being worn or carried in that area are ignited.
|
||
|
||
\textbf{\emph{Ignited Illumination}}. As a bonus action, the magmin can
|
||
set itself ablaze or extinguish its flames. While ablaze, the magmin
|
||
sheds bright light in a 10-foot radius and dim light for an additional
|
||
10 feet.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Touch}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d6) fire damage. If the target is a
|
||
creature or a flammable object, it ignites. Until a creature takes an
|
||
action to douse the fire, the target takes 3 (1d6) fire damage at the
|
||
end of each of its turns.
|
||
|
||
\hypertarget{manticore}{%
|
||
\subsection{Manticore}\label{manticore}}
|
||
|
||
\emph{Large monstrosity, lawful evil}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 68 (8d10+24)
|
||
|
||
\textbf{Speed} 30 ft., fly 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 16 (+3) & 17 (+3) & 7 (-2) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Tail Spike Regrowth}}. The manticore has twenty-four tail
|
||
spikes. Used spikes regrow when the manticore finishes a long rest.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The manticore makes three attacks: one with
|
||
its bite and two with its claws or three with its tail spikes.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage.
|
||
|
||
\textbf{\emph{Tail Spike}}. \emph{Ranged Weapon Attack:} +5 to hit,
|
||
range 100/200 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage.
|
||
|
||
\hypertarget{medusa}{%
|
||
\subsection{Medusa}\label{medusa}}
|
||
|
||
\emph{Medium monstrosity, lawful evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 127 (17d8+51)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 15 (+2) & 16 (+3) & 12 (+1) & 13 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +5, Insight +4, Perception +4, Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Common
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Petrifying Gaze}}. When a creature that can see the
|
||
medusa's eyes starts its turn within 30 feet of the medusa, the medusa
|
||
can force it to make a DC 14 Constitution saving throw if the medusa
|
||
isn't incapacitated and can see the creature. If the saving throw fails
|
||
by 5 or more, the creature is instantly petrified. Otherwise, a creature
|
||
that fails the save begins to turn to stone and is restrained. The
|
||
restrained creature must repeat the saving throw at the end of its next
|
||
turn, becoming petrified on a failure or ending the effect on a success.
|
||
The petrification lasts until the creature is freed by the \emph{greater
|
||
restoration} spell or other magic.
|
||
|
||
Unless surprised, a creature can avert its eyes to avoid the saving
|
||
throw at the start of its turn. If the creature does so, it can't see
|
||
the medusa until the start of its next turn, when it can avert its eyes
|
||
again. If the creature looks at the medusa in the meantime, it must
|
||
immediately make the save.
|
||
|
||
If the medusa sees itself reflected on a polished surface within 30 feet
|
||
of it and in an area of bright light, the medusa is, due to its curse,
|
||
affected by its own gaze.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The medusa makes either three melee
|
||
attacks-one with its snake hair and two with its shortsword-or two
|
||
ranged attacks with its longbow.
|
||
|
||
\textbf{\emph{Snake Hair}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage plus 14 (4d6)
|
||
poison damage.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +5 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage plus 7
|
||
(2d6) poison damage.
|
||
|
||
\hypertarget{mephits}{%
|
||
\subsection{Mephits}\label{mephits}}
|
||
|
||
\hypertarget{dust-mephit}{%
|
||
\subsubsection{Dust Mephit}\label{dust-mephit}}
|
||
|
||
\emph{Small elemental, neutral evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 17 (5d6)
|
||
|
||
\textbf{Speed} 30 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 14 (+2) & 10 (+0) & 9 (-1) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +4
|
||
|
||
\textbf{Damage Vulnerabilities} Fire
|
||
|
||
\textbf{Damage Immunities} Poison
|
||
|
||
\textbf{Condition Immunities} Poisoned
|
||
|
||
\textbf{Senses} Darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Auran, Terran
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a
|
||
burst of dust. Each creature within 5 feet of it must then succeed on a
|
||
DC 10 Constitution saving throw or be blinded for 1 minute. A blinded
|
||
creature can repeat the saving throw on each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately
|
||
cast \emph{sleep}, requiring no material components. Its innate
|
||
spellcasting ability is Charisma.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d4+2) slashing damage.
|
||
|
||
\textbf{\emph{Blinding Breath (Recharge 6)}}. The mephit exhales a 15-
|
||
foot cone of blinding dust. Each creature in that area must succeed on a
|
||
DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success.
|
||
|
||
\hypertarget{ice-mephit}{%
|
||
\subsubsection{Ice Mephit}\label{ice-mephit}}
|
||
|
||
\emph{Small elemental, neutral evil}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 21 (6d6)
|
||
|
||
\textbf{Speed} 30 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 13 (+1) & 10 (+0) & 9 (-1) & 11 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +3
|
||
|
||
\textbf{Damage Vulnerabilities} bludgeoning, fire
|
||
|
||
\textbf{Damage Immunities} cold, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Aquan, Auran
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a
|
||
burst of jagged ice. Each creature within 5 feet of it must make a DC 10
|
||
Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save,
|
||
or half as much damage on a successful one.
|
||
|
||
\textbf{\emph{False Appearance}}. While the mephit remains motionless,
|
||
it is indistinguishable from an ordinary shard of ice.
|
||
|
||
\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately
|
||
cast \emph{fog cloud}, requiring no material components. Its innate
|
||
spellcasting ability is Charisma.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 3 (1d4+1) slashing damage plus 2 (1d4)
|
||
cold damage.
|
||
|
||
\textbf{\emph{Frost Breath (Recharge 6)}}. The mephit exhales a 15- foot
|
||
cone of cold air. Each creature in that area must succeed on a DC 10
|
||
Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or
|
||
half as much damage on a successful one.
|
||
|
||
\hypertarget{magma-mephit}{%
|
||
\subsubsection{Magma Mephit}\label{magma-mephit}}
|
||
|
||
\emph{Small elemental, neutral evil}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 22 (5d6+5)
|
||
|
||
\textbf{Speed} 30 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 12 (+1) & 12 (+1) & 7 (-2) & 10 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +3
|
||
|
||
\textbf{Damage Vulnerabilities} cold
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Ignan, Terran
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a
|
||
burst of lava. Each creature within 5 feet of it must make a DC 11
|
||
Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or
|
||
half as much damage on a successful one.
|
||
|
||
\textbf{\emph{False Appearance}}. While the mephit remains motionless,
|
||
it is indistinguishable from an ordinary mound of magma.
|
||
|
||
\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately
|
||
cast \emph{heat metal} (spell save DC 10), requiring no material
|
||
components. Its innate spellcasting ability is Charisma.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 3 (1d4+1) slashing damage plus 2 (1d4)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Fire Breath (Recharge 6)}}. The mephit exhales a 15-foot
|
||
cone of fire. Each creature in that area must make a DC 11 Dexterity
|
||
saving throw, taking 7 (2d6) fire damage on a failed save, or half as
|
||
much damage on a successful one.
|
||
|
||
\hypertarget{steam-mephit}{%
|
||
\subsubsection{Steam Mephit}\label{steam-mephit}}
|
||
|
||
\emph{Small elemental, neutral evil}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 21 (6d6)
|
||
|
||
\textbf{Speed} 30 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 11 (+0) & 10 (+0) & 11 (+0) & 10 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} fire, poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Aquan, Ignan
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a
|
||
cloud of steam. Each creature within 5 feet of the mephit must succeed
|
||
on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
|
||
|
||
\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately
|
||
cast \emph{blur}, requiring no material components. Its innate
|
||
spellcasting ability is Charisma.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 2 (1d4) slashing damage plus 2 (1d4) fire
|
||
damage.
|
||
|
||
\textbf{\emph{Steam Breath (Recharge 6)}}. The mephit exhales a 15- foot
|
||
cone of scalding steam. Each creature in that area must succeed on a DC
|
||
10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save,
|
||
or half as much damage on a successful one.
|
||
|
||
\hypertarget{merfolk}{%
|
||
\subsection{Merfolk}\label{merfolk}}
|
||
|
||
\emph{Medium humanoid (merfolk), neutral}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 10 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 13 (+1) & 12 (+1) & 11 (+0) & 11 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} Aquan, Common
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The merfolk can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +2 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 3 (1d6) piercing
|
||
damage, or 4 (1d8) piercing damage if used with two hands to make a
|
||
melee attack.
|
||
|
||
\hypertarget{merrow}{%
|
||
\subsection{Merrow}\label{merrow}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 10 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 10 (+0) & 15 (+2) & 8 (-1) & 10 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Abyssal, Aquan
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The merrow can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The merrow makes two attacks: one with its
|
||
bite and one with its claws or harpoon.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (2d4+4) slashing damage.
|
||
|
||
\textbf{\emph{Harpoon}}. \emph{Melee or Ranged Weapon Attack:} +6 to
|
||
hit, reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 11 (2d6+3)
|
||
piercing damage. If the target is a Huge or smaller creature, it must
|
||
succeed on a Strength contest against the merrow or be pulled up to 20
|
||
feet toward the merrow.
|
||
|
||
\hypertarget{mimic}{%
|
||
\subsection{Mimic}\label{mimic}}
|
||
|
||
\emph{Medium monstrosity (shapechanger), neutral}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 58 (9d8+18)
|
||
|
||
\textbf{Speed} 15 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 12 (+1) & 15 (+2) & 5 (-3) & 13 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +5
|
||
|
||
\textbf{Damage Immunities} acid
|
||
|
||
\textbf{Condition Immunities} prone
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. The mimic can use its action to polymorph
|
||
into an object or back into its true, amorphous form. Its statistics are
|
||
the same in each form. Any equipment it is wearing or carrying isn't
|
||
transformed. It reverts to its true form if it dies.
|
||
|
||
\textbf{\emph{Adhesive (Object Form Only)}}. The mimic adheres to
|
||
anything that touches it. A Huge or smaller creature adhered to the
|
||
mimic is also grappled by it (escape DC 13). Ability checks made to
|
||
escape this grapple have disadvantage.
|
||
|
||
\textbf{\emph{False Appearance (Object Form Only)}}. While the mimic
|
||
remains motionless, it is indistinguishable from an ordinary object.
|
||
|
||
\textbf{\emph{Grappler}}. The mimic has advantage on attack rolls
|
||
against any creature grappled by it.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage. If the
|
||
mimic is in object form, the target is subjected to its Adhesive trait.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 4 (1d8) acid
|
||
damage.
|
||
|
||
\hypertarget{minotaur}{%
|
||
\subsection{Minotaur}\label{minotaur}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 76 (9d10+27)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 11 (+0) & 16 (+3) & 6 (-2) & 16 (+3) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +7
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 17
|
||
|
||
\textbf{Languages} Abyssal
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the minotaur moves at least 10 feet straight
|
||
toward a target and then hits it with a gore attack on the same turn,
|
||
the target takes an extra 9 (2d8) piercing damage. If the target is a
|
||
creature, it must succeed on a DC 14 Strength saving throw or be pushed
|
||
up to 10 feet away and knocked prone.
|
||
|
||
\textbf{\emph{Labyrinthine Recall}}. The minotaur can perfectly recall
|
||
any path it has traveled.
|
||
|
||
\textbf{\emph{Reckless}}. At the start of its turn, the minotaur can
|
||
gain advantage on all melee weapon attack rolls it makes during that
|
||
turn, but attack rolls against it have advantage until the start of its
|
||
next turn.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 17 (2d12+4) slashing damage.
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage.
|
||
|
||
\hypertarget{mummies}{%
|
||
\subsection{Mummies}\label{mummies}}
|
||
|
||
\hypertarget{mummy}{%
|
||
\subsubsection{Mummy}\label{mummy}}
|
||
|
||
\emph{Medium undead, lawful evil}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 58 (9d8+18)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 8 (-1) & 15 (+2) & 6 (-2) & 10 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Saving Throws Wis +2
|
||
|
||
\textbf{Damage Vulnerabilities} fire
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The mummy can use its Dreadful Glare and
|
||
makes one attack with its rotting fist.
|
||
|
||
\textbf{\emph{Rotting Fist}}. \emph{Melee Weapon Attack:} +5 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 10 (2d6+3) bludgeoning damage plus
|
||
10 (3d6) necrotic damage. If the target is a creature, it must succeed
|
||
on a DC 12 Constitution saving throw or be cursed with mummy rot. The
|
||
cursed target can't regain hit points, and its hit point maximum
|
||
decreases by 10 (3d6) for every 24 hours that elapse. If the curse
|
||
reduces the target's hit point maximum to 0, the target dies, and its
|
||
body turns to dust. The curse lasts until removed by the \emph{remove
|
||
curse} spell or other magic.
|
||
|
||
\textbf{\emph{Dreadful Glare}}. The mummy targets one creature it can
|
||
see within 60 feet of it. If the target can see the mummy, it must
|
||
succeed on a DC 11 Wisdom saving throw against this magic or become
|
||
frightened until the end of the mummy's next turn. If the target fails
|
||
the saving throw by 5 or more, it is also paralyzed for the same
|
||
duration. A target that succeeds on the saving throw is immune to the
|
||
Dreadful Glare of all mummies (but not mummy lords) for the next 24
|
||
hours.
|
||
|
||
\hypertarget{mummy-lord}{%
|
||
\subsubsection{Mummy Lord}\label{mummy-lord}}
|
||
|
||
\emph{Medium undead, lawful evil}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 97 (13d8+39)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 10 (+0) & 17 (+3) & 11 (+0) & 18 (+4) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +8, Int +5, Wis +9, Cha +8
|
||
|
||
\textbf{Skills} History +5, Religion +5
|
||
|
||
\textbf{Damage Vulnerabilities} fire
|
||
|
||
\textbf{Damage Immunities} necrotic, poison; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 15 (13,000 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The mummy lord has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Rejuvenation}}. A destroyed mummy lord gains a new body in
|
||
24 hours if its heart is intact, regaining all its hit points and
|
||
becoming active again. The new body appears within 5 feet of the mummy
|
||
lord's heart.
|
||
|
||
\textbf{\emph{Spellcasting}}. The mummy lord is a 10th-level
|
||
spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to
|
||
hit with spell attacks). The mummy lord has the following cleric spells
|
||
prepared:
|
||
|
||
Cantrips (at will): \emph{sacred flame}, \emph{thaumaturgy} 1st level (4
|
||
slots): \emph{command}, \emph{guiding bolt}, \emph{shield of faith} 2nd
|
||
level (3 slots): \emph{hold person}, \emph{silence}, \emph{spiritual
|
||
weapon} 3rd level (3 slots): \emph{animate dead}, \emph{dispel magic}
|
||
4th level (3 slots): \emph{divination}, \emph{guardian of faith} 5th
|
||
level (2 slots): \emph{contagion}, \emph{insect plague} 6th level (1
|
||
slot): \emph{harm}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The mummy can use its Dreadful Glare and
|
||
makes one attack with its rotting fist.
|
||
|
||
\textbf{\emph{Rotting Fist}}. \emph{Melee Weapon Attack:} +9 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 14 (3d6+4) bludgeoning damage plus
|
||
21 (6d6) necrotic damage. If the target is a creature, it must succeed
|
||
on a DC 16 Constitution saving throw or be cursed with mummy rot. The
|
||
cursed target can't regain hit points, and its hit point maximum
|
||
decreases by 10 (3d6) for every 24 hours that elapse. If the curse
|
||
reduces the target's hit point maximum to 0, the target dies, and its
|
||
body turns to dust. The curse lasts until removed by the \emph{remove
|
||
curse} spell or other magic.
|
||
|
||
\textbf{\emph{Dreadful Glare}}. The mummy lord targets one creature it
|
||
can see within 60 feet of it. If the target can see the mummy lord, it
|
||
must succeed on a DC 16 Wisdom saving throw against this magic or become
|
||
frightened until the end of the mummy's next turn. If the target fails
|
||
the saving throw by 5 or more, it is also paralyzed for the same
|
||
duration. A target that succeeds on the saving throw is immune to the
|
||
Dreadful Glare of all mummies and mummy lords for the next 24 hours.
|
||
|
||
Legendary Actions
|
||
|
||
The mummy lord can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The mummy lord regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Attack}. The mummy lord makes one attack with its rotting fist
|
||
or uses its Dreadful Glare.
|
||
|
||
\textbf{Blinding Dust}. Blinding dust and sand swirls magically around
|
||
the mummy lord. Each creature within 5 feet of the mummy lord must
|
||
succeed on a DC 16 Constitution saving throw or be blinded until the end
|
||
of the creature's next turn.
|
||
|
||
\textbf{Blasphemous Word (Costs 2 Actions)}. The mummy lord utters a
|
||
blasphemous word. Each non-undead creature within 10 feet of the mummy
|
||
lord that can hear the magical utterance must succeed on a DC 16
|
||
Constitution saving throw or be stunned until the end of the mummy
|
||
lord's next turn.
|
||
|
||
\textbf{Channel Negative Energy (Costs 2 Actions)}. The mummy lord
|
||
magically unleashes negative energy. Creatures within 60 feet of the
|
||
mummy lord, including ones behind barriers and around corners, can't
|
||
regain hit points until the end of the mummy lord's next turn.
|
||
|
||
\textbf{Whirlwind of Sand (Costs 2 Actions)}. The mummy lord magically
|
||
transforms into a whirlwind of sand, moves up to 60 feet, and reverts to
|
||
its normal form. While in whirlwind form, the mummy lord is immune to
|
||
all damage, and it can't be grappled, petrified, knocked prone,
|
||
restrained, or stunned. Equipment worn or carried by the mummy lord
|
||
remain in its possession.
|
||
|
||
\hypertarget{monsters-n}{%
|
||
\section{Monsters (N)}\label{monsters-n}}
|
||
|
||
\hypertarget{nagas}{%
|
||
\subsection{Nagas}\label{nagas}}
|
||
|
||
\hypertarget{guardian-naga}{%
|
||
\subsubsection{Guardian Naga}\label{guardian-naga}}
|
||
|
||
\emph{Large monstrosity, lawful good}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 127 (15d10+45)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 18 (+4) & 16 (+3) & 16 (+3) & 19 (+4) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +5, Wis +5, Cha +6
|
||
|
||
\textbf{Saving Throws} Dex +8, Con +7, Int +7, Wis +8, Cha +8
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Celestial, Common
|
||
|
||
\textbf{Challenge} 10 (5,900 XP)
|
||
|
||
\textbf{\emph{Rejuvenation}}. If it dies, the naga returns to life in
|
||
1d6 days and regains all its hit points. Only a \emph{wish} spell can
|
||
prevent this trait from functioning.
|
||
|
||
\textbf{\emph{Spellcasting}}. The naga is an 11th-level spellcaster. Its
|
||
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
|
||
attacks), and it needs only verbal components to cast its spells. It has
|
||
the following cleric spells prepared:
|
||
|
||
Cantrips (at will): \emph{mending}, \emph{sacred flame},
|
||
\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{cure
|
||
wounds}, \emph{shield of faith} 2nd level (3 slots): \emph{calm
|
||
emotions}, \emph{hold person} 3rd level (3 slots): \emph{bestow curse},
|
||
\emph{clairvoyance} 4th level (3 slots): \emph{banishment},
|
||
\emph{freedom of movement} 5th level (2 slots): \emph{flame strike},
|
||
\emph{geas} 6th level (1 slot): \emph{true seeing}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 8 (1d8+4) piercing damage, and the target
|
||
must make a DC 15 Constitution saving throw, taking 45 (10d8) poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\textbf{\emph{Spit Poison}}. \emph{Ranged Weapon Attack:} +8 to hit,
|
||
range 15/30 ft., one creature. \emph{Hit:} The target must make a DC 15
|
||
Constitution saving throw, taking 45 (10d8) poison damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{spirit-naga}{%
|
||
\subsubsection{Spirit Naga}\label{spirit-naga}}
|
||
|
||
\emph{Large monstrosity, chaotic evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 75 (10d10+20)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 17 (+3) & 14 (+2) & 16 (+3) & 15 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Abyssal, Common
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Rejuvenation}}. If it dies, the naga returns to life in
|
||
1d6 days and regains all its hit points. Only a \emph{wish} spell can
|
||
prevent this trait from functioning.
|
||
|
||
\textbf{\emph{Spellcasting}}. The naga is a 10th-level spellcaster. Its
|
||
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
|
||
spell attacks), and it needs only verbal components to cast its spells.
|
||
It has the following wizard spells prepared:
|
||
|
||
Cantrips (at will): \emph{mage hand}, \emph{minor illusion}, \emph{ray
|
||
of frost} 1st level (4 slots): \emph{charm person}, \emph{detect magic},
|
||
\emph{sleep} 2nd level (3 slots): \emph{detect thoughts}, \emph{hold
|
||
person} 3rd level (3 slots): \emph{lightning bolt}, \emph{water
|
||
breathing} 4th level (3 slots): \emph{blight}, \emph{dimension door} 5th
|
||
level (2 slots): \emph{dominate person}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 7 (1d6+4) piercing damage, and the target
|
||
must make a DC 13 Constitution saving throw, taking 31 (7d8) poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{nightmare}{%
|
||
\subsection{Nightmare}\label{nightmare}}
|
||
|
||
\emph{Large fiend, neutral evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 68 (8d10+24)
|
||
|
||
\textbf{Speed} 60 ft., fly 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} understands Abyssal, Common, and Infernal but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Confer Fire Resistance}}. The nightmare can grant
|
||
resistance to fire damage to anyone riding it.
|
||
|
||
\textbf{\emph{Illumination}}. The nightmare sheds bright light in a 10-
|
||
foot radius and dim light for an additional 10 feet.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage plus 7 (2d6)
|
||
fire damage.
|
||
|
||
\textbf{\emph{Ethereal Stride}}. The nightmare and up to three willing
|
||
creatures within 5 feet of it magically enter the Ethereal Plane from
|
||
the Material Plane, or vice versa.
|
||
|
||
\hypertarget{monsters-o}{%
|
||
\section{Monsters (O)}\label{monsters-o}}
|
||
|
||
\hypertarget{ogre}{%
|
||
\subsection{Ogre}\label{ogre}}
|
||
|
||
\emph{Large giant, chaotic evil}
|
||
|
||
\textbf{Armor Class} 11 (hide armor)
|
||
|
||
\textbf{Hit Points} 59 (7d10+21)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 8 (-1) & 16 (+3) & 5 (-3) & 7 (-2) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} Common, Giant
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +6 to
|
||
hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 11 (2d6+4)
|
||
piercing damage.
|
||
|
||
\hypertarget{oni}{%
|
||
\subsection{Oni}\label{oni}}
|
||
|
||
\emph{Large giant, lawful evil}
|
||
|
||
\textbf{Armor Class} 16 (chain mail)
|
||
|
||
\textbf{Hit Points} 110 (13d10+39)
|
||
|
||
\textbf{Speed} 30 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 11 (+0) & 16 (+3) & 14 (+2) & 12 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +3, Con +6, Wis +4, Cha +5
|
||
|
||
\textbf{Skills} Arcana +5, Deception +8, Perception +4
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Common, Giant
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The oni's innate spellcasting
|
||
ability is Charisma (spell save DC 13). The oni can innately cast the
|
||
following spells, requiring no material Components
|
||
|
||
At will: \emph{darkness}, \emph{invisibility}
|
||
|
||
1/day each: \emph{charm person}, \emph{cone of cold}, \emph{gaseous
|
||
form}, \emph{sleep}
|
||
|
||
\textbf{\emph{Magic Weapons}}. The oni's weapon attacks are magical.
|
||
|
||
\textbf{\emph{Regeneration}}. The oni regains 10 hit points at the start
|
||
of its turn if it has at least 1 hit point.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The oni makes two attacks, either with its
|
||
claws or its glaive.
|
||
|
||
\textbf{\emph{Claw (Oni Form Only)}}. \emph{Melee Weapon Attack:} +7 to
|
||
hit, reach 5 ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Glaive}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 15 (2d10+4) slashing damage, or 9 (1d10+4)
|
||
slashing damage in Small or Medium form.
|
||
|
||
\textbf{\emph{Change Shape}}. The oni magically polymorphs into a Small
|
||
or Medium humanoid, into a Large giant, or back into its true form.
|
||
Other than its size, its statistics are the same in each form. The only
|
||
equipment that is transformed is its glaive, which shrinks so that it
|
||
can be wielded in humanoid form. If the oni dies, it reverts to its true
|
||
form, and its glaive reverts to its normal size.
|
||
|
||
\hypertarget{oozes}{%
|
||
\subsection{Oozes}\label{oozes}}
|
||
|
||
\hypertarget{black-pudding}{%
|
||
\subsubsection{Black Pudding}\label{black-pudding}}
|
||
|
||
\emph{Large ooze, unaligned}
|
||
|
||
\textbf{Armor Class} 7
|
||
|
||
\textbf{Hit Points} 85 (10d10+30)
|
||
|
||
\textbf{Speed} 20 ft., climb 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 5 (-3) & 16 (+3) & 1 (-5) & 6 (-2) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} acid, cold, lightning, slashing
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion,
|
||
frightened, prone
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Amorphous}}. The pudding can move through a space as
|
||
narrow as 1 inch wide without squeezing.
|
||
|
||
\textbf{\emph{Corrosive Form}}. A creature that touches the pudding or
|
||
hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid
|
||
damage. Any nonmagical weapon made of metal or wood that hits the
|
||
pudding corrodes. After dealing damage, the weapon takes a permanent and
|
||
cumulative -1 penalty to damage rolls. If its penalty drops to -5, the
|
||
weapon is destroyed. Nonmagical ammunition made of metal or wood that
|
||
hits the pudding is destroyed after dealing damage.
|
||
|
||
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1
|
||
round.
|
||
|
||
\textbf{\emph{Spider Climb}}. The pudding can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage plus 18
|
||
(4d8) acid damage. In addition, nonmagical armor worn by the target is
|
||
partly dissolved and takes a permanent and cumulative -1 penalty to the
|
||
AC it offers. The armor is destroyed if the penalty reduces its AC to
|
||
10.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Split}}. When a pudding that is Medium or larger is
|
||
subjected to lightning or slashing damage, it splits into two new
|
||
puddings if it has at least 10 hit points. Each new pudding has hit
|
||
points equal to half the original pudding's, rounded down. New puddings
|
||
are one size smaller than the original pudding.
|
||
|
||
\hypertarget{gelatinous-cube}{%
|
||
\subsubsection{Gelatinous Cube}\label{gelatinous-cube}}
|
||
|
||
\emph{Large ooze, unaligned}
|
||
|
||
\textbf{Armor Class} 6
|
||
|
||
\textbf{Hit Points} 84 (8d10+40)
|
||
|
||
\textbf{Speed} 15 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 3 (-4) & 20 (+5) & 1 (-5) & 6 (-2) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion,
|
||
frightened, prone
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Ooze Cube}}. The cube takes up its entire space. Other
|
||
creatures can enter the space, but a creature that does so is subjected
|
||
to the cube's Engulf and has disadvantage on the saving throw.
|
||
|
||
Creatures inside the cube can be seen but have total cover.
|
||
|
||
A creature within 5 feet of the cube can take an action to pull a
|
||
creature or object out of the cube. Doing so requires a successful DC 12
|
||
Strength check, and the creature making the attempt takes 10 (3d6) acid
|
||
damage.
|
||
|
||
The cube can hold only one Large creature or up to four Medium or
|
||
smaller creatures inside it at a time.
|
||
|
||
\textbf{\emph{Transparent}}. Even when the cube is in plain sight, it
|
||
takes a successful DC 15 Wisdom (Perception) check to spot a cube that
|
||
has neither moved nor attacked. A creature that tries to enter the
|
||
cube's space while unaware of the cube is surprised by the cube.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 10 (3d6) acid damage.
|
||
|
||
\textbf{\emph{Engulf}}. The cube moves up to its speed. While doing so,
|
||
it can enter Large or smaller creatures' spaces. Whenever the cube
|
||
enters a creature's space, the creature must make a DC 12 Dexterity
|
||
saving throw.
|
||
|
||
On a successful save, the creature can choose to be pushed 5 feet back
|
||
or to the side of the cube. A creature that chooses not to be pushed
|
||
suffers the consequences of a failed saving throw.
|
||
|
||
On a failed save, the cube enters the creature's space, and the creature
|
||
takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't
|
||
breathe, is restrained, and takes 21 (6d6) acid damage at the start of
|
||
each of the cube's turns. When the cube moves, the engulfed creature
|
||
moves with it.
|
||
|
||
An engulfed creature can try to escape by taking an action to make a DC
|
||
12 Strength check. On a success, the creature escapes and enters a space
|
||
of its choice within 5 feet of the cube.
|
||
|
||
\hypertarget{gray-ooze}{%
|
||
\subsubsection{Gray Ooze}\label{gray-ooze}}
|
||
|
||
\emph{Medium ooze, unaligned}
|
||
|
||
\textbf{Armor Class} 8
|
||
|
||
\textbf{Hit Points} 22 (3d8+9)
|
||
|
||
\textbf{Speed} 10 ft., climb 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 6 (-2) & 16 (+3) & 1 (-5) & 6 (-2) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +2
|
||
|
||
\textbf{Damage Resistances} acid, cold, fire
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion,
|
||
frightened, prone
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Amorphous}}. The ooze can move through a space as narrow
|
||
as 1 inch wide without squeezing.
|
||
|
||
\textbf{\emph{Corrode Metal}}. Any nonmagical weapon made of metal that
|
||
hits the ooze corrodes. After dealing damage, the weapon takes a
|
||
permanent and cumulative -1 penalty to damage rolls. If its penalty
|
||
drops to -5, the weapon is destroyed. Nonmagical ammunition made of
|
||
metal that hits the ooze is destroyed after dealing damage.
|
||
|
||
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
|
||
|
||
\textbf{\emph{False Appearance}}. While the ooze remains motionless, it
|
||
is indistinguishable from an oily pool or wet rock.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +3 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage plus 7 (2d6)
|
||
acid damage, and if the target is wearing nonmagical metal armor, its
|
||
armor is partly corroded and takes a permanent and cumulative -1 penalty
|
||
to the AC it offers. The armor is destroyed if the penalty reduces its
|
||
AC to 10.
|
||
|
||
\hypertarget{ochre-jelly}{%
|
||
\subsubsection{Ochre Jelly}\label{ochre-jelly}}
|
||
|
||
\emph{Large ooze, unaligned}
|
||
|
||
\textbf{Armor Class} 8
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 10 ft., climb 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 6 (-2) & 14 (+2) & 2 (-4) & 6 (-2) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} acid
|
||
|
||
\textbf{Damage Immunities} lightning, slashing
|
||
|
||
\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion,
|
||
frightened, prone
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Amorphous}}. The jelly can move through a space as narrow
|
||
as 1 inch wide without squeezing.
|
||
|
||
\textbf{\emph{Spider Climb}}. The jelly can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 9 (2d6+2) bludgeoning damage plus 3 (1d6)
|
||
acid damage.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Split}}. When a jelly that is Medium or larger is
|
||
subjected to lightning or slashing damage, it splits into two new
|
||
jellies if it has at least 10 hit points. Each new jelly has hit points
|
||
equal to half the original jelly's, rounded down. New jellies are one
|
||
size smaller than the original jelly.
|
||
|
||
\hypertarget{orc}{%
|
||
\subsection{Orc}\label{orc}}
|
||
|
||
\emph{Medium humanoid (orc), chaotic evil}
|
||
|
||
\textbf{Armor Class} 13 (hide armor)
|
||
|
||
\textbf{Hit Points} 15 (2d8+6)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 12 (+1) & 16 (+3) & 7 (-2) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Intimidation +2
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Common, Orc
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Aggressive}}. As a bonus action, the orc can move up to
|
||
its speed toward a hostile creature that it can see.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d12+3) slashing damage.
|
||
|
||
\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +5 to
|
||
hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 6 (1d6+3)
|
||
piercing damage.
|
||
|
||
\hypertarget{otyugh}{%
|
||
\subsection{Otyugh}\label{otyugh}}
|
||
|
||
\emph{Large aberration, neutral}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 114 (12d10+48)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 11 (+0) & 19 (+4) & 6 (-2) & 13 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Saving Throws Con +7
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 11
|
||
|
||
\textbf{Languages} Otyugh
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Limited Telepathy}}. The otyugh can magically transmit
|
||
simple messages and images to any creature within 120 feet of it that
|
||
can understand a language. This form of telepathy doesn't allow the
|
||
receiving creature to telepathically respond.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The otyugh makes three attacks: one with
|
||
its bite and two with its tentacles.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d8+3) piercing damage. If the target
|
||
is a creature, it must succeed on a DC 15 Constitution saving throw
|
||
against disease or become poisoned until the disease is cured. Every 24
|
||
hours that elapse, the target must repeat the saving throw, reducing its
|
||
hit point maximum by 5 (1d10) on a failure. The disease is cured on a
|
||
success. The target dies if the disease reduces its hit point maximum to
|
||
0. This reduction to the target's hit point maximum lasts until the
|
||
disease is cured.
|
||
|
||
\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
10 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage plus 4
|
||
(1d8) piercing damage. If the target is Medium or smaller, it is
|
||
grappled (escape DC 13) and restrained until the grapple ends. The
|
||
otyugh has two tentacles, each of which can grapple one target.
|
||
|
||
\textbf{\emph{Tentacle Slam}}. The otyugh slams creatures grappled by it
|
||
into each other or a solid surface. Each creature must succeed on a DC
|
||
14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and
|
||
be stunned until the end of the otyugh's next turn. On a successful
|
||
save, the target takes half the bludgeoning damage and isn't stunned.
|
||
|
||
\hypertarget{owlbear}{%
|
||
\subsection{Owlbear}\label{owlbear}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 59 (7d10+21)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 12 (+1) & 17 (+3) & 3 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Keen Sight and Smell}}. The owlbear has advantage on
|
||
Wisdom (Perception) checks that rely on sight or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The owlbear makes two attacks: one with its
|
||
beak and one with its claws.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 10 (1d10+5) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d8+5) slashing damage.
|
||
|
||
\hypertarget{monsters-p}{%
|
||
\section{Monsters (P)}\label{monsters-p}}
|
||
|
||
\hypertarget{pegasus}{%
|
||
\subsection{Pegasus}\label{pegasus}}
|
||
|
||
\emph{Large celestial, chaotic good}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 59 (7d10+21)
|
||
|
||
\textbf{Speed} 60 ft., fly 90 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 15 (+2) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Wis +4, Cha +3
|
||
|
||
\textbf{Skills} Perception +6
|
||
|
||
\textbf{Senses} passive Perception 16
|
||
|
||
\textbf{Languages} understands Celestial, Common, Elvish, and Sylvan but
|
||
can't speak
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\hypertarget{pseudodragon}{%
|
||
\subsection{Pseudodragon}\label{pseudodragon}}
|
||
|
||
\emph{Tiny dragon, neutral good}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 7 (2d4+2)
|
||
|
||
\textbf{Speed} 15 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 15 (+2) & 13 (+1) & 10 (+0) & 12 (+1) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
13
|
||
|
||
\textbf{Languages} understands Common and Draconic but can't speak
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Senses}}. The pseudodragon has advantage on Wisdom
|
||
(Perception) checks that rely on sight, hearing, or smell.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The pseudodragon has advantage on
|
||
saving throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Limited Telepathy}}. The pseudodragon can magically
|
||
communicate simple ideas, emotions, and images telepathically with any
|
||
creature within 100 feet of it that can understand a language.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage.
|
||
|
||
\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage, and the target
|
||
must succeed on a DC 11 Constitution saving throw or become poisoned for
|
||
1 hour. If the saving throw fails by 5 or more, the target falls
|
||
unconscious for the same duration, or until it takes damage or another
|
||
creature uses an action to shake it awake.
|
||
|
||
\hypertarget{purple-worm}{%
|
||
\subsection{Purple Worm}\label{purple-worm}}
|
||
|
||
\emph{Gargantuan monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 18 (natural armor)
|
||
|
||
\textbf{Hit Points} 247 (15d20+90)
|
||
|
||
\textbf{Speed} 50 ft., burrow 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
28 (+9) & 7 (-2) & 22 (+6) & 1 (-5) & 8 (-1) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +11, Wis +4
|
||
|
||
\textbf{Senses} blindsight 30 ft., tremorsense 60 ft., passive
|
||
Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 15 (13,000 XP)
|
||
|
||
\textbf{\emph{Tunneler}}. The worm can burrow through solid rock at half
|
||
its burrow speed and leaves a 10-foot diameter tunnel in its wake.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The worm makes two attacks: one with its
|
||
bite and one with its stinger.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 22 (3d8+9) piercing damage. If the target
|
||
is a Large or smaller creature, it must succeed on a DC 19 Dexterity
|
||
saving throw or be swallowed by the worm. A swallowed creature is
|
||
blinded and restrained, it has total cover against attacks and other
|
||
effects outside the worm, and it takes 21 (6d6) acid damage at the start
|
||
of each of the worm's turns.
|
||
|
||
If the worm takes 30 damage or more on a single turn from a creature
|
||
inside it, the worm must succeed on a DC 21 Constitution saving throw at
|
||
the end of that turn or regurgitate all swallowed creatures, which fall
|
||
prone in a space within 10 feet of the worm. If the worm dies, a
|
||
swallowed creature is no longer restrained by it and can escape from the
|
||
corpse by using 20 feet of movement, exiting prone.
|
||
|
||
\textbf{\emph{Tail Stinger}}. \emph{Melee Weapon Attack:} +14 to hit,
|
||
reach 10 ft., one creature. \emph{Hit:} 19 (3d6+9) piercing damage, and
|
||
the target must make a DC 19 Constitution saving throw, taking 42 (12d6)
|
||
poison damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
\hypertarget{monsters-r}{%
|
||
\section{Monsters (R)}\label{monsters-r}}
|
||
|
||
\hypertarget{rakshasa}{%
|
||
\subsection{Rakshasa}\label{rakshasa}}
|
||
|
||
\emph{Medium fiend, lawful evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 110 (13d8+52)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 17 (+3) & 18 (+4) & 13 (+1) & 16 (+3) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +10, Insight +8
|
||
|
||
\textbf{Damage Vulnerabilities} piercing from magic weapons wielded by
|
||
good creatures
|
||
|
||
\textbf{Damage Immunities} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Common, Infernal
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Limited Magic Immunity}}. The rakshasa can't be affected
|
||
or detected by spells of 6th level or lower unless it wishes to be. It
|
||
has advantage on saving throws against all other spells and magical
|
||
effects.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The rakshasa's innate spellcasting
|
||
ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
|
||
The rakshasa can innately cast the following spells, requiring no
|
||
material Components
|
||
|
||
At will: \emph{detect thoughts}, \emph{disguise self}, \emph{mage hand},
|
||
\emph{minor illusion}
|
||
|
||
3/day each: \emph{charm person}, \emph{detect magic},
|
||
\emph{invisibility}, \emph{major image}, \emph{suggestion}
|
||
|
||
1/day each: \emph{dominate person}, \emph{fly}, \emph{plane shift},
|
||
\emph{true seeing}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The rakshasa makes two claw attacks.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage, and the target
|
||
is cursed if it is a creature. The magical curse takes effect whenever
|
||
the target takes a short or long rest, filling the target's thoughts
|
||
with horrible images and dreams. The cursed target gains no benefit from
|
||
finishing a short or long rest. The curse lasts until it is lifted by a
|
||
\emph{remove curse} spell or similar magic.
|
||
|
||
\hypertarget{remorhaz}{%
|
||
\subsection{Remorhaz}\label{remorhaz}}
|
||
|
||
\emph{Huge monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 195 (17d12+85)
|
||
|
||
\textbf{Speed} 30 ft., burrow 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
24 (+7) & 13 (+1) & 21 (+5) & 4 (-3) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} cold, fire
|
||
|
||
\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive
|
||
Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Heated Body}}. A creature that touches the remorhaz or
|
||
hits it with a melee attack while within 5 feet of it takes 10 (3d6)
|
||
fire damage.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 40 (6d10+7) piercing damage plus 10 (3d6)
|
||
fire damage. If the target is a creature, it is grappled (escape DC 17).
|
||
Until this grapple ends, the target is restrained, and the remorhaz
|
||
can't bite another target.
|
||
|
||
\textbf{\emph{Swallow}}. The remorhaz makes one bite attack against a
|
||
Medium or smaller creature it is grappling. If the attack hits, that
|
||
creature takes the bite's damage and is swallowed, and the grapple ends.
|
||
While swallowed, the creature is blinded and restrained, it has total
|
||
cover against attacks and other effects outside the remorhaz, and it
|
||
takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.
|
||
|
||
If the remorhaz takes 30 damage or more on a single turn from a creature
|
||
inside it, the remorhaz must succeed on a DC 15 Constitution saving
|
||
throw at the end of that turn or regurgitate all swallowed creatures,
|
||
which fall prone in a space within 10 feet of the remorhaz. If the
|
||
remorhaz dies, a swallowed creature is no longer restrained by it and
|
||
can escape from the corpse using 15 feet of movement, exiting prone.
|
||
|
||
\hypertarget{roc}{%
|
||
\subsection{Roc}\label{roc}}
|
||
|
||
\emph{Gargantuan monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 248 (16d20+80)
|
||
|
||
\textbf{Speed} 20 ft., fly 120 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
28 (+9) & 10 (+0) & 20 (+5) & 3 (-4) & 10 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +3
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The roc has advantage on Wisdom (Perception)
|
||
checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The roc makes two attacks: one with its
|
||
beak and one with its talons.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 27 (4d8+9) piercing damage.
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 23 (4d6+9) slashing damage, and the target
|
||
is grappled (escape DC 19). Until this grapple ends, the target is
|
||
restrained, and the roc can't use its talons on another target.
|
||
|
||
\hypertarget{roper}{%
|
||
\subsection{Roper}\label{roper}}
|
||
|
||
\emph{Large monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 20 (natural armor)
|
||
|
||
\textbf{Hit Points} 93 (11d10+33)
|
||
|
||
\textbf{Speed} 10 ft., climb 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 8 (-1) & 17 (+3) & 7 (-2) & 16 (+3) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +6, Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 16
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the roper remains motionless, it
|
||
is indistinguishable from a normal cave formation, such as a stalagmite.
|
||
|
||
\textbf{\emph{Grasping Tendrils}}. The roper can have up to six tendrils
|
||
at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity
|
||
to poison and psychic damage). Destroying a tendril deals no damage to
|
||
the roper, which can extrude a replacement tendril on its next turn. A
|
||
tendril can also be broken if a creature takes an action and succeeds on
|
||
a DC 15 Strength check against it.
|
||
|
||
\textbf{\emph{Spider Climb}}. The roper can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The roper makes four attacks with its
|
||
tendrils, uses Reel, and makes one attack with its bite.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 22 (4d8+4) piercing damage.
|
||
|
||
\textbf{\emph{Tendril}}. \emph{Melee Weapon Attack:} +7 to hit, reach 50
|
||
ft., one creature. \emph{Hit:} The target is grappled (escape DC 15).
|
||
Until the grapple ends, the target is restrained and has disadvantage on
|
||
Strength checks and Strength saving throws, and the roper can't use the
|
||
same tendril on another target.
|
||
|
||
\textbf{\emph{Reel}}. The roper pulls each creature grappled by it up to
|
||
25 feet straight toward it.
|
||
|
||
\hypertarget{rust-monster}{%
|
||
\subsection{Rust Monster}\label{rust-monster}}
|
||
|
||
\emph{Medium monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 27 (5d8+5)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 12 (+1) & 13 (+1) & 2 (-4) & 13 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Iron Scent}}. The rust monster can pinpoint, by scent, the
|
||
location of ferrous metal within 30 feet of it.
|
||
|
||
\textbf{\emph{Rust Metal}}. Any nonmagical weapon made of metal that
|
||
hits the rust monster corrodes. After dealing damage, the weapon takes a
|
||
permanent and cumulative -1 penalty to damage rolls. If its penalty
|
||
drops to -5, the weapon is destroyed. Nonmagical ammunition made of
|
||
metal that hits the rust monster is destroyed after dealing damage.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage.
|
||
|
||
\textbf{\emph{Antennae}}. The rust monster corrodes a nonmagical ferrous
|
||
metal object it can see within 5 feet of it. If the object isn't being
|
||
worn or carried, the touch destroys a 1-foot cube of it. If the object
|
||
is being worn or carried by a creature, the creature can make a DC 11
|
||
Dexterity saving throw to avoid the rust monster's touch.
|
||
|
||
If the object touched is either metal armor or a metal shield being worn
|
||
or carried, its takes a permanent and cumulative -1 penalty to the AC it
|
||
offers. Armor reduced to an AC of 10 or a shield that drops to a +0
|
||
bonus is destroyed. If the object touched is a held metal weapon, it
|
||
rusts as described in the Rust Metal trait.
|
||
|
||
\hypertarget{monsters-s}{%
|
||
\section{Monsters (S)}\label{monsters-s}}
|
||
|
||
\hypertarget{sahuagin}{%
|
||
\subsection{Sahuagin}\label{sahuagin}}
|
||
|
||
\emph{Medium humanoid (sahuagin), lawful evil}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 22 (4d8+4)
|
||
|
||
\textbf{Speed} 30 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 11 (+0) & 12 (+1) & 12 (+1) & 13 (+1) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 15
|
||
|
||
\textbf{Languages} Sahuagin
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Blood Frenzy}}. The sahuagin has advantage on melee attack
|
||
rolls against any creature that doesn't have all its hit points.
|
||
|
||
\textbf{\emph{Limited Amphibiousness}}. The sahuagin can breathe air and
|
||
water, but it needs to be submerged at least once every 4 hours to avoid
|
||
suffocating.
|
||
|
||
\textbf{\emph{Shark Telepathy}}. The sahuagin can magically command any
|
||
shark within 120 feet of it, using a limited telepathy.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The sahuagin makes two melee attacks: one
|
||
with its bite and one with its claws or spear.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d4+1) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d4+1) slashing damage.
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6+1)
|
||
piercing damage, or 5 (1d8+1) piercing damage if used with two hands to
|
||
make a melee attack.
|
||
|
||
\hypertarget{salamander}{%
|
||
\subsection{Salamander}\label{salamander}}
|
||
|
||
\emph{Large elemental, neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 90 (12d10+24)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 14 (+2) & 15 (+2) & 11 (+0) & 10 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} cold
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} fire
|
||
|
||
\textbf{Sense}s darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} Ignan
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Heated Body}}. A creature that touches the salamander or
|
||
hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire
|
||
damage.
|
||
|
||
\textbf{\emph{Heated Weapons}}. Any metal melee weapon the salamander
|
||
wields deals an extra 3 (1d6) fire damage on a hit (included in the
|
||
attack).
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The salamander makes two attacks: one with
|
||
its spear and one with its tail.
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +7 to hit,
|
||
reach 5 ft. or range 20 ft./60 ft., one target. \emph{Hit:} 11 (2d6+4)
|
||
piercing damage, or 13 (2d8+4) piercing damage if used with two hands to
|
||
make a melee attack, plus 3 (1d6) fire damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage plus 7 (2d6)
|
||
fire damage, and the target is grappled (escape DC 14). Until this
|
||
grapple ends, the target is restrained, the salamander can automatically
|
||
hit the target with its tail, and the salamander can't make tail attacks
|
||
against other targets.
|
||
|
||
\hypertarget{satyr}{%
|
||
\subsection{Satyr}\label{satyr}}
|
||
|
||
\emph{Medium fey, chaotic neutral}
|
||
|
||
\textbf{Armor Class} 14 (leather armor)
|
||
|
||
\textbf{Hit Points} 31 (7d8)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 16 (+3) & 11 (+0) & 12 (+1) & 10 (+0) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Performance +6, Stealth +5
|
||
|
||
\textbf{Sense}s passive Perception 12
|
||
|
||
\textbf{Languages} Common, Elvish, Sylvan
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The satyr has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft.,
|
||
one target. \emph{Hit:} 6 (2d4+1) bludgeoning damage.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +5 to hit, range
|
||
80/320 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage.
|
||
|
||
\hypertarget{shadow}{%
|
||
\subsection{Shadow}\label{shadow}}
|
||
|
||
\emph{Medium undead, chaotic evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 16 (3d8+3)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 14 (+2) & 13 (+1) & 6 (-2) & 10 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +4 (+6 in dim light or darkness)
|
||
|
||
\textbf{Damage Vulnerabilities} radiant
|
||
|
||
\textbf{Damage Resistances} acid, cold, fire, lightning, thunder;
|
||
bludgeoning, piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, frightened, grappled,
|
||
paralyzed, petrified, poisoned, prone, restrained
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Amorphous}}. The shadow can move through a space as narrow
|
||
as 1 inch wide without squeezing.
|
||
|
||
\textbf{\emph{Shadow Stealth}}. While in dim light or darkness, the
|
||
shadow can take the Hide action as a bonus action.
|
||
|
||
\textbf{\emph{Sunlight Weakness}}. While in sunlight, the shadow has
|
||
disadvantage on attack rolls, ability checks, and saving throws.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Strength Drain}}. \emph{Melee Weapon Attack:} +4 to hit,
|
||
reach 5 ft., one creature. \emph{Hit:} 9 (2d6+2) necrotic damage, and
|
||
the target's Strength score is reduced by 1d4. The target dies if this
|
||
reduces its Strength to 0. Otherwise, the reduction lasts until the
|
||
target finishes a short or long rest.
|
||
|
||
If a non-evil humanoid dies from this attack, a new shadow rises from
|
||
the corpse 1d4 hours later.
|
||
|
||
\hypertarget{shambling-mound}{%
|
||
\subsection{Shambling Mound}\label{shambling-mound}}
|
||
|
||
\emph{Large plant, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (16d10+48)
|
||
|
||
\textbf{Speed} 20 ft., swim 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 8 (-1) & 16 (+3) & 5 (-3) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +2
|
||
|
||
\textbf{Damage Resistances} cold, fire
|
||
|
||
\textbf{Damage Immunities} lightning
|
||
|
||
\textbf{Condition Immunities} blinded, deafened, exhaustion
|
||
|
||
\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive
|
||
Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Lightning Absorption}}. Whenever the shambling mound is
|
||
subjected to lightning damage, it takes no damage and regains a number
|
||
of hit points equal to the lightning damage dealt.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The shambling mound makes two slam attacks.
|
||
If both attacks hit a Medium or smaller target, the target is grappled
|
||
(escape DC 14), and the shambling mound uses its Engulf on it.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Engulf}}. The shambling mound engulfs a Medium or smaller
|
||
creature grappled by it. The engulfed target is blinded, restrained, and
|
||
unable to breathe, and it must succeed on a DC 14 Constitution saving
|
||
throw at the start of each of the mound's turns or take 13 (2d8+4)
|
||
bludgeoning damage. If the mound moves, the engulfed target moves with
|
||
it. The mound can have only one creature engulfed at a time.
|
||
|
||
\hypertarget{shield-guardian}{%
|
||
\subsection{Shield Guardian}\label{shield-guardian}}
|
||
|
||
\emph{Large construct, unaligned}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 142 (15d10+60)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 8 (-1) & 18 (+4) & 7 (-2) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
10
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, frightened,
|
||
paralyzed, poisoned
|
||
|
||
\textbf{Languages} understands commands given in any language but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
\textbf{\emph{Bound}}. The shield guardian is magically bound to an
|
||
amulet. As long as the guardian and its amulet are on the same plane of
|
||
existence, the amulet's wearer can telepathically call the guardian to
|
||
travel to it, and the guardian knows the distance and direction to the
|
||
amulet. If the guardian is within 60 feet of the amulet's wearer, half
|
||
of any damage the wearer takes (rounded up) is transferred to the
|
||
guardian.
|
||
|
||
\textbf{\emph{Regeneration}}. The shield guardian regains 10 hit points
|
||
at the start of its turn if it has at least 1 hit point.
|
||
|
||
\textbf{\emph{Spell Storing}}. A spellcaster who wears the shield
|
||
guardian's amulet can cause the guardian to store one spell of 4th level
|
||
or lower. To do so, the wearer must cast the spell on the guardian. The
|
||
spell has no effect but is stored within the guardian. When commanded to
|
||
do so by the wearer or when a situation arises that was predefined by
|
||
the spellcaster, the guardian casts the stored spell with any parameters
|
||
set by the original caster, requiring no components. When the spell is
|
||
cast or a new spell is stored, any previously stored spell is lost.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The guardian makes two fist attacks.
|
||
|
||
\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Shield}}. When a creature makes an attack against the
|
||
wearer of the guardian's amulet, the guardian grants a +2 bonus to the
|
||
wearer's AC if the guardian is within 5 feet of the wearer.
|
||
|
||
\hypertarget{skeletons}{%
|
||
\subsection{Skeletons}\label{skeletons}}
|
||
|
||
\hypertarget{skeleton}{%
|
||
\subsubsection{Skeleton}\label{skeleton}}
|
||
|
||
\emph{Medium undead, lawful evil}
|
||
|
||
\textbf{Armor Class} 13 (armor scraps)
|
||
|
||
\textbf{Hit Points} 13 (2d8+4)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 14 (+2) & 15 (+2) & 6 (-2) & 8 (-1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} bludgeoning
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} understands all languages it knew in life but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range
|
||
80/320 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{minotaur-skeleton}{%
|
||
\subsubsection{Minotaur Skeleton}\label{minotaur-skeleton}}
|
||
|
||
\emph{Large undead, lawful evil}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 67 (9d10+18)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 11 (+0) & 15 (+2) & 6 (-2) & 8 (-1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} bludgeoning
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} understands Abyssal but can't speak
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the skeleton moves at least 10 feet straight
|
||
toward a target and then hits it with a gore attack on the same turn,
|
||
the target takes an extra 9 (2d8) piercing damage. If the target is a
|
||
creature, it must succeed on a DC 14 Strength saving throw or be pushed
|
||
up to 10 feet away and knocked prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 17 (2d12+4) slashing damage.
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage.
|
||
|
||
\hypertarget{warhorse-skeleton}{%
|
||
\subsubsection{Warhorse Skeleton}\label{warhorse-skeleton}}
|
||
|
||
\emph{Large undead, lawful evil}
|
||
|
||
\textbf{Armor Class} 13 (barding scraps)
|
||
|
||
\textbf{Hit Points} 22 (3d10+6)
|
||
|
||
\textbf{Speed} 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 12 (+1) & 15 (+2) & 2 (-4) & 8 (-1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} bludgeoning
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\hypertarget{specter}{%
|
||
\subsection{Specter}\label{specter}}
|
||
|
||
\emph{Medium undead, chaotic evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 0 ft., fly 50 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
1 (-5) & 14 (+2) & 11 (+0) & 10 (+0) & 10 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} acid, cold, fire, lightning, thunder;
|
||
bludgeoning, piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} understands all languages it knew in life but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Incorporeal Movement}}. The specter can move through other
|
||
creatures and objects as if they were difficult terrain. It takes 5
|
||
(1d10) force damage if it ends its turn inside an object.
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the specter has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Life Drain}}. \emph{Melee Spell Attack:} +4 to hit, reach
|
||
5 ft., one creature. \emph{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.
|
||
|
||
\hypertarget{sphinxes}{%
|
||
\subsection{Sphinxes}\label{sphinxes}}
|
||
|
||
\hypertarget{androsphinx}{%
|
||
\subsubsection{Androsphinx}\label{androsphinx}}
|
||
|
||
\emph{Large monstrosity, lawful neutral}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 199 (19d10+95)
|
||
|
||
\textbf{Speed} 40 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 10 (+0) & 20 (+5) & 16 (+3) & 18 (+4) & 23 (+6) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Con +11, Int +9, Wis +10
|
||
|
||
\textbf{Skills} Arcana +9, Perception +10, Religion +15
|
||
|
||
\textbf{Damage Immunities} psychic; bludgeoning, piercing, and slashing
|
||
from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, frightened
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 20
|
||
|
||
\textbf{Languages} Common, Sphinx
|
||
|
||
\textbf{Challenge} 17 (18,000 XP)
|
||
|
||
\textbf{\emph{Inscrutable}}. The sphinx is immune to any effect that
|
||
would sense its emotions or read its thoughts, as well as any divination
|
||
spell that it refuses. Wisdom (Insight) checks made to ascertain the
|
||
sphinx's intentions or sincerity have disadvantage.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The sphinx's weapon attacks are magical.
|
||
|
||
\textbf{\emph{Spellcasting}}. The sphinx is a 12th-level spellcaster.
|
||
Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
|
||
spell attacks). It requires no material components to cast its spells.
|
||
The sphinx has the following cleric spells prepared:
|
||
|
||
Cantrips (at will): \emph{sacred flame}, \emph{spare the dying},
|
||
\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{detect
|
||
evil and good}, \emph{detect magic} 2nd level (3 slots): \emph{lesser
|
||
restoration}, \emph{zone of truth} 3rd level (3 slots): \emph{dispel
|
||
magic}, \emph{tongues} 4th level (3 slots): \emph{banishment},
|
||
\emph{freedom of movement} 5th level (2 slots): \emph{flame strike},
|
||
\emph{greater restoration} 6th level (1 slot): \emph{heroes' feast}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The sphinx makes two claw attacks.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 17 (2d10+6) slashing damage.
|
||
|
||
\textbf{\emph{Roar (3/Day)}}. The sphinx emits a magical roar. Each time
|
||
it roars before finishing a long rest, the roar is louder and the effect
|
||
is different, as detailed below. Each creature within 500 feet of the
|
||
sphinx and able to hear the roar must make a saving throw.
|
||
|
||
\textbf{First Roar}. Each creature that fails a DC 18 Wisdom saving
|
||
throw is frightened for 1 minute. A frightened creature can repeat the
|
||
saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
|
||
\textbf{Second Roar}. Each creature that fails a DC 18 Wisdom saving
|
||
throw is deafened and frightened for 1 minute. A frightened creature is
|
||
paralyzed and can repeat the saving throw at the end of each of its
|
||
turns, ending the effect on itself on a success.
|
||
|
||
\textbf{Third Roar}. Each creature makes a DC 18 Constitution saving
|
||
throw. On a failed save, a creature takes 44 (8d10) thunder damage and
|
||
is knocked prone. On a successful save, the creature takes half as much
|
||
damage and isn't knocked prone.
|
||
|
||
Legendary Actions
|
||
|
||
The sphinx can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The sphinx regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Claw Attack}. The sphinx makes one claw attack.
|
||
|
||
\textbf{Teleport (Costs 2 Actions)}. The sphinx magically teleports,
|
||
along with any equipment it is wearing or carrying, up to 120 feet to an
|
||
unoccupied space it can see.
|
||
|
||
\textbf{Cast a Spell (Costs 3 Actions)}. The sphinx casts a spell from
|
||
its list of prepared spells, using a spell slot as normal.
|
||
|
||
\hypertarget{gynosphinx}{%
|
||
\subsubsection{Gynosphinx}\label{gynosphinx}}
|
||
|
||
\emph{Large monstrosity, lawful neutral}
|
||
|
||
\textbf{Armor Class} 17 (natural armor)
|
||
|
||
\textbf{Hit Points} 136 (16d10+48)
|
||
|
||
\textbf{Speed} 40 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 18 (+4) & 18 (+4) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Arcana +12, History +12, Perception +8, Religion +8
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, and slashing from
|
||
nonmagical attacks
|
||
|
||
\textbf{Damage Immunities} psychic
|
||
|
||
\textbf{Condition Immunities} charmed, frightened
|
||
|
||
\textbf{Senses} truesight 120 ft., passive Perception 18
|
||
|
||
\textbf{Languages} Common, Sphinx
|
||
|
||
\textbf{Challenge} 11 (7,200 XP)
|
||
|
||
\textbf{\emph{Inscrutable}}. The sphinx is immune to any effect that
|
||
would sense its emotions or read its thoughts, as well as any divination
|
||
spell that it refuses. Wisdom (Insight) checks made to ascertain the
|
||
sphinx's intentions or sincerity have disadvantage.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The sphinx's weapon attacks are magical.
|
||
|
||
\textbf{\emph{Spellcasting}}. The sphinx is a 9th-level spellcaster. Its
|
||
spellcasting ability is Intelligence (spell save DC 16, +8 to hit with
|
||
spell attacks). It requires no material components to cast its spells.
|
||
The sphinx has the following wizard spells prepared:
|
||
|
||
Cantrips (at will): \emph{mage hand}, \emph{minor illusion},
|
||
\emph{prestidigitation} 1st level (4 slots): \emph{detect magic},
|
||
\emph{identify}, \emph{shield} 2nd level (3 slots): \emph{darkness},
|
||
\emph{locate object}, \emph{suggestion} 3rd level (3 slots):
|
||
\emph{dispel magic}, \emph{remove curse}, \emph{tongues} 4th level (3
|
||
slots): \emph{banishment}, \emph{greater invisibility} 5th level (1
|
||
slot): \emph{legend lore}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The sphinx makes two claw attacks.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage.
|
||
|
||
Legendary Actions
|
||
|
||
The sphinx can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The sphinx regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Claw Attack}. The sphinx makes one claw attack.
|
||
|
||
\textbf{Teleport (Costs 2 Actions)}. The sphinx magically teleports,
|
||
along with any equipment it is wearing or carrying, up to 120 feet to an
|
||
unoccupied space it can see.
|
||
|
||
\textbf{Cast a Spell (Costs 3 Actions)}. The sphinx casts a spell from
|
||
its list of prepared spells, using a spell slot as normal.
|
||
|
||
\hypertarget{sprite}{%
|
||
\subsection{Sprite}\label{sprite}}
|
||
|
||
\emph{Tiny fey, neutral good}
|
||
|
||
\textbf{Armor Class} 15 (leather armor)
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 10 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 18 (+4) & 10 (+0) & 14 (+2) & 13 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +8
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Common, Elvish, Sylvan
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +2 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 1 slashing damage.
|
||
|
||
\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +6 to hit, range
|
||
40/160 ft., one target. \emph{Hit:} 1 piercing damage, and the target
|
||
must succeed on a DC 10 Constitution saving throw or become poisoned for
|
||
1 minute. If its saving throw result is 5 or lower, the poisoned target
|
||
falls unconscious for the same duration, or until it takes damage or
|
||
another creature takes an action to shake it awake.
|
||
|
||
\textbf{\emph{Heart Sight}}. The sprite touches a creature and magically
|
||
knows the creature's current emotional state. If the target fails a DC
|
||
10 Charisma saving throw, the sprite also knows the creature's
|
||
alignment. Celestials, fiends, and undead automatically fail the saving
|
||
throw.
|
||
|
||
\textbf{\emph{Invisibility}}. The sprite magically turns invisible until
|
||
it attacks or casts a spell, or until its concentration ends (as if
|
||
concentrating on a spell). Any equipment the sprite wears or carries is
|
||
invisible with it.
|
||
|
||
\hypertarget{stirge}{%
|
||
\subsection{Stirge}\label{stirge}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 10 ft., fly 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
4 (-3) & 16 (+3) & 11 (+0) & 2 (-4) & 8 (-1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Blood Drain}}. \emph{Melee Weapon Attack:} +5 to hit,
|
||
reach 5 ft., one creature. \emph{Hit:} 5 (1d4+3) piercing damage, and
|
||
the stirge attaches to the target. While attached, the stirge doesn't
|
||
attack. Instead, at the start of each of the stirge's turns, the target
|
||
loses 5 (1d4+3) hit points due to blood loss.
|
||
|
||
The stirge can detach itself by spending 5 feet of its movement. It does
|
||
so after it drains 10 hit points of blood from the target or the target
|
||
dies. A creature, including the target, can use its action to detach the
|
||
stirge.
|
||
|
||
\hypertarget{succubusincubus}{%
|
||
\subsection{Succubus/Incubus}\label{succubusincubus}}
|
||
|
||
\emph{Medium fiend (shapechanger), neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 66 (12d8+12)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 17 (+3) & 13 (+1) & 15 (+2) & 12 (+1) & 20 (+5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +9, Insight +5, Perception +5, Persuasion +9,
|
||
Stealth +7
|
||
|
||
\textbf{Damage Resistances} cold, fire, lightning, poison; bludgeoning,
|
||
piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 15
|
||
|
||
\textbf{Languages} Abyssal, Common, Infernal, telepathy 60 ft.
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Telepathic Bond}}. The fiend ignores the range restriction
|
||
on its telepathy when communicating with a creature it has charmed. The
|
||
two don't even need to be on the same plane of existence.
|
||
|
||
\textbf{\emph{Shapechanger}}. The fiend can use its action to polymorph
|
||
into a Small or Medium humanoid, or back into its true form. Without
|
||
wings, the fiend loses its flying speed. Other than its size and speed,
|
||
its statistics are the same in each form. Any equipment it is wearing or
|
||
carrying isn't transformed. It reverts to its true form if it dies.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claw (Fiend Form Only)}}. \emph{Melee Weapon Attack:} +5
|
||
to hit, reach 5 ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage.
|
||
|
||
\textbf{\emph{Charm}}. One humanoid the fiend can see within 30 feet of
|
||
it must succeed on a DC 15 Wisdom saving throw or be magically charmed
|
||
for 1 day. The charmed target obeys the fiend's verbal or telepathic
|
||
commands. If the target suffers any harm or receives a suicidal command,
|
||
it can repeat the saving throw, ending the effect on a success. If the
|
||
target successfully saves against the effect, or if the effect on it
|
||
ends, the target is immune to this fiend's Charm for the next 24 hours.
|
||
|
||
The fiend can have only one target charmed at a time. If it charms
|
||
another, the effect on the previous target ends.
|
||
|
||
\textbf{\emph{Draining Kiss}}. The fiend kisses a creature charmed by it
|
||
or a willing creature. The target must make a DC 15
|
||
|
||
Constitution saving throw against this magic, taking 32 (5d10+5) psychic
|
||
damage on a failed save, or half as much damage on a successful one. The
|
||
target's hit point maximum is reduced by an amount equal to the damage
|
||
taken. This reduction lasts until the target finishes a long rest. The
|
||
target dies if this effect reduces its hit point maximum to 0.
|
||
|
||
\textbf{\emph{Etherealness}}. The fiend magically enters the Ethereal
|
||
Plane from the Material Plane, or vice versa.
|
||
|
||
\hypertarget{monsters-t}{%
|
||
\section{Monsters (T)}\label{monsters-t}}
|
||
|
||
\hypertarget{tarrasque}{%
|
||
\subsection{Tarrasque}\label{tarrasque}}
|
||
|
||
\emph{Gargantuan monstrosity (titan), unaligned}
|
||
|
||
\textbf{Armor Class} 25 (natural armor)
|
||
|
||
\textbf{Hit Points} 676 (33d20+330)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
30 (+10) & 11 (+0) & 30 (+10) & 3 (-4) & 11 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +5, Wis +9, Cha +9
|
||
|
||
\textbf{Damage Immunities} fire, poison; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, paralyzed, poisoned
|
||
|
||
\textbf{Senses} blindsight 120 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 30 (155,000 XP)
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the tarrasque fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
\textbf{\emph{Magic Resistance}}. The tarrasque has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Reflective Carapace}}. Any time the tarrasque is targeted
|
||
by a \emph{magic missile} spell, a line spell, or a spell that requires
|
||
a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is
|
||
unaffected. On a 6, the tarrasque is unaffected, and the effect is
|
||
reflected back at the caster as though it originated from the tarrasque,
|
||
turning the caster into the target.
|
||
|
||
\textbf{\emph{Siege Monster}}. The tarrasque deals double damage to
|
||
objects and structures.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The tarrasque can use its Frightful
|
||
Presence. It then makes five attacks: one with its bite, two with its
|
||
claws, one with its horns, and one with its tail. It can use its Swallow
|
||
instead of its bite.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +19 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 36 (4d12+10) piercing damage. If the target
|
||
is a creature, it is grappled (escape DC 20). Until this grapple ends,
|
||
the target is restrained, and the tarrasque can't bite another target.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +19 to hit, reach 15
|
||
ft., one target. \emph{Hit:} 28 (4d8+10) slashing damage.
|
||
|
||
\textbf{\emph{Horns}}. \emph{Melee Weapon Attack:} +19 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 32 (4d10+10) piercing damage.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +19 to hit, reach 20
|
||
ft., one target. \emph{Hit:} 24 (4d6+10) bludgeoning damage. If the
|
||
target is a creature, it must succeed on a DC 20 Strength saving throw
|
||
or be knocked prone.
|
||
|
||
\textbf{\emph{Frightful Presence}}. Each creature of the tarrasque's
|
||
choice within 120 feet of it and aware of it must succeed on a DC 17
|
||
Wisdom saving throw or become frightened for 1 minute. A creature can
|
||
repeat the saving throw at the end of each of its turns, with
|
||
disadvantage if the tarrasque is within line of sight, ending the effect
|
||
on itself on a success. If a creature's saving throw is successful or
|
||
the effect ends for it, the creature is immune to the tarrasque's
|
||
Frightful Presence for the next 24 hours.
|
||
|
||
\textbf{\emph{Swallow}}. The tarrasque makes one bite attack against a
|
||
Large or smaller creature it is grappling. If the attack hits, the
|
||
target takes the bite's damage, the target is swallowed, and the grapple
|
||
ends. While swallowed, the creature is blinded and restrained, it has
|
||
total cover against attacks and other effects outside the tarrasque, and
|
||
it takes 56 (16d6) acid damage at the start of each of the tarrasque's
|
||
turns.
|
||
|
||
If the tarrasque takes 60 damage or more on a single turn from a
|
||
creature inside it, the tarrasque must succeed on a DC 20 Constitution
|
||
saving throw at the end of that turn or regurgitate all swallowed
|
||
creatures, which fall prone in a space within 10 feet of the tarrasque.
|
||
If the tarrasque dies, a swallowed creature is no longer restrained by
|
||
it and can escape from the corpse by using 30 feet of movement, exiting
|
||
prone.
|
||
|
||
Legendary Actions
|
||
|
||
The tarrasque can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The tarrasque regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Attack}. The tarrasque makes one claw attack or tail attack.
|
||
|
||
\textbf{Move}. The tarrasque moves up to half its speed.
|
||
|
||
\textbf{Chomp (Costs 2 Actions)}. The tarrasque makes one bite attack or
|
||
uses its Swallow.
|
||
|
||
\hypertarget{treant}{%
|
||
\subsection{Treant}\label{treant}}
|
||
|
||
\emph{Huge plant, chaotic good}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 138 (12d12+60)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 8 (-1) & 21 (+5) & 12 (+1) & 16 (+3) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing
|
||
|
||
\textbf{Damage Vulnerabilities} fire
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Common, Druidic, Elvish, Sylvan
|
||
|
||
\textbf{Challenge} 9 (5,000 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the treant remains motionless,
|
||
it is indistinguishable from a normal tree.
|
||
|
||
\textbf{\emph{Siege Monster}}. The treant deals double damage to objects
|
||
and structures.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The treant makes two slam attacks.
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 16 (3d6+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +10 to hit, range
|
||
60/180 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Animate Trees (1/Day)}}. The treant magically animates one
|
||
or two trees it can see within 60 feet of it. These trees have the same
|
||
statistics as a treant, except they have Intelligence and Charisma
|
||
scores of 1, they can't speak, and they have only the Slam action
|
||
option. An animated tree acts as an ally of the treant. The tree remains
|
||
animate for 1 day or until it dies; until the treant dies or is more
|
||
than 120 feet from the tree; or until the treant takes a bonus action to
|
||
turn it back into an inanimate tree. The tree then takes root if
|
||
possible.
|
||
|
||
\hypertarget{troll}{%
|
||
\subsection{Troll}\label{troll}}
|
||
|
||
\emph{Large giant, chaotic evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 84 (8d10+40)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 13 (+1) & 20 (+5) & 7 (-2) & 9 (-1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} Giant
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The troll has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Regeneration}}. The troll regains 10 hit points at the
|
||
start of its turn. If the troll takes acid or fire damage, this trait
|
||
doesn't function at the start of the troll's next turn. The troll dies
|
||
only if it starts its turn with 0 hit points and doesn't regenerate.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The troll makes three attacks: one with its
|
||
bite and two with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d6+4) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\hypertarget{monsters-u}{%
|
||
\section{Monsters (U)}\label{monsters-u}}
|
||
|
||
\hypertarget{unicorn}{%
|
||
\subsection{Unicorn}\label{unicorn}}
|
||
|
||
\emph{Large celestial, lawful good}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 67 (9d10+18)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 14 (+2) & 15 (+2) & 11 (+0) & 17 (+3) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} charmed, paralyzed, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} Celestial, Elvish, Sylvan, telepathy 60 ft.
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the unicorn moves at least 20 feet straight
|
||
toward a target and then hits it with a horn attack on the same turn,
|
||
the target takes an extra 9 (2d8) piercing damage. If the target is a
|
||
creature, it must succeed on a DC 15 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Innate Spellcasting}}. The unicorn's innate spellcasting
|
||
ability is Charisma (spell save DC 14). The unicorn can innately cast
|
||
the following spells, requiring no Components
|
||
|
||
At will: \emph{detect evil and good}, \emph{druidcraft}, \emph{pass
|
||
without trace}
|
||
|
||
1/day each: \emph{calm emotions}, \emph{dispel evil and good},
|
||
\emph{entangle}
|
||
|
||
\textbf{\emph{Magic Resistance}}. The unicorn has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Magic Weapons}}. The unicorn's weapon attacks are magical.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The unicorn makes two attacks: one with its
|
||
hooves and one with its horn.
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Horn}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage.
|
||
|
||
\textbf{\emph{Healing Touch (3/Day)}}. The unicorn touches another
|
||
creature with its horn. The target magically regains 11 (2d8+2) hit
|
||
points. In addition, the touch removes all diseases and neutralizes all
|
||
poisons afflicting the target.
|
||
|
||
\textbf{\emph{Teleport (1/Day)}}. The unicorn magically teleports itself
|
||
and up to three willing creatures it can see within 5 feet of it, along
|
||
with any equipment they are wearing or carrying, to a location the
|
||
unicorn is familiar with, up to 1 mile away.
|
||
|
||
Legendary Actions
|
||
|
||
The unicorn can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The unicorn regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Hooves}. The unicorn makes one attack with its hooves.
|
||
|
||
\textbf{Shimmering Shield (Costs 2 Actions)}. The unicorn creates a
|
||
shimmering, magical field around itself or another creature it can see
|
||
within 60 feet of it. The target gains a +2 bonus to AC until the end of
|
||
the unicorn's next turn.
|
||
|
||
\textbf{Heal Self (Costs 3 Actions)}. The unicorn magically regains 11
|
||
(2d8+2) hit points.
|
||
|
||
\hypertarget{monsters-v}{%
|
||
\section{Monsters (V)}\label{monsters-v}}
|
||
|
||
\hypertarget{vampires}{%
|
||
\subsection{Vampires}\label{vampires}}
|
||
|
||
\hypertarget{vampire}{%
|
||
\subsubsection{Vampire}\label{vampire}}
|
||
|
||
\emph{Medium undead (shapechanger), lawful evil}
|
||
|
||
\textbf{Armor Class} 16 (natural armor)
|
||
|
||
\textbf{Hit Points} 144 (17d8+68)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 18 (+4) & 18 (+4) & 17 (+3) & 15 (+2) & 18 (+4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +9, Wis +7, Cha +9
|
||
|
||
\textbf{Skills} Perception +7, Stealth +9
|
||
|
||
\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 17
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 13 (10,000 XP)
|
||
|
||
\textbf{\emph{Shapechanger}}. If the vampire isn't in sunlight or
|
||
running water, it can use its action to polymorph into a Tiny bat or a
|
||
Medium cloud of mist, or back into its true form.
|
||
|
||
While in bat form, the vampire can't speak, its walking speed is 5 feet,
|
||
and it has a flying speed of 30 feet. Its statistics, other than its
|
||
size and speed, are unchanged. Anything it is wearing transforms with
|
||
it, but nothing it is carrying does. It reverts to its true form if it
|
||
dies.
|
||
|
||
While in mist form, the vampire can't take any actions, speak, or
|
||
manipulate objects. It is weightless, has a flying speed of 20 feet, can
|
||
hover, and can enter a hostile creature's space and stop there. In
|
||
addition, if air can pass through a space, the mist can do so without
|
||
squeezing, and it can't pass through water. It has advantage on
|
||
Strength, Dexterity, and Constitution saving throws, and it is immune to
|
||
all nonmagical damage, except the damage it takes from sunlight.
|
||
|
||
\textbf{\emph{Legendary Resistance (3/Day)}}. If the vampire fails a
|
||
saving throw, it can choose to succeed instead.
|
||
|
||
\textbf{\emph{Misty Escape}}. When it drops to 0 hit points outside its
|
||
resting place, the vampire transforms into a cloud of mist (as in the
|
||
Shapechanger trait) instead of falling unconscious, provided that it
|
||
isn't in sunlight or running water. If it can't transform, it is
|
||
destroyed.
|
||
|
||
While it has 0 hit points in mist form, it can't revert to its vampire
|
||
form, and it must reach its resting place within 2 hours or be
|
||
destroyed. Once in its resting place, it reverts to its vampire form. It
|
||
is then paralyzed until it regains at least 1 hit point. After spending
|
||
1 hour in its resting place with 0 hit points, it regains 1 hit point.
|
||
|
||
\textbf{\emph{Regeneration}}. The vampire regains 20 hit points at the
|
||
start of its turn if it has at least 1 hit point and isn't in sunlight
|
||
or running water. If the vampire takes radiant damage or damage from
|
||
holy water, this trait doesn't function at the start of the vampire's
|
||
next turn.
|
||
|
||
\textbf{\emph{Spider Climb}}. The vampire can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Vampire Weaknesses}}. The vampire has the following flaws:
|
||
|
||
\emph{Forbiddance}. The vampire can't enter a residence without an
|
||
invitation from one of the occupants.
|
||
|
||
\emph{Harmed by Running Water}. The vampire takes 20 acid damage if it
|
||
ends its turn in running water.
|
||
|
||
\emph{Stake to the Heart}. If a piercing weapon made of wood is driven
|
||
into the vampire's heart while the vampire is incapacitated in its
|
||
resting place, the vampire is paralyzed until the stake is removed.
|
||
|
||
\emph{Sunlight Hypersensitivity}. The vampire takes 20 radiant damage
|
||
when it starts its turn in sunlight. While in sunlight, it has
|
||
disadvantage on attack rolls and ability checks.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack (Vampire Form Only)}}. The vampire makes two
|
||
attacks, only one of which can be a bite attack.
|
||
|
||
\textbf{\emph{Unarmed Strike (Vampire Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +9 to hit, reach 5 ft., one creature. \emph{Hit:} 8 (1d8+4)
|
||
bludgeoning damage. Instead of dealing damage, the vampire can grapple
|
||
the target (escape DC 18).
|
||
|
||
\textbf{\emph{Bite (Bat or Vampire Form Only)}}. \emph{Melee Weapon
|
||
Attack:} +9 to hit, reach 5 ft., one willing creature, or a creature
|
||
that is grappled by the vampire, incapacitated, or restrained.
|
||
\emph{Hit:} 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The
|
||
target's hit point maximum is reduced by an amount equal to the necrotic
|
||
damage taken, and the vampire regains hit points equal to that amount.
|
||
The reduction lasts until the target finishes a long rest. The target
|
||
dies if this effect reduces its hit point maximum to 0. A humanoid slain
|
||
in this way and then buried in the ground rises the following night as a
|
||
vampire spawn under the vampire's control.
|
||
|
||
\textbf{\emph{Charm}}. The vampire targets one humanoid it can see
|
||
within 30 feet of it. If the target can see the vampire, the target must
|
||
succeed on a DC 17 Wisdom saving throw against this magic or be charmed
|
||
by the vampire. The charmed target regards the vampire as a trusted
|
||
friend to be heeded and protected. Although the target isn't under the
|
||
vampire's control, it takes the vampire's requests or actions in the
|
||
most favorable way it can, and it is a willing target for the vampire's
|
||
bite attack.
|
||
|
||
Each time the vampire or the vampire's companions do anything harmful to
|
||
the target, it can repeat the saving throw, ending the effect on itself
|
||
on a success. Otherwise, the effect lasts 24 hours or until the vampire
|
||
is destroyed, is on a different plane of existence than the target, or
|
||
takes a bonus action to end the effect.
|
||
|
||
\textbf{\emph{Children of the Night (1/Day)}}. The vampire magically
|
||
calls 2d4 swarms of bats or rats, provided that the sun isn't up. While
|
||
outdoors, the vampire can call 3d6 wolves instead. The called creatures
|
||
arrive in 1d4 rounds, acting as allies of the vampire and obeying its
|
||
spoken commands. The beasts remain for 1 hour, until the vampire dies,
|
||
or until the vampire dismisses them as a bonus action.
|
||
|
||
Legendary Actions
|
||
|
||
The vampire can take 3 legendary actions, choosing from the options
|
||
below. Only one legendary action option can be used at a time and only
|
||
at the end of another creature's turn. The vampire regains spent
|
||
legendary actions at the start of its turn.
|
||
|
||
\textbf{Move}. The vampire moves up to its speed without provoking
|
||
opportunity attacks.
|
||
|
||
\textbf{Unarmed Strike}. The vampire makes one unarmed strike.
|
||
|
||
\textbf{Bite (Costs 2 Actions)}. The vampire makes one bite attack.
|
||
|
||
\hypertarget{vampire-spawn}{%
|
||
\subsubsection{Vampire Spawn}\label{vampire-spawn}}
|
||
|
||
\emph{Medium undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 82 (11d8+33)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 16 (+3) & 16 (+3) & 11 (+0) & 10 (+0) & 12 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Wis +3
|
||
|
||
\textbf{Skills} Perception +3, Stealth +6
|
||
|
||
\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Regeneration}}. The vampire regains 10 hit points at the
|
||
start of its turn if it has at least 1 hit point and isn't in sunlight
|
||
or running water. If the vampire takes radiant damage or damage from
|
||
holy water, this trait doesn't function at the start of the vampire's
|
||
next turn.
|
||
|
||
\textbf{\emph{Spider Climb}}. The vampire can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Vampire Weaknesses}}. The vampire has the following flaws:
|
||
|
||
\emph{Forbiddance}. The vampire can't enter a residence without an
|
||
invitation from one of the occupants.
|
||
|
||
\emph{Harmed by Running Water}. The vampire takes 20 acid damage when it
|
||
ends its turn in running water.
|
||
|
||
\emph{Stake to the Heart}. The vampire is destroyed if a piercing weapon
|
||
made of wood is driven into its heart while it is incapacitated in its
|
||
resting place.
|
||
|
||
\emph{Sunlight Hypersensitivity}. The vampire takes 20 radiant damage
|
||
when it starts its turn in sunlight. While in sunlight, it has
|
||
disadvantage on attack rolls and ability checks.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The vampire makes two attacks, only one of
|
||
which can be a bite attack.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 8 (2d4+3) slashing damage. Instead of
|
||
dealing damage, the vampire can grapple the target (escape DC 13).
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one willing creature, or a creature that is grappled by the
|
||
vampire, incapacitated, or restrained. \emph{Hit:} 6 (1d6+3) piercing
|
||
damage plus 7 (2d6) necrotic damage. The target's hit point maximum is
|
||
reduced by an amount equal to the necrotic damage taken, and the vampire
|
||
regains hit points equal to that amount. The reduction lasts until the
|
||
target finishes a long rest. The target dies if this effect reduces its
|
||
hit point maximum to 0.
|
||
|
||
\hypertarget{monsters-w}{%
|
||
\section{Monsters (W)}\label{monsters-w}}
|
||
|
||
\hypertarget{wight}{%
|
||
\subsection{Wight}\label{wight}}
|
||
|
||
\emph{Medium undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 14 (studded leather)
|
||
|
||
\textbf{Hit Points} 45 (6d8+18)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and
|
||
slashing from nonmagical attacks that aren't silvered
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} exhaustion, poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the wight has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The wight makes two longsword attacks or
|
||
two longbow attacks. It can use its Life Drain in place of one longsword
|
||
attack.
|
||
|
||
\textbf{\emph{Life Drain}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 5 (1d6+2) necrotic damage. The target
|
||
must succeed on a DC 13 Constitution saving throw or its hit point
|
||
maximum is reduced by an amount equal to the damage taken. This
|
||
reduction lasts until the target finishes a long rest. The target dies
|
||
if this effect reduces its hit point maximum to 0.
|
||
|
||
A humanoid slain by this attack rises 24 hours later as a zombie under
|
||
the wight's control, unless the humanoid is restored to life or its body
|
||
is destroyed. The wight can have no more than twelve zombies under its
|
||
control at one time.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d8+2) slashing damage, or 7 (1d10+2)
|
||
slashing damage if used with two hands.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range
|
||
150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage.
|
||
|
||
\hypertarget{will-o-wisp}{%
|
||
\subsection{Will-o'-Wisp}\label{will-o-wisp}}
|
||
|
||
\emph{Tiny undead, chaotic evil}
|
||
|
||
\textbf{Armor Class} 19
|
||
|
||
\textbf{Hit Points} 22 (9d4)
|
||
|
||
\textbf{Speed} 0 ft., fly 50 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
1 (-5) & 28 (+9) & 10 (+0) & 13 (+1) & 14 (+2) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Immunities} lightning, poison
|
||
|
||
\textbf{Damage Resistances} acid, cold, fire, necrotic, thunder;
|
||
bludgeoning, piercing, and slashing from nonmagical attacks
|
||
|
||
\textbf{Condition Immunities} exhaustion, grappled, paralyzed, poisoned,
|
||
prone, restrained, unconscious
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 12
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Consume Life}}. As a bonus action, the will-o'-wisp can
|
||
target one creature it can see within 5 feet of it that has 0 hit points
|
||
and is still alive. The target must succeed on a DC 10 Constitution
|
||
saving throw against this magic or die. If the target dies, the
|
||
will-o'-wisp regains 10 (3d6) hit points.
|
||
|
||
\textbf{\emph{Ephemeral}}. The will-o'-wisp can't wear or carry
|
||
anything.
|
||
|
||
\textbf{\emph{Incorporeal Movement}}. The will-o'-wisp can move through
|
||
other creatures and objects as if they were difficult terrain. It takes
|
||
5 (1d10) force damage if it ends its turn inside an object.
|
||
|
||
\textbf{\emph{Variable Illumination}}. The will-o'-wisp sheds bright
|
||
light in a 5- to 20-foot radius and dim light for an additional number
|
||
of feet equal to the chosen radius. The will-o'-wisp can alter the
|
||
radius as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Shock}}. \emph{Melee Spell Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 9 (2d8) lightning damage.
|
||
|
||
\textbf{\emph{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).
|
||
|
||
\hypertarget{wraith}{%
|
||
\subsection{Wraith}\label{wraith}}
|
||
|
||
\emph{Medium undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 67 (9d8+27)
|
||
|
||
\textbf{Speed} 0 ft., fly 60 ft. (hover)
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 16 (+3) & 16 (+3) & 12 (+1) & 14 (+2) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} acid, cold, fire, lightning, thunder;
|
||
bludgeoning, piercing, and slashing from nonmagical attacks that aren't
|
||
silvered
|
||
|
||
\textbf{Damage Immunities} necrotic, poison
|
||
|
||
\textbf{Condition Immunities} charmed, exhaustion, grappled, paralyzed,
|
||
petrified, poisoned, prone, restrained
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 12
|
||
|
||
\textbf{Languages} the languages it knew in life
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Incorporeal Movement}}. The wraith can move through other
|
||
creatures and objects as if they were difficult terrain. It takes 5
|
||
(1d10) force damage if it ends its turn inside an object.
|
||
|
||
\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the wraith has
|
||
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
|
||
that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Life Drain}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 21 (4d8+3) necrotic damage. The target
|
||
must succeed on a DC 14 Constitution saving throw or its hit point
|
||
maximum is reduced by an amount equal to the damage taken. This
|
||
reduction lasts until the target finishes a long rest. The target dies
|
||
if this effect reduces its hit point maximum to 0.
|
||
|
||
\textbf{\emph{Create Specter}}. The wraith targets a humanoid within 10
|
||
feet of it that has been dead for no longer than 1 minute and died
|
||
violently. The target's spirit rises as a specter in the space of its
|
||
corpse or in the nearest unoccupied space. The specter is under the
|
||
wraith's control. The wraith can have no more than seven specters under
|
||
its control at one time.
|
||
|
||
\hypertarget{wyvern}{%
|
||
\subsection{Wyvern}\label{wyvern}}
|
||
|
||
\emph{Large dragon, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 110 (13d10+39)
|
||
|
||
\textbf{Speed} 20 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 16 (+3) & 5 (-3) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The wyvern makes two attacks: one with its
|
||
bite and one with its stinger. While flying, it can use its claws in
|
||
place of one other attack.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage.
|
||
|
||
\textbf{\emph{Stinger}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage. The target
|
||
must make a DC 15 Constitution saving throw, taking 24 (7d6) poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{monsters-x}{%
|
||
\section{Monsters (X)}\label{monsters-x}}
|
||
|
||
\hypertarget{xorn}{%
|
||
\subsection{Xorn}\label{xorn}}
|
||
|
||
\emph{Medium elemental, neutral}
|
||
|
||
\textbf{Armor Class} 19 (natural armor)
|
||
|
||
\textbf{Hit Points} 73 (7d8+42)
|
||
|
||
\textbf{Speed} 20 ft., burrow 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 10 (+0) & 22 (+6) & 11 (+0) & 10 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +6, Stealth +3
|
||
|
||
\textbf{Damage Resistances} piercing and slashing from nonmagical
|
||
attacks that aren't adamantine
|
||
|
||
\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive
|
||
Perception 16
|
||
|
||
\textbf{Languages} Terran
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Earth Glide}}. The xorn can burrow through nonmagical,
|
||
unworked earth and stone. While doing so, the xorn doesn't disturb the
|
||
material it moves through.
|
||
|
||
\textbf{\emph{Stone Camouflage}}. The xorn has advantage on Dexterity
|
||
(Stealth) checks made to hide in rocky terrain.
|
||
|
||
\textbf{\emph{Treasure Sense}}. The xorn can pinpoint, by scent, the
|
||
location of precious metals and stones, such as coins and gems, within
|
||
60 feet of it.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The xorn makes three claw attacks and one
|
||
bite attack.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (3d6+3) piercing damage.
|
||
|
||
\hypertarget{monsters-z}{%
|
||
\section{Monsters (Z)}\label{monsters-z}}
|
||
|
||
\hypertarget{zombies}{%
|
||
\subsection{Zombies}\label{zombies}}
|
||
|
||
\hypertarget{zombie}{%
|
||
\subsubsection{Zombie}\label{zombie}}
|
||
|
||
\emph{Medium undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 8
|
||
|
||
\textbf{Hit Points} 22 (3d8+9)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 6 (-2) & 16 (+3) & 3 (-4) & 6 (-2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Saving Throws Wis +0
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} understands the languages it knew in life but can't
|
||
speak
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Undead Fortitude}}. If damage reduces the zombie to 0 hit
|
||
points, it must make a Constitution saving throw with a DC of 5+the
|
||
damage taken, unless the damage is radiant or from a critical hit. On a
|
||
success, the zombie drops to 1 hit point instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage.
|
||
|
||
\hypertarget{ogre-zombie}{%
|
||
\subsubsection{Ogre Zombie}\label{ogre-zombie}}
|
||
|
||
\emph{Large undead, neutral evil}
|
||
|
||
\textbf{Armor Class} 8
|
||
|
||
\textbf{Hit Points} 85 (9d10+36)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 6 (-2) & 18 (+4) & 3 (-4) & 6 (-2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
Saving Throws Wis +0
|
||
|
||
\textbf{Damage Immunities} poison
|
||
|
||
\textbf{Condition Immunities} poisoned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} understands Common and Giant but can't speak
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Undead Fortitude}}. If damage reduces the zombie to 0 hit
|
||
points, it must make a Constitution saving throw with a DC of 5+the
|
||
damage taken, unless the damage is radiant or from a critical hit. On a
|
||
success, the zombie drops to 1 hit point instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +6 to hit,
|
||
reach 5 ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage.
|
||
|
||
\hypertarget{creatures}{%
|
||
\section{CREATURES}\label{creatures}}
|
||
|
||
This section contains statistics for various animals, vermin, and other
|
||
critters. The stat blocks are organized alphabetically by creature name.
|
||
|
||
\hypertarget{creatures-a-c}{%
|
||
\section{Creatures (A-C)}\label{creatures-a-c}}
|
||
|
||
\hypertarget{ape}{%
|
||
\subsection{Ape}\label{ape}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 19 (3d8+6)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 14 (+2) & 14 (+2) & 6 (-2) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +5, Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The ape makes two fist attacks.
|
||
|
||
\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +5 to hit, range
|
||
25/50 ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage.
|
||
|
||
\hypertarget{awakened-shrub}{%
|
||
\subsection{Awakened Shrub}\label{awakened-shrub}}
|
||
|
||
\emph{Small plant, unaligned}
|
||
|
||
\textbf{Armor Class} 9
|
||
|
||
\textbf{Hit Points} 10 (3d6)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 8 (-1) & 11 (+0) & 10 (+0) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} fire
|
||
|
||
\textbf{Damage Resistances} piercing
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} one language known by its creator
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the shrub remains motionless, it
|
||
is indistinguishable from a normal shrub.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Rake}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 (1d4-1) slashing damage.
|
||
|
||
An \textbf{awakened shrub} is an ordinary shrub given sentience and
|
||
mobility by the \emph{awaken} spell or similar magic.
|
||
|
||
\hypertarget{awakened-tree}{%
|
||
\subsection{Awakened Tree}\label{awakened-tree}}
|
||
|
||
\emph{Huge plant, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 59 (7d12+14)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 6 (-2) & 15 (+2) & 10 (+0) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Vulnerabilities} fire
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} one language known by its creator
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{False Appearance}}. While the tree remains motionless, it
|
||
is indistinguishable from a normal tree.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 14 (3d6+4) bludgeoning damage.
|
||
|
||
An \textbf{awakened tree} is an ordinary tree given sentience and
|
||
mobility by the \emph{awaken} spell or similar magic.
|
||
|
||
\hypertarget{axe-beak}{%
|
||
\subsection{Axe Beak}\label{axe-beak}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 12 (+1) & 12 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) slashing damage.
|
||
|
||
An \textbf{axe beak} is a tall flightless bird with strong legs and a
|
||
heavy, wedge-shaped beak. It has a nasty disposition and tends to attack
|
||
any unfamiliar creature that wanders too close.
|
||
|
||
\hypertarget{baboon}{%
|
||
\subsection{Baboon}\label{baboon}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 3 (1d6)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 14 (+2) & 11 (+0) & 4 (-3) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Pack Tactics}}. The baboon has advantage on an attack roll
|
||
against a creature if at least one of the baboon's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 (1d4-1) piercing damage.
|
||
|
||
\hypertarget{badger}{%
|
||
\subsection{Badger}\label{badger}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 3 (1d4+1)
|
||
|
||
\textbf{Speed} 20 ft., burrow 5 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
4 (-3) & 11 (+0) & 12 (+1) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The badger has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{bat}{%
|
||
\subsection{Bat}\label{bat}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 5 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 15 (+2) & 8 (-1) & 2 (-4) & 12 (+1) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Echolocation}}. The bat can't use its blindsight while
|
||
deafened.
|
||
|
||
\textbf{\emph{Keen Hearing}}. The bat has advantage on Wisdom
|
||
(Perception) checks that rely on hearing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{black-bear}{%
|
||
\subsection{Black Bear}\label{black-bear}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 19 (3d8+6)
|
||
|
||
\textbf{Speed} 40 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 14 (+2) & 2 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its
|
||
bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage.
|
||
|
||
\hypertarget{blink-dog}{%
|
||
\subsection{Blink Dog}\label{blink-dog}}
|
||
|
||
\emph{Medium fey, lawful good}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 22 (4d8+4)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 17 (+3) & 12 (+1) & 10 (+0) & 13 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +5
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Blink Dog, understands Sylvan but can't speak it
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The dog has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage.
|
||
|
||
\textbf{\emph{Teleport (Recharge 4-6)}}. The dog magically teleports,
|
||
along with any equipment it is wearing or carrying, up to 40 feet to an
|
||
unoccupied space it can see. Before or after teleporting, the dog can
|
||
make one bite attack.
|
||
|
||
A \textbf{blink dog} takes its name from its ability to blink in and out
|
||
of existence, a talent it uses to aid its attacks and to avoid harm.
|
||
Blink dogs harbor a long- standing hatred for displacer beasts and
|
||
attack them on sight.
|
||
|
||
\hypertarget{blood-hawk}{%
|
||
\subsection{Blood Hawk}\label{blood-hawk}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 7 (2d6)
|
||
|
||
\textbf{Speed} 10 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 14 (+2) & 10 (+0) & 3 (-4) & 14 (+2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The hawk has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The hawk has advantage on an attack roll
|
||
against a creature if at least one of the hawk's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage.
|
||
|
||
Taking its name from its crimson feathers and aggressive nature, the
|
||
\textbf{blood hawk} fearlessly attacks almost any animal, stabbing it
|
||
with its daggerlike beak. Blood hawks flock together in large numbers,
|
||
attacking as a pack to take down prey.
|
||
|
||
\hypertarget{boar}{%
|
||
\subsection{Boar}\label{boar}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 11 (+0) & 12 (+1) & 2 (-4) & 9 (-1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the boar moves at least 20 feet straight
|
||
toward a target and then hits it with a tusk attack on the same turn,
|
||
the target takes an extra 3 (1d6) slashing damage. If the target is a
|
||
creature, it must succeed on a DC 11 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If
|
||
the boar takes 7 damage or less that would reduce it to 0 hit points, it
|
||
is reduced to 1 hit point instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Tusk}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) slashing damage.
|
||
|
||
\hypertarget{brown-bear}{%
|
||
\subsection{Brown Bear}\label{brown-bear}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 34 (4d10+12)
|
||
|
||
\textbf{Speed} 40 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 16 (+3) & 2 (-4) & 13 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its
|
||
bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage.
|
||
|
||
\hypertarget{camel}{%
|
||
\subsection{Camel}\label{camel}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 9
|
||
|
||
\textbf{Hit Points} 15 (2d10+4)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 8 (-1) & 14 (+2) & 2 (-4) & 8 (-1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage.
|
||
|
||
\hypertarget{cat}{%
|
||
\subsection{Cat}\label{cat}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 40 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 15 (+2) & 10 (+0) & 3 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The cat has advantage on Wisdom (Perception)
|
||
checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +0 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 slashing damage.
|
||
|
||
\hypertarget{constrictor-snake}{%
|
||
\subsection{Constrictor Snake}\label{constrictor-snake}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 13 (2d10+2)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 12 (+1) & 1 (-5) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 6 (1d8+2) bludgeoning damage, and the
|
||
target is grappled (escape DC 14). Until this grapple ends, the creature
|
||
is restrained, and the snake can't constrict another target.
|
||
|
||
\hypertarget{crab}{%
|
||
\subsection{Crab}\label{crab}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 20 ft., swim 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 11 (+0) & 10 (+0) & 1 (-5) & 8 (-1) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +2
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The crab can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 bludgeoning damage.
|
||
|
||
\hypertarget{crocodile}{%
|
||
\subsection{Crocodile}\label{crocodile}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 20 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +2
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. The crocodile can hold its breath for 15
|
||
minutes.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the
|
||
target is grappled (escape DC 12). Until this grapple ends, the target
|
||
is restrained, and the crocodile can't bite another target.
|
||
|
||
\hypertarget{creatures-d-f}{%
|
||
\section{Creatures (D-F)}\label{creatures-d-f}}
|
||
|
||
\hypertarget{death-dog}{%
|
||
\subsection{Death Dog}\label{death-dog}}
|
||
|
||
\emph{Medium monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 39 (6d8+12)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 14 (+2) & 14 (+2) & 3 (-4) & 13 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5, Stealth +4
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 15
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Two-Headed}}. The dog has advantage on Wisdom (Perception)
|
||
checks and on saving throws against being blinded, charmed, deafened,
|
||
frightened, stunned, or knocked unconscious.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The dog makes two bite attacks.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. If the target is
|
||
a creature, it must succeed on a DC 12 Constitution saving throw against
|
||
disease or become poisoned until the disease is cured. Every 24 hours
|
||
that elapse, the creature must repeat the saving throw, reducing its hit
|
||
point maximum by 5 (1d10) on a failure. This reduction lasts until the
|
||
disease is cured. The creature dies if the disease reduces its hit point
|
||
maximum to 0.
|
||
|
||
A \textbf{death dog} is an ugly two-headed hound that roams plains, and
|
||
deserts. Hate burns in a death dog's heart, and a taste for humanoid
|
||
flesh drives it to attack travelers and explorers. Death dog saliva
|
||
carries a foul disease that causes a victim's flesh to slowly rot off
|
||
the bone.
|
||
|
||
\hypertarget{deer}{%
|
||
\subsection{Deer}\label{deer}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 4 (1d8)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 16 (+3) & 11 (+0) & 2 (-4) & 14 (+2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) piercing damage.
|
||
|
||
\hypertarget{dire-wolf}{%
|
||
\subsection{Dire Wolf}\label{dire-wolf}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 37 (5d10+10)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 15 (+2) & 3 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The wolf has advantage on an attack roll
|
||
against a creature if at least one of the wolf's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. If the target
|
||
is a creature, it must succeed on a DC 13 Strength saving throw or be
|
||
knocked prone.
|
||
|
||
\hypertarget{draft-horse}{%
|
||
\subsection{Draft Horse}\label{draft-horse}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 10 (+0) & 12 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (2d4+4) bludgeoning damage.
|
||
|
||
\hypertarget{eagle}{%
|
||
\subsection{Eagle}\label{eagle}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 3 (1d6)
|
||
|
||
\textbf{Speed} 10 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 15 (+2) & 10 (+0) & 2 (-4) & 14 (+2) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The eagle has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) slashing damage.
|
||
|
||
\hypertarget{elephant}{%
|
||
\subsection{Elephant}\label{elephant}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 76 (8d12+24)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
22 (+6) & 9 (-1) & 17 (+3) & 3 (-4) & 11 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 4 (1,100 XP)
|
||
|
||
\textbf{\emph{Trampling Charge}}. If the elephant moves at least 20 feet
|
||
straight toward a creature and then hits it with a gore attack on the
|
||
same turn, that target must succeed on a DC 12 Strength saving throw or
|
||
be knocked prone. If the target is prone, the elephant can make one
|
||
stomp attack against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 19 (3d8+6) piercing damage.
|
||
|
||
\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one prone creature. \emph{Hit:} 22 (3d10+6) bludgeoning damage.
|
||
|
||
\hypertarget{elk}{%
|
||
\subsection{Elk}\label{elk}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 13 (2d10+2)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 10 (+0) & 12 (+1) & 2 (-4) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the elk moves at least 20 feet straight
|
||
toward a target and then hits it with a ram attack on the same turn, the
|
||
target takes an extra 7 (2d6) damage. If the target is a creature, it
|
||
must succeed on a DC 13 Strength saving throw or be knocked prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 ft.,
|
||
one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage.
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one prone creature. \emph{Hit:} 8 (2d4+3) bludgeoning damage.
|
||
|
||
\hypertarget{flying-snake}{%
|
||
\subsection{Flying Snake}\label{flying-snake}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14
|
||
|
||
\textbf{Hit Points} 5 (2d4)
|
||
|
||
\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
4 (-3) & 18 (+4) & 11 (+0) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Flyby}}. The snake doesn't provoke opportunity attacks
|
||
when it flies out of an enemy's reach.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage plus 7 (3d4) poison
|
||
damage.
|
||
|
||
A \textbf{flying snake} is a brightly colored, winged serpent found in
|
||
remote jungles. Tribespeople and cultists sometimes domesticate flying
|
||
snakes to serve as messengers that deliver scrolls wrapped in their
|
||
coils.
|
||
|
||
\hypertarget{frog}{%
|
||
\subsection{Frog}\label{frog}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 20 ft., swim 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
1 (-5) & 13 (+1) & 8 (-1) & 1 (-5) & 8 (-1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +1, Stealth +3
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (0 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The frog can breathe air and water.
|
||
|
||
\textbf{\emph{Standing Leap}}. The frog's long jump is up to 10 feet and
|
||
its high jump is up to 5 feet, with or without a running start.
|
||
|
||
A \textbf{frog} has no effective attacks. It feeds on small insects and
|
||
typically dwells near water, in trees, or underground. The frog's
|
||
statistics can also be used to represent a \textbf{toad}.
|
||
|
||
\hypertarget{creatures-g-i}{%
|
||
\section{Creatures (G-I)}\label{creatures-g-i}}
|
||
|
||
\hypertarget{giant-ape}{%
|
||
\subsection{Giant Ape}\label{giant-ape}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 157 (15d12+60)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 14 (+2) & 18 (+4) & 7 (-2) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +9, Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 7 (2,900 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The ape makes two fist attacks.
|
||
|
||
\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 22 (3d10+6) bludgeoning damage.
|
||
|
||
\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range
|
||
50/100 ft., one target. \emph{Hit:} 30 (7d6+6) bludgeoning damage.
|
||
|
||
\hypertarget{giant-badger}{%
|
||
\subsection{Giant Badger}\label{giant-badger}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 13 (2d8+4)
|
||
|
||
\textbf{Speed} 30 ft., burrow 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 10 (+0) & 15 (+2) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The badger has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The badger makes two attacks: one with its
|
||
bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (2d4+1) slashing damage.
|
||
|
||
\hypertarget{giant-bat}{%
|
||
\subsection{Giant Bat}\label{giant-bat}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 22 (4d10)
|
||
|
||
\textbf{Speed} 10 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 16 (+3) & 11 (+0) & 2 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Echolocation}}. The bat can't use its blindsight while
|
||
deafened.
|
||
|
||
\textbf{\emph{Keen Hearing}}. The bat has advantage on Wisdom
|
||
(Perception) checks that rely on hearing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\hypertarget{giant-boar}{%
|
||
\subsection{Giant Boar}\label{giant-boar}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 42 (5d10+15)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 10 (+0) & 16 (+3) & 2 (-4) & 7 (-2) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the boar moves at least 20 feet straight
|
||
toward a target and then hits it with a tusk attack on the same turn,
|
||
the target takes an extra 7 (2d6) slashing damage. If the target is a
|
||
creature, it must succeed on a DC 13 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If
|
||
the boar takes 10 damage or less that would reduce it to 0 hit points,
|
||
it is reduced to 1 hit point instead.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Tusk}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage.
|
||
|
||
\hypertarget{giant-centipede}{%
|
||
\subsection{Giant Centipede}\label{giant-centipede}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 4 (1d6+1)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 14 (+2) & 12 (+1) & 1 (-5) & 7 (-2) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage, and the target
|
||
must succeed on a DC 11 Constitution saving throw or take 10 (3d6)
|
||
poison damage. If the poison damage reduces the target to 0 hit points,
|
||
the target is stable but poisoned for 1 hour, even after regaining hit
|
||
points, and is paralyzed while poisoned in this way.
|
||
|
||
\hypertarget{giant-constrictor-snake}{%
|
||
\subsection{Giant Constrictor Snake}\label{giant-constrictor-snake}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 60 (8d12+8)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 14 (+2) & 12 (+1) & 1 (-5) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage.
|
||
|
||
\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
5 ft., one creature. \emph{Hit:} 13 (2d8+4) bludgeoning damage, and the
|
||
target is grappled (escape DC 16). Until this grapple ends, the creature
|
||
is restrained, and the snake can't constrict another target.
|
||
|
||
\hypertarget{giant-crab}{%
|
||
\subsection{Giant Crab}\label{giant-crab}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 15 (+2) & 11 (+0) & 1 (-5) & 9 (-1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +4
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The crab can breathe air and water.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage, and the
|
||
target is grappled (escape DC 11). The crab has two claws, each of which
|
||
can grapple only one target.
|
||
|
||
\hypertarget{giant-crocodile}{%
|
||
\subsection{Giant Crocodile}\label{giant-crocodile}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 85 (9d12+27)
|
||
|
||
\textbf{Speed} 30 ft., swim 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 9 (-1) & 17 (+3) & 2 (-4) & 10 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. The crocodile can hold its breath for 30
|
||
minutes.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The crocodile makes two attacks: one with
|
||
its bite and one with its tail.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 21 (3d10+5) piercing damage, and the target
|
||
is grappled (escape DC 16). Until this grapple ends, the target is
|
||
restrained, and the crocodile can't bite another target.
|
||
|
||
\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10
|
||
ft., one target not grappled by the crocodile. \emph{Hit:} 14 (2d8+5)
|
||
bludgeoning damage. If the target is a creature, it must succeed on a DC
|
||
16 Strength saving throw or be knocked prone.
|
||
|
||
\hypertarget{giant-eagle}{%
|
||
\subsection{Giant Eagle}\label{giant-eagle}}
|
||
|
||
\emph{Large beast, neutral good}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 26 (4d10+4)
|
||
|
||
\textbf{Speed} 10 ft., fly 80 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 17 (+3) & 13 (+1) & 8 (-1) & 14 (+2) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} Giant Eagle, understands Common and Auran but can't
|
||
speak them
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The eagle has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The eagle makes two attacks: one with its
|
||
beak and one with its talons.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage.
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage.
|
||
|
||
A \textbf{giant eagle} is a noble creature that speaks its own language
|
||
and understands speech in the Common tongue. A mated pair of giant
|
||
eagles typically has up to four eggs or young in their nest (treat the
|
||
young as normal eagles).
|
||
|
||
\hypertarget{giant-elk}{%
|
||
\subsection{Giant Elk}\label{giant-elk}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 42 (5d12+10)
|
||
|
||
\textbf{Speed} 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 16 (+3) & 14 (+2) & 7 (-2) & 14 (+2) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} Giant Elk, understands Common, Elvish, and Sylvan but
|
||
can't speak them
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the elk moves at least 20 feet straight
|
||
toward a target and then hits it with a ram attack on the same turn, the
|
||
target takes an extra 7 (2d6) damage. If the target is a creature, it
|
||
must succeed on a DC 14 Strength saving throw or be knocked prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one prone creature. \emph{Hit:} 22 (4d8+4) bludgeoning damage.
|
||
|
||
The majestic \textbf{giant elk} is rare to the point that its appearance
|
||
is often taken as a foreshadowing of an important event, such as the
|
||
birth of a king. Legends tell of gods that take the form of giant elk
|
||
when visiting the Material Plane. Many cultures therefore believe that
|
||
to hunt these creatures is to invite divine wrath.
|
||
|
||
\hypertarget{giant-fire-beetle}{%
|
||
\subsection{Giant Fire Beetle}\label{giant-fire-beetle}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 4 (1d6+1)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 10 (+0) & 12 (+1) & 1 (-5) & 7 (-2) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Illumination}}. The beetle sheds bright light in a 10-foot
|
||
radius and dim light for an additional 10 feet.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d6-1) slashing damage.
|
||
|
||
A \textbf{giant fire beetle} is a nocturnal creature that takes its name
|
||
from a pair of glowing glands that give off light. Miners and
|
||
adventurers prize these creatures, for a giant fire beetle's glands
|
||
continue to shed light for 1d6 days after the beetle dies. Giant fire
|
||
beetles are most commonly found underground and in dark forests.
|
||
|
||
\hypertarget{giant-frog}{%
|
||
\subsection{Giant Frog}\label{giant-frog}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 18 (4d8)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 13 (+1) & 11 (+0) & 2 (-4) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +3
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The frog can breathe air and water.
|
||
|
||
\textbf{\emph{Standing Leap}}. The frog's long jump is up to 20 feet and
|
||
its high jump is up to 10 feet, with or without a running start.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage, and the target
|
||
is grappled (escape DC 11). Until this grapple ends, the target is
|
||
restrained, and the frog can't bite another target.
|
||
|
||
\textbf{\emph{Swallow}}. The frog makes one bite attack against a Small
|
||
or smaller target it is grappling. If the attack hits, the target is
|
||
swallowed, and the grapple ends. The swallowed target is blinded and
|
||
restrained, it has total cover against attacks and other effects outside
|
||
the frog, and it takes 5 (2d4) acid damage at the start of each of the
|
||
frog's turns. The frog can have only one target swallowed at a time.
|
||
|
||
If the frog dies, a swallowed creature is no longer restrained by it and
|
||
can escape from the corpse using 5 feet of movement, exiting prone.
|
||
|
||
\hypertarget{giant-goat}{%
|
||
\subsection{Giant Goat}\label{giant-goat}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 11 (+0) & 12 (+1) & 3 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the goat moves at least 20 feet straight
|
||
toward a target and then hits it with a ram attack on the same turn, the
|
||
target takes an extra 5 (2d4) bludgeoning damage. If the target is a
|
||
creature, it must succeed on a DC 13 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Sure-Footed}}. The goat has advantage on Strength and
|
||
Dexterity saving throws made against effects that would knock it prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 ft.,
|
||
one target. \emph{Hit:} 8 (2d4+3) bludgeoning damage.
|
||
|
||
\hypertarget{giant-hyena}{%
|
||
\subsection{Giant Hyena}\label{giant-hyena}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 14 (+2) & 14 (+2) & 2 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Rampage}}. When the hyena reduces a creature to 0 hit
|
||
points with a melee attack on its turn, the hyena can take a bonus
|
||
action to move up to half its speed and make a bite attack.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage.
|
||
|
||
\hypertarget{giant-lizard}{%
|
||
\subsection{Giant Lizard}\label{giant-lizard}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 12 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage.
|
||
|
||
A \textbf{giant lizard} can be ridden or used as a draft animal.
|
||
Lizardfolk also keep them as pets, and subterranean giant lizards are
|
||
used as mounts and pack animals by drow, duergar, and others.
|
||
|
||
\hypertarget{giant-octopus}{%
|
||
\subsection{Giant Octopus}\label{giant-octopus}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 52 (8d10+8)
|
||
|
||
\textbf{Speed} 10 ft., swim 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 13 (+1) & 13 (+1) & 4 (-3) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4, Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. While out of water, the octopus can hold
|
||
its breath for 1 hour.
|
||
|
||
\textbf{\emph{Underwater Camouflage}}. The octopus has advantage on
|
||
Dexterity (Stealth) checks made while underwater.
|
||
|
||
\textbf{\emph{Water Breathing}}. The octopus can breathe only
|
||
underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
15 ft., one target. \emph{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 can't use its tentacles
|
||
on another target.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{giant-owl}{%
|
||
\subsection{Giant Owl}\label{giant-owl}}
|
||
|
||
\emph{Large beast, neutral}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 5 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 15 (+2) & 12 (+1) & 8 (-1) & 13 (+1) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5, Stealth +4
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 15
|
||
|
||
\textbf{Languages} Giant Owl, understands Common, Elvish, and Sylvan but
|
||
can't speak them
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Flyby}}. The owl doesn't provoke opportunity attacks when
|
||
it flies out of an enemy's reach.
|
||
|
||
\textbf{\emph{Keen Hearing and Sight}}. The owl has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (2d6+1) slashing damage.
|
||
|
||
\textbf{Giant owls} often befriend fey and other sylvan creatures and
|
||
are guardians of their woodland realms.
|
||
|
||
\hypertarget{giant-poisonous-snake}{%
|
||
\subsection{Giant Poisonous Snake}\label{giant-poisonous-snake}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 18 (+4) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 6 (1d4+4) piercing damage, and the target
|
||
must make a DC 11 Constitution saving throw, taking 10 (3d6) poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{giant-rat}{%
|
||
\subsection{Giant Rat}\label{giant-rat}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 7 (2d6)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 15 (+2) & 11 (+0) & 2 (-4) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The rat has advantage on Wisdom (Perception)
|
||
checks that rely on smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The rat has advantage on an attack roll
|
||
against a creature if at least one of the rat's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage.
|
||
|
||
\begin{quote}
|
||
\textbf{Variant: Diseased Giant Rats}
|
||
|
||
Some giant rats carry vile diseases that they spread with their bites. A
|
||
diseased giant rat has a challenge rating of 1/8 (25 XP) and the
|
||
following action instead of its normal bite attack.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. If the target is
|
||
a creature, it must succeed on a DC 10 Constitution saving throw or
|
||
contract a disease. Until the disease is cured, the target can't regain
|
||
hit points except by magical means, and the target's hit point maximum
|
||
decreases by 3 (1d6) every 24 hours. If the target's hit point maximum
|
||
drops to 0 as a result of this disease, the target dies.
|
||
\end{quote}
|
||
|
||
\hypertarget{giant-scorpion}{%
|
||
\subsection{Giant Scorpion}\label{giant-scorpion}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 15 (natural armor)
|
||
|
||
\textbf{Hit Points} 52 (7d10+14)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 13 (+1) & 15 (+2) & 1 (-5) & 9 (-1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The scorpion makes three attacks: two with
|
||
its claws and one with its sting.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) bludgeoning damage, and the
|
||
target is grappled (escape DC 12). The scorpion has two claws, each of
|
||
which can grapple only one target.
|
||
|
||
\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the
|
||
target must make a DC 12 Constitution saving throw, taking 22 (4d10)
|
||
poison damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
\hypertarget{giant-sea-horse}{%
|
||
\subsection{Giant Sea Horse}\label{giant-sea-horse}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 16 (3d10)
|
||
|
||
\textbf{Speed} 0 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 15 (+2) & 11 (+0) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the sea horse moves at least 20 feet straight
|
||
toward a target and then hits it with a ram attack on the same turn, the
|
||
target takes an extra 7 (2d6) bludgeoning damage. It the target is a
|
||
creature, it must succeed on a DC 11 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Water Breathing}}. The sea horse can breathe only
|
||
underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft.,
|
||
one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage.
|
||
|
||
Like their smaller kin, \textbf{giant sea horses} are shy, colorful fish
|
||
with elongated bodies and curled tails. Aquatic elves train them as
|
||
mounts.
|
||
|
||
\hypertarget{giant-shark}{%
|
||
\subsection{Giant Shark}\label{giant-shark}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 126 (11d12+55)
|
||
|
||
\textbf{Speed} 0 ft., swim 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
23 (+6) & 11 (+0) & 21 (+5) & 1 (-5) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Blood Frenzy}}. The shark has advantage on melee attack
|
||
rolls against any creature that doesn't have all its hit points.
|
||
|
||
\textbf{\emph{Water Breathing}}. The shark can breathe only underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 22 (3d10+6) piercing damage.
|
||
|
||
A \textbf{giant shark} is 30 feet long and normally found in deep
|
||
oceans. Utterly fearless, it preys on anything that crosses its path,
|
||
including whales and ships.
|
||
|
||
\hypertarget{giant-spider}{%
|
||
\subsection{Giant Spider}\label{giant-spider}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 14 (natural armor)
|
||
|
||
\textbf{Hit Points} 26 (4d10+4)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 16 (+3) & 12 (+1) & 2 (-4) & 11 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +7
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows
|
||
the exact location of any other creature in contact with the same web.
|
||
|
||
\textbf{\emph{Web Walker}}. The spider ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 7 (1d8+3) piercing damage, and the target
|
||
must make a DC 11 Constitution saving throw, taking 9 (2d8) poison
|
||
damage on a failed save, or half as much damage on a successful one. If
|
||
the poison damage reduces the target to 0 hit points, the target is
|
||
stable but poisoned for 1 hour, even after regaining hit points, and is
|
||
paralyzed while poisoned in this way.
|
||
|
||
\textbf{\emph{Web (Recharge 5-6)}}. \emph{Ranged Weapon Attack:} +5 to
|
||
hit, range 30/60 ft., one creature. \emph{Hit:} The target is restrained
|
||
by webbing. As an action, the restrained target can make a DC 12
|
||
Strength check, bursting the webbing on a success. The webbing can also
|
||
be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage;
|
||
immunity to bludgeoning, poison, and psychic damage).
|
||
|
||
To snare its prey, a \textbf{giant spider} spins elaborate webs or
|
||
shoots sticky strands of webbing from its abdomen. Giant spiders are
|
||
most commonly found underground, making their lairs on ceilings or in
|
||
dark, web-filled crevices. Such lairs are often festooned with web
|
||
cocoons holding past victims.
|
||
|
||
\hypertarget{giant-toad}{%
|
||
\subsection{Giant Toad}\label{giant-toad}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 39 (6d10+6)
|
||
|
||
\textbf{Speed} 20 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 13 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Amphibious}}. The toad can breathe air and water.
|
||
|
||
\textbf{\emph{Standing Leap}}. The toad's long jump is up to 20 feet and
|
||
its high jump is up to 10 feet, with or without a running start.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 5 (1d10)
|
||
poison damage, and the target is grappled (escape DC 13). Until this
|
||
grapple ends, the target is restrained, and the toad can't bite another
|
||
target.
|
||
|
||
\textbf{\emph{Swallow}}. The toad makes one bite attack against a Medium
|
||
or smaller target it is grappling. If the attack hits, the target is
|
||
swallowed, and the grapple ends. The swallowed target is blinded and
|
||
restrained, it has total cover against attacks and other effects outside
|
||
the toad, and it takes 10 (3d6) acid damage at the start of each of the
|
||
toad's turns. The toad can have only one target swallowed at a time.
|
||
|
||
If the toad dies, a swallowed creature is no longer restrained by it and
|
||
can escape from the corpse using 5 feet of movement, exiting prone.
|
||
|
||
\hypertarget{giant-vulture}{%
|
||
\subsection{Giant Vulture}\label{giant-vulture}}
|
||
|
||
\emph{Large beast, neutral evil}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 22 (3d10+6)
|
||
|
||
\textbf{Speed} 10 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 15 (+2) & 6 (-2) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} understands Common but can't speak
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Sight and Smell}}. The vulture has advantage on
|
||
Wisdom (Perception) checks that rely on sight or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The vulture has advantage on an attack
|
||
roll against a creature if at least one of the vulture's allies is
|
||
within 5 feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The vulture makes two attacks: one with its
|
||
beak and one with its talons.
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) piercing damage.
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage.
|
||
|
||
A \textbf{giant vulture} has advanced intelligence and a malevolent
|
||
bent. Unlike its smaller kin, it will attack a wounded creature to
|
||
hasten its end. Giant vultures have been known to haunt a thirsty,
|
||
starving creature for days to enjoy its suffering.
|
||
|
||
\hypertarget{giant-wasp}{%
|
||
\subsection{Giant Wasp}\label{giant-wasp}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 10 ft., fly 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 14 (+2) & 10 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage, and the target
|
||
must make a DC 11 Constitution saving throw, taking 10 (3d6) poison
|
||
damage on a failed save, or half as much damage on a successful one. If
|
||
the poison damage reduces the target to 0 hit points, the target is
|
||
stable but poisoned for 1 hour, even after regaining hit points, and is
|
||
paralyzed while poisoned in this way.
|
||
|
||
\hypertarget{giant-weasel}{%
|
||
\subsection{Giant Weasel}\label{giant-weasel}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 9 (2d8)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 16 (+3) & 10 (+0) & 4 (-3) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +5
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The weasel has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d4+3) piercing damage.
|
||
|
||
\hypertarget{giant-wolf-spider}{%
|
||
\subsection{Giant Wolf Spider}\label{giant-wolf-spider}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 40 ft., climb 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 16 (+3) & 13 (+1) & 3 (-4) & 12 (+1) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +7
|
||
|
||
\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception
|
||
13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows
|
||
the exact location of any other creature in contact with the same web.
|
||
|
||
\textbf{\emph{Web Walker}}. The spider ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d6+1) piercing damage, and the target
|
||
must make a DC 11 Constitution saving throw, taking 7 (2d6) poison
|
||
damage on a failed save, or half as much damage on a successful one. If
|
||
the poison damage reduces the target to 0 hit points, the target is
|
||
stable but poisoned for 1 hour, even after regaining hit points, and is
|
||
paralyzed while poisoned in this way.
|
||
|
||
Smaller than a giant spider, a \textbf{giant wolf spider} hunts prey
|
||
across open ground or hides in a burrow or crevice, or in a hidden
|
||
cavity beneath debris.
|
||
|
||
\hypertarget{goat}{%
|
||
\subsection{Goat}\label{goat}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 4 (1d8)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 10 (+0) & 11 (+0) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the goat moves at least 20 feet straight
|
||
toward a target and then hits it with a ram attack on the same turn, the
|
||
target takes an extra 2 (1d4) bludgeoning damage. If the target is a
|
||
creature, it must succeed on a DC 10 Strength saving throw or be knocked
|
||
prone.
|
||
|
||
\textbf{\emph{Sure-Footed}}. The goat has advantage on Strength and
|
||
Dexterity saving throws made against effects that would knock it prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft.,
|
||
one target. \emph{Hit:} 3 (1d4+1) bludgeoning damage.
|
||
|
||
\hypertarget{hawk}{%
|
||
\subsection{Hawk}\label{hawk}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 10 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 16 (+3) & 8 (-1) & 2 (-4) & 14 (+2) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Sight}}. The hawk has advantage on Wisdom
|
||
(Perception) checks that rely on sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 slashing damage.
|
||
|
||
\hypertarget{hunter-shark}{%
|
||
\subsection{Hunter Shark}\label{hunter-shark}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 0 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 13 (+1) & 15 (+2) & 1 (-5) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Blood Frenzy}}. The shark has advantage on melee attack
|
||
rolls against any creature that doesn't have all its hit points.
|
||
|
||
\textbf{\emph{Water Breathing}}. The shark can breathe only underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage.
|
||
|
||
Smaller than a giant shark but larger and fiercer than a reef shark, a
|
||
\textbf{hunter shark} haunts deep waters. It usually hunts alone, but
|
||
multiple hunter sharks might feed in the same area. A fully grown hunter
|
||
shark is 15 to 20 feet long.
|
||
|
||
\hypertarget{hyena}{%
|
||
\subsection{Hyena}\label{hyena}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 5 (1d8+1)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 13 (+1) & 12 (+1) & 2 (-4) & 12 (+1) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Pack Tactics}}. The hyena has advantage on an attack roll
|
||
against a creature if at least one of the hyena's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d6) piercing damage.
|
||
|
||
\hypertarget{creatures-j-l}{%
|
||
\section{Creatures (J-L)}\label{creatures-j-l}}
|
||
|
||
\hypertarget{jackal}{%
|
||
\subsection{Jackal}\label{jackal}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 3 (1d6)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 15 (+2) & 11 (+0) & 3 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The jackal has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The jackal has advantage on an attack roll
|
||
against a creature if at least one of the jackal's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 (1d4-1) piercing damage.
|
||
|
||
\hypertarget{killer-whale}{%
|
||
\subsection{Killer Whale}\label{killer-whale}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 90 (12d12+12)
|
||
|
||
\textbf{Speed} 0 ft., swim 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
19 (+4) & 10 (+0) & 13 (+1) & 3 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} blindsight 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Echolocation}}. The whale can't use its blindsight while
|
||
deafened.
|
||
|
||
\textbf{\emph{Hold Breath}}. The whale can hold its breath for 30
|
||
minutes.
|
||
|
||
\textbf{\emph{Keen Hearing}}. The whale has advantage on Wisdom
|
||
(Perception) checks that rely on hearing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 21 (5d6+4) piercing damage.
|
||
|
||
\hypertarget{lion}{%
|
||
\subsection{Lion}\label{lion}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 26 (4d10+4)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 13 (+1) & 3 (-4) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +6
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The lion has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The lion has advantage on an attack roll
|
||
against a creature if at least one of the lion's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
\textbf{\emph{Pounce}}. If the lion moves at least 20 feet straight
|
||
toward a creature and then hits it with a claw attack on the same turn,
|
||
that target must succeed on a DC 13 Strength saving throw or be knocked
|
||
prone. If the target is prone, the lion can make one bite attack against
|
||
it as a bonus action.
|
||
|
||
\textbf{\emph{Running Leap}}. With a 10-foot running start, the lion can
|
||
long jump up to 25 feet.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage.
|
||
|
||
\hypertarget{lizard}{%
|
||
\subsection{Lizard}\label{lizard}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 20 ft., climb 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 11 (+0) & 10 (+0) & 1 (-5) & 8 (-1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{creatures-m-o}{%
|
||
\section{Creatures (M-O)}\label{creatures-m-o}}
|
||
|
||
\hypertarget{mammoth}{%
|
||
\subsection{Mammoth}\label{mammoth}}
|
||
|
||
\emph{Huge beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 126 (11d12+55)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
24 (+7) & 9 (-1) & 21 (+5) & 3 (-4) & 11 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Trampling Charge}}. If the mammoth moves at least 20 feet
|
||
straight toward a creature and then hits it with a gore attack on the
|
||
same turn, that target must succeed on a DC 18 Strength saving throw or
|
||
be knocked prone. If the target is prone, the mammoth can make one stomp
|
||
attack against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10
|
||
ft., one target. \emph{Hit:} 25 (4d8+7) piercing damage.
|
||
|
||
\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5
|
||
ft., one prone creature. \emph{Hit:} 29 (4d10+7) bludgeoning damage.
|
||
|
||
A \textbf{mammoth} is an elephantine creature with thick fur and long
|
||
tusks. Stockier and fiercer than normal elephants, mammoths inhabit a
|
||
wide range of climes, from subarctic to subtropical.
|
||
|
||
\hypertarget{mastiff}{%
|
||
\subsection{Mastiff}\label{mastiff}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 5 (1d8+1)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 14 (+2) & 12 (+1) & 3 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The mastiff has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage. If the target is
|
||
a creature, it must succeed on a DC 11 Strength saving throw or be
|
||
knocked prone.
|
||
|
||
\textbf{Mastiffs} are impressive hounds prized by humanoids for their
|
||
loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting
|
||
dogs, and war dogs. Halflings and other Small humanoids ride them as
|
||
mounts.
|
||
|
||
\hypertarget{mule}{%
|
||
\subsection{Mule}\label{mule}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Beast of Burden}}. The mule is considered to be a Large
|
||
animal for the purpose of determining its carrying capacity.
|
||
|
||
\textbf{\emph{Sure-Footed}}. The mule has advantage on Strength and
|
||
Dexterity saving throws made against effects that would knock it prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) bludgeoning damage.
|
||
|
||
\hypertarget{octopus}{%
|
||
\subsection{Octopus}\label{octopus}}
|
||
|
||
\emph{Small beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 3 (1d6)
|
||
|
||
\textbf{Speed} 5 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
4 (-3) & 15 (+2) & 11 (+0) & 3 (-4) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2, Stealth +4
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Hold Breath}}. While out of water, the octopus can hold
|
||
its breath for 30 minutes.
|
||
|
||
\textbf{\emph{Underwater Camouflage}}. The octopus has advantage on
|
||
Dexterity (Stealth) checks made while underwater.
|
||
|
||
\textbf{\emph{Water Breathing}}. The octopus can breathe only
|
||
underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 1 bludgeoning damage, and the target is
|
||
grappled (escape DC 10). Until this grapple ends, the octopus can't use
|
||
its tentacles on another target.
|
||
|
||
\textbf{\emph{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.
|
||
|
||
\hypertarget{owl}{%
|
||
\subsection{Owl}\label{owl}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 5 ft., fly 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 13 (+1) & 8 (-1) & 2 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +3
|
||
|
||
\textbf{Senses} darkvision 120 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Flyby}}. The owl doesn't provoke opportunity attacks when
|
||
it flies out of an enemy's reach.
|
||
|
||
\textbf{\emph{Keen Hearing and Sight}}. The owl has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 slashing damage.
|
||
|
||
\hypertarget{creatures-p-r}{%
|
||
\section{Creatures (P-R)}\label{creatures-p-r}}
|
||
|
||
\hypertarget{panther}{%
|
||
\subsection{Panther}\label{panther}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 13 (3d8)
|
||
|
||
\textbf{Speed} 50 ft., climb 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 15 (+2) & 10 (+0) & 3 (-4) & 14 (+2) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4, Stealth +6
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The panther has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Pounce}}. If the panther moves at least 20 feet straight
|
||
toward a creature and then hits it with a claw attack on the same turn,
|
||
that target must succeed on a DC 12 Strength saving throw or be knocked
|
||
prone. If the target is prone, the panther can make one bite attack
|
||
against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d4+2) slashing damage.
|
||
|
||
\hypertarget{phase-spider}{%
|
||
\subsection{Phase Spider}\label{phase-spider}}
|
||
|
||
\emph{Large monstrosity, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 32 (5d10+5)
|
||
|
||
\textbf{Speed} 30 ft., climb 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 15 (+2) & 12 (+1) & 6 (-2) & 10 (+0) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +6
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Ethereal Jaunt}}. As a bonus action, the spider can
|
||
magically shift from the Material Plane to the Ethereal Plane, or vice
|
||
versa.
|
||
|
||
\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Web Walker}}. The spider ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the
|
||
target must make a DC 11 Constitution saving throw, taking 18 (4d8)
|
||
poison damage on a failed save, or half as much damage on a successful
|
||
one. If the poison damage reduces the target to 0 hit points, the target
|
||
is stable but poisoned for 1 hour, even after regaining hit points, and
|
||
is paralyzed while poisoned in this way.
|
||
|
||
A \textbf{phase spider} possesses the magical ability to phase in and
|
||
out of the Ethereal Plane. It seems to appear out of nowhere and quickly
|
||
vanishes after attacking. Its movement on the Ethereal Plane before
|
||
coming back to the Material Plane makes it seem like it can teleport.
|
||
|
||
\hypertarget{poisonous-snake}{%
|
||
\subsection{Poisonous Snake}\label{poisonous-snake}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 2 (1d4)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 16 (+3) & 11 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage, and the target must make
|
||
a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{polar-bear}{%
|
||
\subsection{Polar Bear}\label{polar-bear}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 42 (5d10+15)
|
||
|
||
\textbf{Speed} 40 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
20 (+5) & 10 (+0) & 16 (+3) & 2 (-4) & 13 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its
|
||
bite and one with its claws.
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d8+5) piercing damage.
|
||
|
||
\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage.
|
||
|
||
\hypertarget{pony}{%
|
||
\subsection{Pony}\label{pony}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) bludgeoning damage.
|
||
|
||
\hypertarget{quipper}{%
|
||
\subsection{Quipper}\label{quipper}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 0 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 16 (+3) & 9 (-1) & 1 (-5) & 7 (-2) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Blood Frenzy}}. The quipper has advantage on melee attack
|
||
rolls against any creature that doesn't have all its hit points.
|
||
|
||
\textbf{\emph{Water Breathing}}. The quipper can breathe only
|
||
underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
A \textbf{quipper} is a carnivorous fish with sharp teeth. Quippers can
|
||
adapt to any aquatic environment, including cold subterranean lakes.
|
||
They frequently gather in swarms; the statistics for a swarm of quippers
|
||
appear later in this appendix.
|
||
|
||
\hypertarget{rat}{%
|
||
\subsection{Rat}\label{rat}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 11 (+0) & 9 (-1) & 2 (-4) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The rat has advantage on Wisdom (Perception)
|
||
checks that rely on smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{raven}{%
|
||
\subsection{Raven}\label{raven}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 10 ft., fly 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 14 (+2) & 8 (-1) & 2 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Mimicry}}. The raven can mimic simple sounds it has heard,
|
||
such as a person whispering, a baby crying, or an animal chittering. A
|
||
creature that hears the sounds can tell they are imitations with a
|
||
successful DC 10 Wisdom (Insight) check.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{reef-shark}{%
|
||
\subsection{Reef Shark}\label{reef-shark}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 22 (4d8+4)
|
||
|
||
\textbf{Speed} 0 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
14 (+2) & 13 (+1) & 13 (+1) & 1 (-5) & 10 (+0) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} blindsight 30 ft., passive Perception 12
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Pack Tactics}}. The shark has advantage on an attack roll
|
||
against a creature if at least one of the shark's allies is within 5
|
||
feet of the creature and the ally isn't incapacitated.
|
||
|
||
\textbf{\emph{Water Breathing}}. The shark can breathe only underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage.
|
||
|
||
Smaller than giant sharks and hunter sharks, \textbf{reef sharks}
|
||
inhabit shallow waters and coral reefs, gathering in small packs to
|
||
hunt. A full-grown specimen measures 6 to 10 feet long.
|
||
|
||
\hypertarget{rhinoceros}{%
|
||
\subsection{Rhinoceros}\label{rhinoceros}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 45 (6d10+12)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
21 (+5) & 8 (-1) & 15 (+2) & 2 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Charge}}. If the rhinoceros moves at least 20 feet
|
||
straight toward a target and then hits it with a gore attack on the same
|
||
turn, the target takes an extra 9 (2d8) bludgeoning damage. If the
|
||
target is a creature, it must succeed on a DC 15 Strength saving throw
|
||
or be knocked prone.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage.
|
||
|
||
\hypertarget{riding-horse}{%
|
||
\subsection{Riding Horse}\label{riding-horse}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 13 (2d10+2)
|
||
|
||
\textbf{Speed} 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 10 (+0) & 12 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (2d4+3) bludgeoning damage.
|
||
|
||
\hypertarget{creatures-s-u}{%
|
||
\section{Creatures (S-U)}\label{creatures-s-u}}
|
||
|
||
\hypertarget{saber-toothed-tiger}{%
|
||
\subsection{Saber-Toothed Tiger}\label{saber-toothed-tiger}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 52 (7d10+14)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 14 (+2) & 15 (+2) & 3 (-4) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +6
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The tiger has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Pounce}}. If the tiger moves at least 20 feet straight
|
||
toward a creature and then hits it with a claw attack on the same turn,
|
||
that target must succeed on a DC 14 Strength saving throw or be knocked
|
||
prone. If the target is prone, the tiger can make one bite attack
|
||
against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (1d10+5) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage.
|
||
|
||
\hypertarget{scorpion}{%
|
||
\subsection{Scorpion}\label{scorpion}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11 (natural armor)
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 10 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 11 (+0) & 8 (-1) & 1 (-5) & 8 (-1) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 9
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 1 piercing damage, and the target must
|
||
make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
\hypertarget{sea-horse}{%
|
||
\subsection{Sea Horse}\label{sea-horse}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 0 ft., swim 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
1 (-5) & 12 (+1) & 8 (-1) & 1 (-5) & 10 (+0) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (0 XP)
|
||
|
||
\textbf{\emph{Water Breathing}}. The sea horse can breathe only
|
||
underwater.
|
||
|
||
\hypertarget{spider}{%
|
||
\subsection{Spider}\label{spider}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 20 ft., climb 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
2 (-4) & 14 (+2) & 8 (-1) & 1 (-5) & 10 (+0) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Stealth +4
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces,
|
||
including upside down on ceilings, without needing to make an ability
|
||
check.
|
||
|
||
\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows
|
||
the exact location of any other creature in contact with the same web.
|
||
|
||
\textbf{\emph{Web Walker}}. The spider ignores movement restrictions
|
||
caused by webbing.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 1 piercing damage, and the target must
|
||
succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison
|
||
damage.
|
||
|
||
\hypertarget{swarm-of-bats}{%
|
||
\subsection{Swarm of Bats}\label{swarm-of-bats}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 0 ft., fly 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
5 (-3) & 15 (+2) & 10 (+0) & 2 (-4) & 12 (+1) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} blindsight 60 ft., passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Echolocation}}. The swarm can't use its blindsight while
|
||
deafened.
|
||
|
||
\textbf{\emph{Keen Hearing}}. The swarm has advantage on Wisdom
|
||
(Perception) checks that rely on hearing.
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny bat. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +4 to hit, reach 0
|
||
ft., one creature in the swarm's space. \emph{Hit:} 5 (2d4) piercing
|
||
damage, or 2 (1d4) piercing damage if the swarm has half of its hit
|
||
points or fewer.
|
||
|
||
\hypertarget{swarm-of-insects}{%
|
||
\subsection{Swarm of Insects}\label{swarm-of-insects}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 12 (natural armor)
|
||
|
||
\textbf{Hit Points} 22 (5d8)
|
||
|
||
\textbf{Speed} 20 ft., climb 20 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 13 (+1) & 10 (+0) & 1 (-5) & 7 (-2) & 1 (-5) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny insect. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +3 to hit, reach 0
|
||
ft., one target in the swarm's space. \emph{Hit:} 10 (4d4) piercing
|
||
damage, or 5 (2d4) piercing damage if the swarm has half of its hit
|
||
points or fewer.
|
||
|
||
\begin{quote}
|
||
\textbf{Variant: Insect Swarms}
|
||
|
||
Different kinds of insects can gather in swarms, and each swarm has the
|
||
special characteristics described below.
|
||
|
||
\textbf{Swarm of Beetles}. A swarm of beetles gains a burrowing speed of
|
||
5 feet.
|
||
|
||
\textbf{Swarm of Centipedes}. A creature reduced to 0 hit points by a
|
||
swarm of centipedes is stable but poisoned for 1 hour, even after
|
||
regaining hit points, and paralyzed while poisoned in this way.
|
||
|
||
\textbf{Swarm of Spiders}. A swarm of spiders has the following
|
||
additional traits.
|
||
|
||
Spider Climb. The swarm can climb difficult surfaces, including upside
|
||
down on ceilings, without needing to make an ability check.
|
||
|
||
Web Sense. While in contact with a web, the swarm knows the exact
|
||
location of any other creature in contact with the same web.
|
||
|
||
Web Walker. The swarm ignores movement restrictions caused by webbing.
|
||
|
||
\textbf{Swarm of Wasps}. A swarm of wasps has a walking speed of 5 feet,
|
||
a flying speed of 30 feet, and no climbing speed.
|
||
\end{quote}
|
||
|
||
\hypertarget{swarm-of-poisonous-snakes}{%
|
||
\subsection{Swarm of Poisonous Snakes}\label{swarm-of-poisonous-snakes}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 14
|
||
|
||
\textbf{Hit Points} 36 (8d8)
|
||
|
||
\textbf{Speed} 30 ft., swim 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
8 (-1) & 18 (+4) & 11 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} blindsight 10 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny snake. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +6 to hit, reach 0
|
||
ft., one creature in the swarm's space. \emph{Hit:} 7 (2d6) piercing
|
||
damage, or 3 (1d6) piercing damage if the swarm has half of its hit
|
||
points or fewer. The target must make a DC 10 Constitution saving throw,
|
||
taking 14 (4d6) poison damage on a failed save, or half as much damage
|
||
on a successful one.
|
||
|
||
\hypertarget{swarm-of-quippers}{%
|
||
\subsection{Swarm of Quippers}\label{swarm-of-quippers}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 28 (8d8-8)
|
||
|
||
\textbf{Speed} 0 ft., swim 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 16 (+3) & 9 (-1) & 1 (-5) & 7 (-2) & 2 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 8
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Blood Frenzy}}. The swarm has advantage on melee attack
|
||
rolls against any creature that doesn't have all its hit points.
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny quipper. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
\textbf{\emph{Water Breathing}}. The swarm can breathe only underwater.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +5 to hit, reach 0
|
||
ft., one creature in the swarm's space. \emph{Hit:} 14 (4d6) piercing
|
||
damage, or 7 (2d6) piercing damage if the swarm has half of its hit
|
||
points or fewer.
|
||
|
||
\hypertarget{swarm-of-rats}{%
|
||
\subsection{Swarm of Rats}\label{swarm-of-rats}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 24 (7d8-7)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
9 (-1) & 11 (+0) & 9 (-1) & 2 (-4) & 10 (+0) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} darkvision 30 ft., passive Perception 10
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The swarm has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny rat. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +2 to hit, reach 0
|
||
ft., one target in the swarm's space. \emph{Hit:} 7 (2d6) piercing
|
||
damage, or 3 (1d6) piercing damage if the swarm has half of its hit
|
||
points or fewer.
|
||
|
||
\hypertarget{swarm-of-ravens}{%
|
||
\subsection{Swarm of Ravens}\label{swarm-of-ravens}}
|
||
|
||
\emph{Medium swarm of Tiny beasts, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 24 (7d8-7)
|
||
|
||
\textbf{Speed} 10 ft., fly 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
6 (-2) & 14 (+2) & 8 (-1) & 3 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5
|
||
|
||
\textbf{Damage Resistances} bludgeoning, piercing, slashing
|
||
|
||
\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed,
|
||
petrified, prone, restrained, stunned
|
||
|
||
\textbf{Senses} passive Perception 15
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and
|
||
vice versa, and the swarm can move through any opening large enough for
|
||
a Tiny raven. The swarm can't regain hit points or gain temporary hit
|
||
points.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Beaks}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target in the swarm's space. \emph{Hit:} 7 (2d6) piercing
|
||
damage, or 3 (1d6) piercing damage if the swarm has half of its hit
|
||
points or fewer.
|
||
|
||
\hypertarget{tiger}{%
|
||
\subsection{Tiger}\label{tiger}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 37 (5d10+10)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
17 (+3) & 15 (+2) & 14 (+2) & 3 (-4) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +6
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Keen Smell}}. The tiger has advantage on Wisdom
|
||
(Perception) checks that rely on smell.
|
||
|
||
\textbf{\emph{Pounce}}. If the tiger moves at least 20 feet straight
|
||
toward a creature and then hits it with a claw attack on the same turn,
|
||
that target must succeed on a DC 13 Strength saving throw or be knocked
|
||
prone. If the target is prone, the tiger can make one bite attack
|
||
against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage.
|
||
|
||
\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage.
|
||
|
||
\hypertarget{creatures-v-z}{%
|
||
\section{Creatures (V-Z)}\label{creatures-v-z}}
|
||
|
||
\hypertarget{vulture}{%
|
||
\subsection{Vulture}\label{vulture}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 5 (1d8+1)
|
||
|
||
\textbf{Speed} 10 ft., fly 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
7 (-2) & 10 (+0) & 13 (+1) & 2 (-4) & 12 (+1) & 4 (-3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Sight and Smell}}. The vulture has advantage on
|
||
Wisdom (Perception) checks that rely on sight or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The vulture has advantage on an attack
|
||
roll against a creature if at least one of the vulture's allies is
|
||
within 5 feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) piercing damage.
|
||
|
||
\hypertarget{warhorse}{%
|
||
\subsection{Warhorse}\label{warhorse}}
|
||
|
||
\emph{Large beast, unaligned}
|
||
|
||
\textbf{Armor Class} 11
|
||
|
||
\textbf{Hit Points} 19 (3d10+3)
|
||
|
||
\textbf{Speed} 60 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 12 (+1) & 13 (+1) & 2 (-4) & 12 (+1) & 7 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Trampling Charge}}. If the horse moves at least 20 feet
|
||
straight toward a creature and then hits it with a hooves attack on the
|
||
same turn, that target must succeed on a DC 14 Strength saving throw or
|
||
be knocked prone. If the target is prone, the horse can make another
|
||
attack with its hooves against it as a bonus action.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage.
|
||
|
||
\hypertarget{weasel}{%
|
||
\subsection{Weasel}\label{weasel}}
|
||
|
||
\emph{Tiny beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13
|
||
|
||
\textbf{Hit Points} 1 (1d4-1)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
3 (-4) & 16 (+3) & 8 (-1) & 2 (-4) & 12 (+1) & 3 (-4) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +5
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The weasel has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 1 piercing damage.
|
||
|
||
\hypertarget{winter-wolf}{%
|
||
\subsection{Winter Wolf}\label{winter-wolf}}
|
||
|
||
\emph{Large monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 75 (10d10+20)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 13 (+1) & 14 (+2) & 7 (-2) & 12 (+1) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +5, Stealth +3
|
||
|
||
\textbf{Damage Immunities} cold
|
||
|
||
\textbf{Senses} passive Perception 15
|
||
|
||
\textbf{Languages} Common, Giant, Winter Wolf
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The wolf has advantage on an attack roll
|
||
against a creature if at least one of the wolf's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
\textbf{\emph{Snow Camouflage}}. The wolf has advantage on Dexterity
|
||
(Stealth) checks made to hide in snowy terrain.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 11 (2d6+4) piercing damage. If the target
|
||
is a creature, it must succeed on a DC 14 Strength saving throw or be
|
||
knocked prone.
|
||
|
||
\textbf{\emph{Cold Breath (Recharge 5-6)}}. The wolf exhales a blast of
|
||
freezing wind in a 15-foot cone. Each creature in that area must make a
|
||
DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
|
||
The arctic-dwelling \textbf{winter wolf} is as large as a dire wolf but
|
||
has snow-white fur and pale blue eyes. Frost giants use these evil
|
||
creatures as guards and hunting companions, putting the wolves' deadly
|
||
breath weapon to use against their foes. Winter wolves communicate with
|
||
one another using growls and barks, but they speak Common and Giant well
|
||
enough to follow simple conversations.
|
||
|
||
\hypertarget{wolf}{%
|
||
\subsection{Wolf}\label{wolf}}
|
||
|
||
\emph{Medium beast, unaligned}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 11 (2d8+2)
|
||
|
||
\textbf{Speed} 40 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
12 (+1) & 15 (+2) & 12 (+1) & 3 (-4) & 12 (+1) & 6 (-2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +3, Stealth +4
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} -
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or smell.
|
||
|
||
\textbf{\emph{Pack Tactics}}. The wolf has advantage on attack rolls
|
||
against a creature if at least one of the wolf's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 7 (2d4+2) piercing damage. If the target is
|
||
a creature, it must succeed on a DC 11 Strength saving throw or be
|
||
knocked prone.
|
||
|
||
\hypertarget{worg}{%
|
||
\subsection{Worg}\label{worg}}
|
||
|
||
\emph{Large monstrosity, neutral evil}
|
||
|
||
\textbf{Armor Class} 13 (natural armor)
|
||
|
||
\textbf{Hit Points} 26 (4d10+4)
|
||
|
||
\textbf{Speed} 50 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 13 (+1) & 13 (+1) & 7 (-2) & 11 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +4
|
||
|
||
\textbf{Senses} darkvision 60 ft., passive Perception 14
|
||
|
||
\textbf{Languages} Goblin, Worg
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Smell}}. The worg has advantage on Wisdom
|
||
(Perception) checks that rely on hearing or smell.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. If the target
|
||
is a creature, it must succeed on a DC 13 Strength saving throw or be
|
||
knocked prone.
|
||
|
||
A \textbf{worg} is an evil predator that delights in hunting and
|
||
devouring creatures weaker than itself. Cunning and malevolent, worgs
|
||
roam across the remote wilderness or are raised by goblins and
|
||
hobgoblins. Those creatures use worgs as mounts, but a worg will turn on
|
||
its rider if it feels mistreated or malnourished. Worgs speak in their
|
||
own language and Goblin, and a few learn to speak Common as well.
|
||
|
||
\hypertarget{npcs}{%
|
||
\section{NPCs}\label{npcs}}
|
||
|
||
This section contains statistics for various humanoid non-player
|
||
characters (NPCs) that adventurers might encounter during a campaign,
|
||
including lowly commoners and mighty archmages. These stat blocks can be
|
||
used to represent both human and nonhuman NPCs.
|
||
|
||
\hypertarget{customizing-npcs}{%
|
||
\section{Customizing NPCs}\label{customizing-npcs}}
|
||
|
||
There are many easy ways to customize the NPCs in this appendix for your
|
||
home campaign.
|
||
|
||
\textbf{\emph{Racial Traits}}. You can add racial traits to an NPC. For
|
||
example, a halfling druid might have a speed of 25 feet and the Lucky
|
||
trait. Adding racial traits to an NPC doesn't alter its challenge
|
||
rating. For more on racial traits, see the \emph{Player's Handbook}.
|
||
|
||
\textbf{\emph{Spell Swaps}}. One way to customize an NPC spellcaster is
|
||
to replace one or more of its spells. You can substitute any spell on
|
||
the NPC's spell list with a different spell of the same level from the
|
||
same spell list. Swapping spells in this manner doesn't alter an NPC's
|
||
challenge rating.
|
||
|
||
\textbf{\emph{Armor and Weapon Swaps}}. You can upgrade or downgrade an
|
||
NPC's armor, or add or switch weapons. Adjustments to Armor Class and
|
||
damage can change an NPC's challenge rating.
|
||
|
||
\textbf{\emph{Magic Items}}. The more powerful an NPC, the more likely
|
||
it has one or more magic items in its possession. An archmage, for
|
||
example, might have a magic staff or wand, as well as one or more
|
||
potions and scrolls. Giving an NPC a potent damage-dealing magic item
|
||
could alter its challenge rating.
|
||
|
||
\hypertarget{acolyte-1}{%
|
||
\section{Acolyte}\label{acolyte-1}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 9 (2d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 14 (+2) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Medicine +4, Religion +2
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/4 (50 XP)
|
||
|
||
\textbf{\emph{Spellcasting}}. The acolyte is a 1st-level spellcaster.
|
||
Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
|
||
spell attacks). The acolyte has following cleric spells prepared:
|
||
|
||
Cantrips (at will): \emph{light}, \emph{sacred flame},
|
||
\emph{thaumaturgy} 1st level (3 slots): \emph{bless}, \emph{cure
|
||
wounds}, \emph{sanctuary}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage.
|
||
|
||
\textbf{Acolytes} are junior members of a clergy, usually answerable to
|
||
a priest. They perform a variety of functions in a temple and are
|
||
granted minor spellcasting power by their deities.
|
||
|
||
\hypertarget{archmage}{%
|
||
\section{Archmage}\label{archmage}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 12 (15 with \emph{mage armor})
|
||
|
||
\textbf{Hit Points} 99 (18d8 + 18)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 14 (+2) & 12 (+1) & 20 (+5) & 15 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +9, Wis +6
|
||
|
||
\textbf{Skills} Arcana +13, History +13
|
||
|
||
\textbf{Damage Resistance} damage from spells; nonmagical bludgeoning,
|
||
piercing, and slashing (from \emph{stoneskin})
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} any six languages
|
||
|
||
\textbf{Challenge} 12 (8,400 XP)
|
||
|
||
\textbf{\emph{Magic Resistance}}. The archmage has advantage on saving
|
||
throws against spells and other magical effects.
|
||
|
||
\textbf{\emph{Spellcasting}}. The archmage is an 18th-level spellcaster.
|
||
Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit
|
||
with spell attacks). The archmage can cast \emph{disguise self} and
|
||
\emph{invisibility} at will and has the following wizard spells
|
||
prepared:
|
||
|
||
Cantrips (at will): \emph{fire bolt}, \emph{light}, \emph{mage hand},
|
||
\emph{prestidigitation}, \emph{shocking grasp} 1st level (4 slots):
|
||
\emph{detect magic}, \emph{identify}, \emph{mage armor}, \emph{magic
|
||
missile} 2nd level (3 slots): \emph{detect thoughts}, \emph{mirror
|
||
image}, \emph{misty step} 3rd level (3 slots): \emph{counterspell},
|
||
\emph{fly}, \emph{lightning bolt} 4th level (3 slots):
|
||
\emph{banishment}, \emph{fire shield}, \emph{stoneskin} 5th level (3
|
||
slots): \emph{cone of cold}, \emph{scrying}, \emph{wall of force} 6th
|
||
level (1 slot): \emph{globe of invulnerability} 7th level (1 slot):
|
||
\emph{teleport} 8th level (1 slot): *mind blank** 9th level (1 slot):
|
||
\emph{time stop} * The archmage casts these spells on itself before
|
||
combat.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +6 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d4 + 2)
|
||
piercing damage.
|
||
|
||
\textbf{Archmages} are powerful (and usually quite old) spellcasters
|
||
dedicated to the study of the arcane arts. Benevolent ones counsel kings
|
||
and queens, while evil ones rule as tyrants and pursue lichdom. Those
|
||
who are neither good nor evil sequester themselves in remote towers to
|
||
practice their magic without interruption.
|
||
|
||
An archmage typically has one or more apprentice mages, and an
|
||
archmage's abode has numerous magical wards and guardians to discourage
|
||
interlopers.
|
||
|
||
\hypertarget{assassin}{%
|
||
\section{Assassin}\label{assassin}}
|
||
|
||
\emph{Medium humanoid (any race), any non-good alignment}
|
||
|
||
\textbf{Armor Class} 15 (studded leather)
|
||
|
||
\textbf{Hit Points} 78 (12d8 + 24)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 16 (+3) & 14 (+2) & 13 (+1) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Dex +6, Int +4
|
||
|
||
\textbf{Skills} Acrobatics +6, Deception +3, Perception +3, Stealth +9
|
||
|
||
\textbf{Damage Resistances} poison
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} Thieves' cant plus any two languages
|
||
|
||
\textbf{Challenge} 8 (3,900 XP)
|
||
|
||
\textbf{\emph{Assassinate}}. During its first turn, the assassin has
|
||
advantage on attack rolls against any creature that hasn't taken a turn.
|
||
Any hit the assassin scores against a surprised creature is a critical
|
||
hit.
|
||
|
||
\textbf{\emph{Evasion}}. If the assassin is subjected to an effect that
|
||
allows it to make a Dexterity saving throw to take only half damage, the
|
||
assassin instead takes no damage if it succeeds on the saving throw, and
|
||
only half damage if it fails.
|
||
|
||
\textbf{\emph{Sneak Attack}}. Once per turn, the assassin deals an extra
|
||
14 (4d6) damage when it hits a target with a weapon attack and has
|
||
advantage on the attack roll, or when the target is within 5 feet of an
|
||
ally of the assassin that isn't incapacitated and the assassin doesn't
|
||
have disadvantage on the attack roll.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The assassin makes two shortsword attacks.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +6 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d6 + 3) piercing damage, and the
|
||
target must make a DC 15 Constitution saving throw, taking 24 (7d6)
|
||
poison damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
\textbf{\emph{Light Crossbow}}. \emph{Ranged Weapon Attack:} +6 to hit,
|
||
range 80/320 ft., one target. \emph{Hit:} 7 (1d8 + 3) piercing damage,
|
||
and the target must make a DC 15 Constitution saving throw, taking 24
|
||
(7d6) poison damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
Trained in the use of poison, \textbf{assassins} are remorseless killers
|
||
who work for nobles, guildmasters, sovereigns, and anyone else who can
|
||
afford them.
|
||
|
||
\hypertarget{bandit}{%
|
||
\section{Bandit}\label{bandit}}
|
||
|
||
\emph{Medium humanoid (any race), any non-lawful alignment}
|
||
|
||
\textbf{Armor Class} 12 (leather armor)
|
||
|
||
\textbf{Hit Points} 11 (2d8 + 2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 12 (+1) & 12 (+1) & 10 (+0) & 10 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 4 (1d6 + 1) slashing damage.
|
||
|
||
\textbf{\emph{Light Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit,
|
||
range 80 ft./320 ft., one target. \emph{Hit:} 5 (1d8 + 1) piercing
|
||
damage.
|
||
|
||
\textbf{Bandits} rove in gangs and are sometimes led by thugs, veterans,
|
||
or spellcasters. Not all bandits are evil. Oppression, drought, disease,
|
||
or famine can often drive otherwise honest folk to a life of banditry.
|
||
|
||
\textbf{Pirates} are bandits of the high seas. They might be freebooters
|
||
interested only in treasure and murder, or they might be privateers
|
||
sanctioned by the crown to attack and plunder an enemy nation's vessels.
|
||
|
||
\hypertarget{bandit-captain}{%
|
||
\section{Bandit Captain}\label{bandit-captain}}
|
||
|
||
\emph{Medium humanoid (any race), any non-lawful alignment}
|
||
|
||
\textbf{Armor Class} 15 (studded leather)
|
||
|
||
\textbf{Hit Points} 65 (10d8 + 20)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 16 (+3) & 14 (+2) & 14 (+2) & 11 (+0) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +4, Dex +5, Wis +2
|
||
|
||
\textbf{Skills} Athletics +4, Deception +4
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any two languages
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The captain makes three melee attacks: two
|
||
with its scimitar and one with its dagger. Or the captain makes two
|
||
ranged attacks with its daggers.
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 6 (1d6 + 3) slashing damage.
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +5 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 5 (1d4 + 2)
|
||
piercing damage.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The captain adds 2 to its AC against one melee
|
||
attack that would hit it. To do so, the captain must see the attacker
|
||
and be wielding a melee weapon.
|
||
|
||
It takes a strong personality, ruthless cunning, and a silver tongue to
|
||
keep a gang of bandits in line. The \textbf{bandit captain} has these
|
||
qualities in spades.
|
||
|
||
In addition to managing a crew of selfish malcontents, the
|
||
\textbf{pirate captain} is a variation of the bandit captain, with a
|
||
ship to protect and command. To keep the crew in line, the captain must
|
||
mete out rewards and punishment on a regular basis.
|
||
|
||
More than treasure, a bandit captain or pirate captain craves infamy. A
|
||
prisoner who appeals to the captain's vanity or ego is more likely to be
|
||
treated fairly than a prisoner who does not or claims not to know
|
||
anything of the captain's colorful reputation.
|
||
|
||
\hypertarget{berserker}{%
|
||
\section{Berserker}\label{berserker}}
|
||
|
||
\emph{Medium humanoid (any race), any chaotic alignment}
|
||
|
||
\textbf{Armor Class} 13 (hide armor)
|
||
|
||
\textbf{Hit Points} 67 (9d8 + 27)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 12 (+1) & 17 (+3) & 9 (-1) & 11 (+0) & 9 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Reckless}}. At the start of its turn, the berserker can
|
||
gain advantage on all melee weapon attack rolls during that turn, but
|
||
attack rolls against it have advantage until the start of its next turn.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 9 (1d12 + 3) slashing damage.
|
||
|
||
Hailing from uncivilized lands, unpredictable \textbf{berserkers} come
|
||
together in war parties and seek conflict wherever they can find it.
|
||
|
||
\hypertarget{commoner}{%
|
||
\section{Commoner}\label{commoner}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 10
|
||
|
||
\textbf{Hit Points} 4 (1d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 0 (10 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage.
|
||
|
||
\textbf{Commoners} include peasants, serfs, slaves, servants, pilgrims,
|
||
merchants, artisans, and hermits.
|
||
|
||
\hypertarget{cultist}{%
|
||
\section{Cultist}\label{cultist}}
|
||
|
||
\emph{Medium humanoid (any race), any non-good alignment}
|
||
|
||
\textbf{Armor Class} 12 (leather armor)
|
||
|
||
\textbf{Hit Points} 9 (2d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 12 (+1) & 10 (+0) & 10 (+0) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +2, Religion +2
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Dark Devotion}}. The cultist has advantage on saving
|
||
throws against being charmed or frightened.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 4 (1d6 + 1) slashing damage.
|
||
|
||
\textbf{Cultists} swear allegiance to dark powers such as elemental
|
||
princes, demon lords, or archdevils. Most conceal their loyalties to
|
||
avoid being ostracized, imprisoned, or executed for their beliefs.
|
||
Unlike evil acolytes, cultists often show signs of insanity in their
|
||
beliefs and practices.
|
||
|
||
\hypertarget{cult-fanatic}{%
|
||
\section{Cult Fanatic}\label{cult-fanatic}}
|
||
|
||
\emph{Medium humanoid (any race), any non-good alignment}
|
||
|
||
\textbf{Armor Class} 13 (leather armor)
|
||
|
||
\textbf{Hit Points} 33 (6d8 + 6)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 14 (+2) & 12 (+1) & 10 (+0) & 13 (+1) & 14 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +4, Persuasion +4, Religion +2
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Dark Devotion}}. The fanatic has advantage on saving
|
||
throws against being charmed or frightened.
|
||
|
||
\textbf{\emph{Spellcasting}}. The fanatic is a 4th-level spellcaster.
|
||
Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
|
||
spell attacks). The fanatic has the following cleric spells prepared:
|
||
|
||
Cantrips (at will): \emph{light}, \emph{sacred flame},
|
||
\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{inflict
|
||
wounds}, \emph{shield of faith} 2nd level (3 slots): \emph{hold person},
|
||
\emph{spiritual weapon}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The fanatic makes two melee attacks.
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +4 to hit,
|
||
reach 5 ft. or range 20/60 ft., one creature. \emph{Hit:} 4 (1d4 + 2)
|
||
piercing damage.
|
||
|
||
\textbf{Fanatics} are often part of a cult's leadership, using their
|
||
charisma and dogma to influence and prey on those of weak will. Most are
|
||
interested in personal power above all else.
|
||
|
||
\hypertarget{druid-1}{%
|
||
\section{Druid}\label{druid-1}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 11 (16 with \emph{barkskin})
|
||
|
||
\textbf{Hit Points} 27 (5d8 + 5)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 12 (+1) & 13 (+1) & 12 (+1) & 15 (+2) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Medicine +4, Nature +3, Perception +4
|
||
|
||
\textbf{Senses} passive Perception 14
|
||
|
||
\textbf{Languages} Druidic plus any two languages
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Spellcasting}}. The druid is a 4th-level spellcaster. Its
|
||
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell
|
||
attacks). It has the following druid spells prepared:
|
||
|
||
Cantrips (at will): \emph{druidcraft}, \emph{produce flame},
|
||
\emph{shillelagh} 1st level (4 slots): \emph{entangle},
|
||
\emph{longstrider}, \emph{speak with animals}, \emph{thunderwave} 2nd
|
||
level (3 slots): \emph{animal messenger}, \emph{barkskin}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Quarterstaff}}. \emph{Melee Weapon Attack:} +2 to hit (+4
|
||
to hit with \emph{shillelagh}), reach 5 ft., one target. \emph{Hit:} 3
|
||
(1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two
|
||
hands, or 6 (1d8 + 2) bludgeoning damage with \emph{shillelagh}.
|
||
|
||
\textbf{Druids} dwell in forests and other secluded wilderness
|
||
locations, where they protect the natural world from monsters and the
|
||
encroachment of civilization. Some are \textbf{tribal shamans} who heal
|
||
the sick, pray to animal spirits, and provide spiritual guidance.
|
||
|
||
\hypertarget{gladiator}{%
|
||
\section{Gladiator}\label{gladiator}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 16 (studded leather, shield)
|
||
|
||
\textbf{Hit Points} 112 (15d8 + 45)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 12 (+1) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Str +7, Dex +5, Con +6
|
||
|
||
\textbf{Skills} Athletics +10, Intimidation +5
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 5 (1,800 XP)
|
||
|
||
\textbf{\emph{Brave}}. The gladiator has advantage on saving throws
|
||
against being frightened.
|
||
|
||
\textbf{\emph{Brute}}. A melee weapon deals one extra die of its damage
|
||
when the gladiator hits with it (included in the attack).
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The gladiator makes three melee attacks or
|
||
two ranged attacks.
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +7 to hit,
|
||
reach 5 ft. and range 20/60 ft., one target. \emph{Hit:} 11 (2d6 + 4)
|
||
piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands
|
||
to make a melee attack.
|
||
|
||
\textbf{\emph{Shield Bash}}. \emph{Melee Weapon Attack:} +7 to hit,
|
||
reach 5 ft., one creature. \emph{Hit:} 9 (2d4 + 4) bludgeoning damage.
|
||
If the target is a Medium or smaller creature, it must succeed on a DC
|
||
15 Strength saving throw or be knocked prone.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The gladiator adds 3 to its AC against one melee
|
||
attack that would hit it. To do so, the gladiator must see the attacker
|
||
and be wielding a melee weapon.
|
||
|
||
\textbf{Gladiators} battle for the entertainment of raucous crowds. Some
|
||
gladiators are brutal pit fighters who treat each match as a
|
||
life-or-death struggle, while others are professional duelists who
|
||
command huge fees but rarely fight to the death.
|
||
|
||
\hypertarget{guard}{%
|
||
\section{Guard}\label{guard}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 16 (chain shirt, shield)
|
||
|
||
\textbf{Hit Points} 11 (2d8 + 2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 12 (+1) & 12 (+1) & 10 (+0) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Perception +2
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6 + 1)
|
||
piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands
|
||
to make a melee attack.
|
||
|
||
\textbf{Guards} include members of a city watch, sentries in a citadel
|
||
or fortified town, and the bodyguards of merchants and nobles.
|
||
|
||
\hypertarget{knight}{%
|
||
\section{Knight}\label{knight}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 18 (plate)
|
||
|
||
\textbf{Hit Points} 52 (8d8 + 16)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 11 (+0) & 14 (+2) & 11 (+0) & 11 (+0) & 15 (+2) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Con +4, Wis +2
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
\textbf{\emph{Brave}}. The knight has advantage on saving throws against
|
||
being frightened.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The knight makes two melee attacks.
|
||
|
||
\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 10 (2d6 + 3) slashing damage.
|
||
|
||
\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +2 to hit,
|
||
range 100/400 ft., one target. \emph{Hit:} 5 (1d10) piercing damage.
|
||
|
||
\textbf{\emph{Leadership (Recharges after a Short or Long Rest)}}. For 1
|
||
minute, the knight can utter a special command or warning whenever a
|
||
nonhostile creature that it can see within 30 feet of it makes an attack
|
||
roll or a saving throw. The creature can add a d4 to its roll provided
|
||
it can hear and understand the knight. A creature can benefit from only
|
||
one Leadership die at a time. This effect ends if the knight is
|
||
incapacitated.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The knight adds 2 to its AC against one melee
|
||
attack that would hit it. To do so, the knight must see the attacker and
|
||
be wielding a melee weapon.
|
||
|
||
\textbf{Knights} are warriors who pledge service to rulers, religious
|
||
orders, and noble causes. A knight's alignment determines the extent to
|
||
which a pledge is honored. Whether undertaking a quest or patrolling a
|
||
realm, a knight often travels with an entourage that includes squires
|
||
and hirelings who are commoners.
|
||
|
||
\hypertarget{mage}{%
|
||
\section{Mage}\label{mage}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 12 (15 with \emph{mage armor})
|
||
|
||
\textbf{Hit Points} 40 (9d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
9 (-1) & 14 (+2) & 11 (+0) & 17 (+3) & 12 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Saving Throws} Int +6, Wis +4
|
||
|
||
\textbf{Skills} Arcana +6, History +6
|
||
|
||
\textbf{Senses} passive Perception 11
|
||
|
||
\textbf{Languages} any four languages
|
||
|
||
\textbf{Challenge} 6 (2,300 XP)
|
||
|
||
\textbf{\emph{Spellcasting}}. The mage is a 9th-level spellcaster. Its
|
||
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
|
||
spell attacks). The mage has the following wizard spells prepared:
|
||
|
||
Cantrips (at will): \emph{fire bolt}, \emph{light}, \emph{mage hand},
|
||
\emph{prestidigitation} 1st level (4 slots): \emph{detect magic},
|
||
\emph{mage armor}, \emph{magic missile}, \emph{shield} 2nd level (3
|
||
slots): \emph{misty step}, \emph{suggestion} 3rd level (3 slots):
|
||
\emph{counterspell}, \emph{fireball}, \emph{fly} 4th level (3 slots):
|
||
\emph{greater invisibility}, \emph{ice storm} 5th level (1 slot):
|
||
\emph{cone of cold}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +5 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d4 + 1)
|
||
piercing damage.
|
||
|
||
\textbf{Mages} spend their lives in the study and practice of magic.
|
||
Good-aligned mages offer counsel to nobles and others in power, while
|
||
evil mages dwell in isolated sites to perform unspeakable experiments
|
||
without interference.
|
||
|
||
\hypertarget{noble}{%
|
||
\section{Noble}\label{noble}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 15 (breastplate)
|
||
|
||
\textbf{Hit Points} 9 (2d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 12 (+1) & 11 (+0) & 12 (+1) & 14 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +5, Insight +4, Persuasion +5
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} any two languages
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Rapier}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 5 (1d8 + 1) piercing damage.
|
||
|
||
Reactions
|
||
|
||
\textbf{\emph{Parry}}. The noble adds 2 to its AC against one melee
|
||
attack that would hit it. To do so, the noble must see the attacker and
|
||
be wielding a melee weapon.
|
||
|
||
\textbf{Nobles} wield great authority and influence as members of the
|
||
upper class, possessing wealth and connections that can make them as
|
||
powerful as monarchs and generals. A noble often travels in the company
|
||
of guards, as well as servants who are commoners.
|
||
|
||
The noble's statistics can also be used to represent \textbf{courtiers}
|
||
who aren't of noble birth.
|
||
|
||
\hypertarget{priest}{%
|
||
\section{Priest}\label{priest}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 13 (chain shirt)
|
||
|
||
\textbf{Hit Points} 27 (5d8 + 5)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 10 (+0) & 12 (+1) & 13 (+1) & 16 (+3) & 13 (+1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Medicine +7, Persuasion +3, Religion +5
|
||
|
||
\textbf{Senses} passive Perception 13
|
||
|
||
\textbf{Languages} any two languages
|
||
|
||
\textbf{Challenge} 2 (450 XP)
|
||
|
||
\textbf{\emph{Divine Eminence}}. As a bonus action, the priest can
|
||
expend a spell slot to cause its melee weapon attacks to magically deal
|
||
an extra 10 (3d6) radiant damage to a target on a hit. This benefit
|
||
lasts until the end of the turn. If the priest expends a spell slot of
|
||
2nd level or higher, the extra damage increases by 1d6 for each level
|
||
above 1st.
|
||
|
||
\textbf{\emph{Spellcasting}}. The priest is a 5th-level spellcaster. Its
|
||
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
|
||
attacks). The priest has the following cleric spells prepared:
|
||
|
||
Cantrips (at will): \emph{light}, \emph{sacred flame},
|
||
\emph{thaumaturgy} 1st level (4 slots): \emph{cure wounds},
|
||
\emph{guiding bolt}, \emph{sanctuary} 2nd level (3 slots): \emph{lesser
|
||
restoration}, \emph{spiritual weapon} 3rd level (2 slots): \emph{dispel
|
||
magic}, \emph{spirit guardians}
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5
|
||
ft., one target. \emph{Hit:} 3 (1d6) bludgeoning damage.
|
||
|
||
\textbf{Priests} bring the teachings of their gods to the common folk.
|
||
They are the spiritual leaders of temples and shrines and often hold
|
||
positions of influence in their communities. Evil priests might work
|
||
openly under a tyrant, or they might be the leaders of religious sects
|
||
hidden in the shadows of good society, overseeing depraved rites.
|
||
|
||
A priest typically has one or more acolytes to help with religious
|
||
ceremonies and other sacred duties.
|
||
|
||
\hypertarget{scout}{%
|
||
\section{Scout}\label{scout}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 13 (leather armor)
|
||
|
||
\textbf{Hit Points} 16 (3d8 + 3)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
11 (+0) & 14 (+2) & 12 (+1) & 11 (+0) & 13 (+1) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Nature +4, Perception +5, Stealth +6, Survival +5
|
||
|
||
\textbf{Senses} passive Perception 15
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Keen Hearing and Sight}}. The scout has advantage on
|
||
Wisdom (Perception) checks that rely on hearing or sight.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The scout makes two melee attacks or two
|
||
ranged attacks.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage.
|
||
|
||
\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, ranged
|
||
150/600 ft., one target. \emph{Hit:} 6 (1d8 + 2) piercing damage.
|
||
|
||
\textbf{Scouts} are skilled hunters and trackers who offer their
|
||
services for a fee. Most hunt wild game, but a few work as bounty
|
||
hunters, serve as guides, or provide military reconnaissance.
|
||
|
||
\hypertarget{spy}{%
|
||
\section{Spy}\label{spy}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 12
|
||
|
||
\textbf{Hit Points} 27 (6d8)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
10 (+0) & 15 (+2) & 10 (+0) & 12 (+1) & 14 (+2) & 16 (+3) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Deception +5, Insight +4, Investigation +5, Perception
|
||
+6, Persuasion +5, Sleight of Hand +4, Stealth +4
|
||
|
||
\textbf{Senses} passive Perception 16
|
||
|
||
\textbf{Languages} any two languages
|
||
|
||
\textbf{Challenge} 1 (200 XP)
|
||
|
||
\textbf{\emph{Cunning Action}}. On each of its turns, the spy can use a
|
||
bonus action to take the Dash, Disengage, or Hide action.
|
||
|
||
\textbf{\emph{Sneak Attack (1/Turn)}}. The spy deals an extra 7 (2d6)
|
||
damage when it hits a target with a weapon attack and has advantage on
|
||
the attack roll, or when the target is within 5 feet of an ally of the
|
||
spy that isn't incapacitated and the spy doesn't have disadvantage on
|
||
the attack roll.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The spy makes two melee attacks.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage.
|
||
|
||
\textbf{\emph{Hand Crossbow}}. \emph{Ranged Weapon Attack:} +4 to hit,
|
||
range 30/120 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage.
|
||
|
||
Rulers, nobles, merchants, guildmasters, and other wealthy individuals
|
||
use \textbf{spies} to gain the upper hand in a world of cutthroat
|
||
politics. A spy is trained to secretly gather information. Loyal spies
|
||
would rather die than divulge information that could compromise them or
|
||
their employers.
|
||
|
||
\hypertarget{thug}{%
|
||
\section{Thug}\label{thug}}
|
||
|
||
\emph{Medium humanoid (any race), any non-good alignment}
|
||
|
||
\textbf{Armor Class} 11 (leather armor)
|
||
|
||
\textbf{Hit Points} 32 (5d8 + 10)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
15 (+2) & 11 (+0) & 14 (+2) & 10 (+0) & 10 (+0) & 11 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Intimidation +2
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 1/2 (100 XP)
|
||
|
||
\textbf{\emph{Pack Tactics}}. The thug has advantage on an attack roll
|
||
against a creature if at least one of the thug's allies is within 5 feet
|
||
of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The thug makes two melee attacks.
|
||
|
||
\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5
|
||
ft., one creature. \emph{Hit:} 5 (1d6 + 2) bludgeoning damage.
|
||
|
||
\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +2 to hit,
|
||
range 100/400 ft., one target. \emph{Hit:} 5 (1d10) piercing damage.
|
||
|
||
\textbf{Thugs} are ruthless enforcers skilled at intimidation and
|
||
violence. They work for money and have few scruples.
|
||
|
||
\hypertarget{tribal-warrior}{%
|
||
\section{Tribal Warrior}\label{tribal-warrior}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 12 (hide armor)
|
||
|
||
\textbf{Hit Points} 11 (2d8 + 2)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
13 (+1) & 11 (+0) & 12 (+1) & 8 (-1) & 11 (+0) & 8 (-1) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Senses} passive Perception 10
|
||
|
||
\textbf{Languages} any one language
|
||
|
||
\textbf{Challenge} 1/8 (25 XP)
|
||
|
||
\textbf{\emph{Pack Tactics}}. The warrior has advantage on an attack
|
||
roll against a creature if at least one of the warrior's allies is
|
||
within 5 feet of the creature and the ally isn't incapacitated.
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit,
|
||
reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6 + 1)
|
||
piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands
|
||
to make a melee attack.
|
||
|
||
\textbf{Tribal warriors} live beyond civilization, most often subsisting
|
||
on fishing and hunting. Each tribe acts in accordance with the wishes of
|
||
its chief, who is the greatest or oldest warrior of the tribe or a tribe
|
||
member blessed by the gods.
|
||
|
||
\hypertarget{veteran}{%
|
||
\section{Veteran}\label{veteran}}
|
||
|
||
\emph{Medium humanoid (any race), any alignment}
|
||
|
||
\textbf{Armor Class} 17 (splint)
|
||
|
||
\textbf{Hit Points} 58 (9d8 + 18)
|
||
|
||
\textbf{Speed} 30 ft.
|
||
|
||
\begin{longtable}[]{@{}llllll@{}}
|
||
\toprule
|
||
STR & DEX & CON & INT & WIS & CHA \\
|
||
\midrule
|
||
\endhead
|
||
16 (+3) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\
|
||
\bottomrule
|
||
\end{longtable}
|
||
|
||
\textbf{Skills} Athletics +5, Perception +2
|
||
|
||
\textbf{Senses} passive Perception 12
|
||
|
||
\textbf{Languages} any one language (usually Common)
|
||
|
||
\textbf{Challenge} 3 (700 XP)
|
||
|
||
Actions
|
||
|
||
\textbf{\emph{Multiattack}}. The veteran makes two longsword attacks. If
|
||
it has a shortsword drawn, it can also make a shortsword attack.
|
||
|
||
\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 7 (1d8 + 3) slashing damage, or 8 (1d10 +
|
||
3) slashing damage if used with two hands.
|
||
|
||
\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach
|
||
5 ft., one target. \emph{Hit:} 6 (1d6 + 3) piercing damage.
|
||
|
||
\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit,
|
||
range 100/400 ft., one target. \emph{Hit:} 6 (1d10 + 1) piercing damage.
|
||
|
||
\textbf{Veterans} are professional fighters that take up arms for pay or
|
||
to protect something they believe in or value. Their ranks include
|
||
soldiers retired from long service and warriors who never served anyone
|
||
but themselves.
|
||
|
||
\hypertarget{legal}{%
|
||
\section{Legal}\label{legal}}
|
||
|
||
\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center}
|
||
|
||
\hypertarget{licensing}{%
|
||
\subsubsection{Licensing}\label{licensing}}
|
||
|
||
Permission to copy, modify and distribute the files collectively known
|
||
as the System Reference Document 5.1 (``SRD5'') is granted solely
|
||
through the use of the Open Gaming License, Version 1.0a.
|
||
|
||
This material is being released using the Open Gaming License Version
|
||
1.0a and you should read and understand the terms of that license before
|
||
using this material.
|
||
|
||
The text of the Open Gaming License itself is not Open Game Content.
|
||
Instructions on using the License are provided within the License
|
||
itself.
|
||
|
||
The following items are designated Product Identity, as defined in
|
||
Section 1(e) of the Open Game License Version 1.0a, and are subject to
|
||
the conditions set forth in Section 7 of the OGL, and are not Open
|
||
Content: Dungeons \& Dragons, D\&D, Player's Handbook, Dungeon Master,
|
||
Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a
|
||
trademark), Forgotten Realms, Faerûn, proper names (including those used
|
||
in the names of spells or items), places, Underdark, Red Wizard of Thay,
|
||
the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of
|
||
Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss,
|
||
Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of
|
||
Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron,
|
||
Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven
|
||
Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields
|
||
of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea,
|
||
Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted
|
||
Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler,
|
||
tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer,
|
||
illithid, umber hulk, yuan-ti.
|
||
|
||
All of the rest of the SRD5 is Open Game Content as described in Section
|
||
1(d) of the License.
|
||
|
||
The terms of the Open Gaming License Version 1.0a are as follows:
|
||
|
||
\hypertarget{open-game-license-version-1.0a}{%
|
||
\subsubsection{OPEN GAME LICENSE Version
|
||
1.0a}\label{open-game-license-version-1.0a}}
|
||
|
||
The following text is the property of Wizards of the Coast, Inc.~and is
|
||
Copyright 2000 Wizards of the Coast, Inc (``Wizards''). All Rights
|
||
Reserved.
|
||
|
||
\begin{enumerate}
|
||
\def\labelenumi{\arabic{enumi}.}
|
||
\item
|
||
Definitions: (a) ``Contributors'' means the copyright and/or trademark
|
||
owners who have contributed Open Game Content; (b) ``Derivative
|
||
Material'' means copyrighted material including derivative works and
|
||
translations (including into other computer languages), potation,
|
||
modification, correction, addition, extension, upgrade, improvement,
|
||
compilation, abridgment or other form in which an existing work may be
|
||
recast, transformed or adapted; (c) ``Distribute'' means to reproduce,
|
||
license, rent, lease, sell, broadcast, publicly display, transmit or
|
||
otherwise distribute; (d) ``Open Game Content'' means the game
|
||
mechanic and includes the methods, procedures, processes and routines
|
||
to the extent such content does not embody the Product Identity and is
|
||
an enhancement over the prior art and any additional content clearly
|
||
identified as Open Game Content by the Contributor, and means any work
|
||
covered by this License, including translations and derivative works
|
||
under copyright law, but specifically excludes Product Identity. (e)
|
||
``Product Identity'' means product and product line names, logos and
|
||
identifying marks including trade dress; artifacts; creatures
|
||
characters; stories, storylines, plots, thematic elements, dialogue,
|
||
incidents, language, artwork, symbols, designs, depictions,
|
||
likenesses, formats, poses, concepts, themes and graphic, photographic
|
||
and other visual or audio representations; names and descriptions of
|
||
characters, spells, enchantments, personalities, teams, personas,
|
||
likenesses and special abilities; places, locations, environments,
|
||
creatures, equipment, magical or supernatural abilities or effects,
|
||
logos, symbols, or graphic designs; and any other trademark or
|
||
registered trademark clearly identified as Product identity by the
|
||
owner of the Product Identity, and which specifically excludes the
|
||
Open Game Content; (f) ``Trademark'' means the logos, names, mark,
|
||
sign, motto, designs that are used by a Contributor to identify itself
|
||
or its products or the associated products contributed to the Open
|
||
Game License by the Contributor (g) ``Use'', ``Used'' or ``Using''
|
||
means to use, Distribute, copy, edit, format, modify, translate and
|
||
otherwise create Derivative Material of Open Game Content. (h) ``You''
|
||
or ``Your'' means the licensee in terms of this agreement.
|
||
\item
|
||
The License: This License applies to any Open Game Content that
|
||
contains a notice indicating that the Open Game Content may only be
|
||
Used under and in terms of this License. You must affix such a notice
|
||
to any Open Game Content that you Use. No terms may be added to or
|
||
subtracted from this License except as described by the License
|
||
itself. No other terms or conditions may be applied to any Open Game
|
||
Content distributed using this License.
|
||
\item
|
||
Offer and Acceptance: By Using the Open Game Content You indicate Your
|
||
acceptance of the terms of this License.
|
||
\item
|
||
Grant and Consideration: In consideration for agreeing to use this
|
||
License, the Contributors grant You a perpetual, worldwide,
|
||
royalty-free, non-exclusive license with the exact terms of this
|
||
License to Use, the Open Game Content.
|
||
\item
|
||
Representation of Authority to Contribute: If You are contributing
|
||
original material as Open Game Content, You represent that Your
|
||
Contributions are Your original creation and/or You have sufficient
|
||
rights to grant the rights conveyed by this License.
|
||
\item
|
||
Notice of License Copyright: You must update the COPYRIGHT NOTICE
|
||
portion of this License to include the exact text of the COPYRIGHT
|
||
NOTICE of any Open Game Content You are copying, modifying or
|
||
distributing, and You must add the title, the copyright date, and the
|
||
copyright holder's name to the COPYRIGHT NOTICE of any original Open
|
||
Game Content you Distribute.
|
||
\item
|
||
Use of Product Identity: You agree not to Use any Product Identity,
|
||
including as an indication as to compatibility, except as expressly
|
||
licensed in another, independent Agreement with the owner of each
|
||
element of that Product Identity. You agree not to indicate
|
||
compatibility or co-adaptability with any Trademark or Registered
|
||
Trademark in conjunction with a work containing Open Game Content
|
||
except as expressly licensed in another, independent Agreement with
|
||
the owner of such Trademark or Registered Trademark. The use of any
|
||
Product Identity in Open Game Content does not constitute a challenge
|
||
to the ownership of that Product Identity. The owner of any Product
|
||
Identity used in Open Game Content shall retain all rights, title and
|
||
interest in and to that Product Identity.
|
||
\item
|
||
Identification: If you distribute Open Game Content You must clearly
|
||
indicate which portions of the work that you are distributing are Open
|
||
Game Content.
|
||
\item
|
||
Updating the License: Wizards or its designated Agents may publish
|
||
updated versions of this License. You may use any authorized version
|
||
of this License to copy, modify and distribute any Open Game Content
|
||
originally distributed under any version of this License.
|
||
\item
|
||
Copy of this License: You MUST include a copy of this License with
|
||
every copy of the Open Game Content You Distribute.
|
||
\item
|
||
Use of Contributor Credits: You may not market or advertise the Open
|
||
Game Content using the name of any Contributor unless You have written
|
||
permission from the Contributor to do so.
|
||
\item
|
||
Inability to Comply: If it is impossible for You to comply with any of
|
||
the terms of this License with respect to some or all of the Open Game
|
||
Content due to statute, judicial order, or governmental regulation
|
||
then You may not Use any Open Game Material so affected.
|
||
\item
|
||
Termination: This License will terminate automatically if You fail to
|
||
comply with all terms herein and fail to cure such breach within 30
|
||
days of becoming aware of the breach. All sublicenses shall survive
|
||
the termination of this License.
|
||
\item
|
||
Reformation: If any provision of this License is held to be
|
||
unenforceable, such provision shall be reformed only to the extent
|
||
necessary to make it enforceable.
|
||
\item
|
||
COPYRIGHT NOTICE.
|
||
\end{enumerate}
|
||
|
||
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
|
||
|
||
System Reference Document 5.0 Copyright 2016, Wizards of the Coast,
|
||
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
|
||
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
|
||
Chris Sims, and Steve Townshend, based on original material by E. Gary
|
||
Gygax and Dave Arneson.
|
||
|
||
\end{document}
|