dnd-5e-srd/5esrd.yaml

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'Legal Information':
content: ['Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.0 (“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, Players 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, tanarri, 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:', '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.', ['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
Races:
'Racial Traits': {content: '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.', 'Ability Score Increase': 'Every race increases one or more of a characters ability scores.', Age: 'The age entry notes the age when a member of the race is considered an adult, as well as the races 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.', 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.', 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, as explained in “Equipment.”', Speed: 'Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”).', Languages: 'By virtue of your race, your character can speak, read, and write certain languages.', 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.'}
Dwarf: {'Dwarf Traits': {content: ['Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.', '***Ability Score Increase.*** Your Constitution score increases by 2.', '***Age.*** Dwarves mature at the same rate as humans, but theyre considered young until they reach the age of 50. On average, they live about 350 years.', '***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.', '***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.', '***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.', '***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 cant discern color in darkness, only shades of gray.', '***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.', '***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.', '***Tool Proficiency.*** You gain proficiency with the artisans tools of your choice: smiths tools, brewers supplies, or masons tools.', '***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 the check, instead of your normal proficiency bonus.', '***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.'], 'Hill Dwarf': {content: ['As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.', '***Ability Score Increase.*** Your Wisdom score increases by 1.', '***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.']}}}
Elf: {'Elf Traits': {content: ['Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***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.', '***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.', '***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***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 cant discern color in darkness, only shades of gray.', '***Keen Senses.*** You have proficiency in the Perception skill.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Trance.*** Elves dont 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.', '***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.'], 'High Elf': {content: ['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.', '***Ability Score Increase.*** Your Intelligence score increases by 1.', '***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.', '***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.', '***Extra Language.*** You can speak, read, and write one extra language of your choice.']}}}
Halfling: {'Halfling Traits': {content: ['Your halfling character has a number of traits in common with all other halflings.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.', '***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.', '***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***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.', '***Brave.*** You have advantage on saving throws against being frightened.', '***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.', '***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isnt secret, but halflings are loath to share it with others. They write very little, so they dont 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.'], Lightfoot: {content: ['As a lightfoot halfling, you can easily hide from notice, even using other people as cover. Youre 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.', '***Ability Score Increase.*** Your Charisma score increases by 1.', '***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.']}}}
Human: {'Human Traits': {content: ['Its hard to make generalizations about humans, but your human character has these traits.', '***Ability Score Increase.*** Your ability scores each increase by 1.', '***Age.*** Humans reach adulthood in their late teens and live less than a century.', '***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.', '***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.', '***Speed.*** Your base walking speed is 30 feet.', '***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.']}}
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Dragonborn: {'Dragonborn Traits': {content: ['Your draconic heritage manifests in a variety of traits you share with other dragonborn.', '***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1.', '***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.', '***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.', '***Size.*** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Draconic Ancestry.***', {table: {'**Dragon**': [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], '**Damage Type**': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold], '**Breath Weapon**': ['5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Con. save)']}}, '***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.', '***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 cant use it again until you complete a short or long rest.', '***Damage Resistance.*** You have resistance to the damage type associated with your draconic ancestry.', '***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.']}}
Gnome: {'Gnome Traits': {content: ['Your gnome character has certain characteristics in common with all other gnomes.', '***Ability Score Increase.*** Your Intelligence score increases by 2.', '***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.', '***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.', '***Size.*** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***Darkvision.*** Accustomed to life underground, you 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 cant discern color in darkness, only shades of gray.', '***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.', '***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.'], 'Rock Gnome': {content: ['As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.', '***Ability Score Increase.*** Your Constitution score increases by 1.', '***Artificers 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.', '***Tinker.*** You have proficiency with artisans tools (tinkers 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:', ['*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.', '*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.', '*Music Box.* When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the songs end or when it is closed.']]}}}
Half-Elf: {'Half-Elf Traits': {content: ['Your half-elf character has some qualities in common with elves and some that are unique to half-elves.', '***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.', '***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.', '***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.', '***Size.*** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***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 cant discern color in darkness, only shades of gray.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Skill Versatility.*** You gain proficiency in two skills of your choice.', '***Languages.*** You can speak, read, and write Common, Elvish, and one extra language of your choice.']}}
Half-Orc: {'Half-Orc Traits': {content: ['Your half-orc character has certain traits deriving from your orc ancestry.', '***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.', '***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.', '***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.', '***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.', '***Speed.*** Your base walking speed is 30 feet.', '***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 cant discern color in darkness, only shades of gray.', '***Menacing.*** You gain proficiency in the Intimidation skill.', '***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cant use this feature again until you finish a long rest.', '***Savage Attacks.*** When you score a critical hit with a melee weapon attack, you can roll one of the weapons damage dice one additional time and add it to the extra damage of the critical hit.', '***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.']}}
Tiefling: {'Tiefling Traits': {content: ['Tieflings share certain racial traits as a result of their infernal descent.', '***Ability Score Increase.*** Your Intelligence score increases by 1, and your Charisma score increases by 2.', '***Age.*** Tieflings mature at the same rate as humans but live a few years longer.', '***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.', '***Size.*** Tieflings are about the same size and build as humans. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***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 cant discern color in darkness, only shades of gray.', '***Hellish Resistance.*** You have resistance to fire damage.', '***Infernal Legacy.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.', '***Languages.*** You can speak, read, and write Common and Infernal.']}}
Barbarian:
'Class Features': {content: 'As a barbarian, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d12 per barbarian level', '**Hit Points at 1st Level:** 12 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two from Animal Handling, Athletics,', 'Intimidation, Nature, Perception, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a greataxe or (*b*) any martial melee weapon', '(*a*) two handaxes or (*b*) any simple weapon', 'An explorers pack and four javelins']]}, 'The Barbarian': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Rage, Unarmored Defense', 'Reckless Attack, Danger Sense', 'Primal Path', 'Ability Score Improvement', 'Extra Attack, Fast Movement', 'Path feature', 'Feral Instinct', 'Ability Score Improvement', 'Brutal Critical (1 die)', 'Path feature', Relentless, 'Ability Score Improvement', 'Brutal Critical (2 dice)', 'Path feature', 'Persistent Rage', 'Ability Score Improvement', 'Brutal Critical (3 dice)', 'Indomitable Might', 'Ability Score Improvement', 'Primal Champion'], Rages: ['2', '2', '3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '6', '6', '6', Unlimited], 'Rage Damage': ['+2', '+2', '+2', '+2', '+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+4']}}, Rage: {content: ['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 arent wearing heavy armor:', ['You have advantage on Strength checks and Strength saving throws.', '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.', 'You have resistance to bludgeoning, piercing, and slashing damage.'], 'If you are able to cast spells, you cant 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 havent 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.']}, '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.', '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.', 'Danger Sense': {content: ['At 2nd level, you gain an uncanny sense of when things nearby arent 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 cant be blinded, deafened, or incapacitated.']}, '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 descr
Bard:
'Class Features': {content: 'As a bard, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per bard level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor', '**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords', '**Tools:** Three musical instruments of your choice', '**Saving Throws:** Dexterity, Charisma', '**Skills:** Choose any three']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon', '(*a*) a diplomats pack or (*b*) an entertainers pack', '(*a*) a lute or (*b*) any other musical instrument', 'Leather armor and a dagger']]}, 'The Bard': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficieny Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Bardic Inspiration (d6)', 'Jack of All Trades, Song of Rest (d6)', 'Bard College, Expertise', 'Ability Score Improvement', 'Bardic Inspiration (d8), Font of Inspiration', 'Countercharm, Bard College Feature', '-', 'Ability Score Improvement', 'Song of Rest (d8)', 'Bardic Inspiration (d10), Expertise, Magical Secrets', '-', 'Ability Score Improvement', 'Song of Rest (d10)', 'Magical Secrets, Bard College Feature', 'Bardic Inspiration (d12)', 'Ability Score Improvement', 'Song of Rest (d12)', 'Magical Secrets', 'Ability Score Improvement', 'Superior Inspiration'], 'Spells Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 'Cantrips Known': ['4', '5', '6', '7', '8', '9', '10', '11', '12', '14', '15', '15', '16', '18', '19', '19', '20', '22', '22', '22'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting: {content: ['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.'], 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.', 'Spell Slots': {content: ['The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.', 'For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.']}, 'Spells Known of 1st Level and Higher': {content: ['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 yo
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Cleric:
'Class Features': {content: 'As a cleric, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per cleric level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a mace or (*b*) a warhammer (if proficient)', '(*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)', '(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a priests pack or (*b*) an explorers pack', 'A shield and a holy symbol']]}, 'The Cleric': {content: ['**Proficiency Cantrips** ̶**Spell Slots per Spell Level**̶', {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Divine Domain', 'Channel Divinity (1/rest), Divine Domain Feature', '-', 'Ability Score Improvement', 'Destroy Undead (CR 1/2)', 'Channel Divinity (2/rest), Divine Domain Feature', '-', 'Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature', '-', 'Divine Intervention', 'Destroy Undead (CR 2)', 'Ability Score Improvement', '-', 'Destroy Undead (CR 3)', '-', 'Ability Score Improvement', 'Destroy Undead (CR 4), Divine Domain Feature', 'Channel Divinity (3/rest)', 'Ability Score Improvement', 'Divine Intervention improvement'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}]}, Spellcasting: {content: 'As a conduit for divine power, you can cast cleric spells.', Cantrips: '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.', 'Preparing and Casting Spells': {content: ['The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.', '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 leve
Druid:
'Class Features': {content: 'As a druid, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorers pack, and a druidic focus']]}, 'The Druid': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, 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 messages presence with a successful DC 15 Wisdom (Perception) check but cant decipher it without magic.', Spellcasting: {content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: '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.', 'Preparing and Casting Spells': {content: ['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spells 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.']}, 'Spe
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Fighter:
'Class Features': {content: 'As a fighter, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d10 per fighter level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st']}, Proficiencies: {content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two skills from Acrobatics, Animal', 'Handling, Athletics, History, Insight, Intimidation, Perception, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows', '(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) a light crossbow and 20 bolts or (*b*) two handaxes', '(*a*) a dungeoneers pack or (*b*) an explorers pack']]}, 'The Fighter': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Fighting Style, Second Wind', 'Action Surge (one use)', 'Martial Archetype', 'Ability Score Improvement', 'Extra Attack', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Indomitable (one use)', 'Martial Archetype Feature', 'Extra Attack (2)', 'Ability Score Improvement', 'Indomitable (two uses)', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Action Surge (two uses), Indomitable (three uses)', 'Martial Archetype Feature', 'Ability Score Improvement', 'Extra Attack (3)']}}, 'Fighting Style': {content: 'You adopt a particular style of fighting as your specialty. Choose one of the following options. You cant take a Fighting Style option more than once, even if you later get to choose again.', Archery: 'You gain a +2 bonus to attack rolls you make with ranged weapons.', Defense: 'While you are wearing armor, you gain a +1 bonus to AC.', 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.', '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.', 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.', 'Two-Weapon Fighting': 'When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.'}, '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.', 'Action Surge': {content: ['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.']}, '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.', 'Abili
'Martial Archetypes': {content: 'Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.', Champion: {content: '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.', '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.', 'Remarkable Athlete': {content: ['Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesnt 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.']}, 'Additional Fighting Style': 'At 10th level, you can choose a second option from the Fighting Style class feature.', 'Superior Critical': 'Starting at 15th level, your weapon attacks score a critical hit on a roll of 1820.', 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 dont gain this benefit if you have 0 hit points.'}}
Monk:
'Class Features': {content: 'As a monk, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per monk level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st']}, Proficiencies: {content: ['**Armor:** None', '**Weapons:** Simple weapons, shortswords', '**Tools:** Choose one type of artisans tools or one musical instrument', '**Saving Throws:** Strength, Dexterity', '**Skills:** Choose two from Acrobatics, Athletics,', 'History, Insight, Religion, and Stealth']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a shortsword or (*b*) any simple weapon', '(*a*) a dungeoneers pack or (*b*) an explorers pack', '10 darts']]}, 'The Monk': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Martial Arts': [1d4, 1d4, 1d4, 1d4, 1d6, 1d6, 1d6, 1d6, 1d6, 1d6, 1d8, 1d8, 1d8, 1d8, 1d8, 1d8, 1d10, 1d10, 1d10, 1d10], 'Ki Points': [—, '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], 'Unarmored Movement': ['-', '+10 ft.', '+10 ft.', '+10 ft.', '+10 ft.', '+15 ft.', '+15 ft.', '+15 ft.', '+15 ft.', '+20 ft.', '+20 ft.', '+20 ft.', '+20 ft.', '+25 ft.', '+25 ft.', '+25 ft.', '+25 ft.', '+30 ft.', '+30 ft.', '+30 ft.'], Features: ['Unarmored Defense, Martial Arts', 'Ki, Unarmored Movement', 'Monastic Tradition, Deflect Missiles', 'Ability Score Improvement, Slow Fall', 'Extra Attack, Stunning Strike', 'Ki-Empowered Strikes, Monastic Tradition Feature', 'Evasion, Stillness of Mind', 'Ability Score Improvement', 'Unarmored Movement improvement', 'Purity of Body', 'Monastic Tradition Feature', 'Ability Score Improvement', 'Tongue of the Sun and Moon', 'Diamond Soul', 'Timeless Body', 'Ability Score Improvement', 'Monastic Tradition Feature', 'Empty Body', 'Ability Score Improvement', 'Perfect Self']}}, 'Unarmored Defense': '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.', 'Martial Arts': {content: ['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 dont have the two- handed or heavy property.', 'You gain the following benefits while you are unarmed or wielding only monk weapons and you arent wearing armor or wielding a shield:', ['You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.', '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.', '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 havent already taken a bonus action this turn.'], '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.']}, Ki: {content: ['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 vari
'Monastic Traditions': {content: '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.', 'Way of the Open Hand': {content: '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.', 'Open Hand Technique': {content: ['Starting when you choose this tradition at 3rd level, you can manipulate your enemys 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:', ['It must succeed on a Dexterity saving throw or be knocked prone.', 'It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.', 'It cant take reactions until the end of your next turn.']]}, '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.', Tranquility: 'Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.', 'Quivering Palm': {content: ['At 17th level, you gain the ability to set up lethal vibrations in someones 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.']}}}
Paladin:
'Class Features': {content: 'As a paladin, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d10 per paladin level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st']}, Proficiencies: {content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) five javelins or (*b*) any simple melee weapon', '(*a*) a priests pack or (*b*) an explorers pack', 'Chain mail and a holy symbol']]}, 'The Paladin': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Divine Sense, Lay on Hands', 'Fighting Style, Spellcasting, Divine Smite', 'Divine Health, Sacred Oath', 'Ability Score Improvement', 'Extra Attack', 'Aura of Protection', 'Sacred Oath feature', 'Ability Score Improvement', '-', 'Aura of Courage', 'Improved Divine Smite', 'Ability Score Improvement', '-', 'Cleansing Touch', 'Sacred Oath feature', 'Ability Score Improvement', '-', 'Aura improvements', 'Ability Score Improvement', 'Sacred Oath feature'], 1st: ['-', '2', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2']}}, 'Divine Sense': {content: ['The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire', 'Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.', '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.']}, 'Lay on Hands': {content: ['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.']}, 'Fighting Style': {content: 'At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You cant take a Fighting Style option more than once, even if you later get to choose again.', Defense: 'While you are wearing armor, you gain a +1 bonus to
'Sacred Oaths': {content: '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 paladins training. Some characters with this class dont 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 paladins heart.', 'Oath of Devotion': {content: '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.', 'Tenets of Devotion': {content: ['Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.', '***Honesty.*** Dont lie or cheat. Let your word be your promise.', '***Courage.*** Never fear to act, though caution is wise.', '***Compassion.*** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.', '***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.', '***Duty.*** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.']}, 'Oath Spells': {content: 'You gain oath spells at the paladin levels listed.', 'Oath of Devotion Spells': {table: {Level: [3rd, 5th, 9th, 13th, 17th], 'Paladin Spells': ['protection from evil and good, sanctuary', 'lesser restoration, zone of truth', 'beacon of hope, dispel magic', 'freedom of movement, guardian of faith', 'commune, flame strike']}}}, 'Channel Divinity': {content: ['When you take this oath at 3rd level, you gain the following two Channel Divinity options.', '***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.', '***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 cant willingly move to a space within 30 feet of you. It also cant 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 theres nowhere to move, the creature can use the Dodge action.']}, 'Aura of Devotion': {content: ['Starting at 7th level, you and friendly creatures within 10 feet of you cant be charmed while you are conscious.', 'At 18th level, the range of this aura increases to 30 feet.']}, 'Purity of Spirit': 'Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell
Ranger:
'Class Features': {content: 'As a ranger, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d10 per ranger level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Dexterity', '**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) scale mail or (*b*) leather armor', '(*a*) two shortswords or (*b*) two simple melee weapons', '(*a*) a dungeoneers pack or (*b*) an explorers pack', 'A longbow and a quiver of 20 arrows']]}, 'The Ranger': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Favored Enemy, Natural Explorer', 'Fighting Style, Spellcasting', 'Ranger Archetype, Primeval Awareness', 'Ability Score Improvement', 'Extra Attack', 'Favored Enemy and Natural Explorer improvements', 'Ranger Archetype feature', 'Ability Score Improvement, Lands Stride', '-', 'Natural Explorer improvement, Hide in Plain Sight', 'Ranger Archetype feature', 'Ability Score Improvement', '-', 'Favored Enemy improvement, Vanish', 'Ranger Archetype feature', 'Ability Score Improvement', '-', 'Feral Senses', 'Ability Score Improvement', 'Foe Slayer'], 'Spells Known': ['-', '2', '3', '3', '4', '4', '5', '5', '6', '6', '7', '7', '8', '8', '9', '9', '10', '10', '11', '11'], 1st: ['-', '2', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2']}}, 'Favored Enemy': {content: ['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.']}, 'Natural Explorer': {content: ['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 youre proficient in.', 'While traveling for an hour or more in your favored terrain, you gain the following benefits:', ['Difficult terrain doesnt slow your groups travel.', 'Your group cant become lost except by magical means.', 'Even when you are engaged in another activity while tr
'Ranger Archetypes': {content: 'The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.', Hunter: {content: 'Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunters path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.', 'Hunters Prey': {content: ['At 3rd level, you gain one of the following features of your choice.', '***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 its below its hit point maximum. You can deal this extra damage only once per turn.', '***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.', '***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.']}, 'Defensive Tactics': {content: ['At 7th level, you gain one of the following features of your choice.', '***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.', '***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.', '***Steel Will.*** You have advantage on saving throws against being frightened.']}, Multiattack: {content: ['At 11th level, you gain one of the following features of your choice.', '***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapons range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.', '***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.']}, 'Superior Hunters Defense': {content: ['At 15th level, you gain one of the following features of your choice.', '***Evasion.*** When you are subjected to an effect, such as a red dragons fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.', '***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.', '***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.']}}}
Rogue:
'Class Features': {content: 'As a rogue, you have the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per rogue level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor', '**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords', '**Tools:** Thieves tools', '**Saving Throws:** Dexterity, Intelligence', '**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a rapier or (*b*) a shortsword', '(*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword', '(*a*) a burglars pack, (*b*) a dungeoneers pack, or (*c*) an explorers pack', '(*a*) Leather armor, two daggers, and thieves tools']]}, 'The Rogue': {content: [{table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Sneak Attack': [1d6, 1d6, 2d6, 2d6, 3d6, 3d6, 4d6, 4d6, 5d6, 5d6, 6d6, 6d6, 7d6, 7d6, 8d6, 8d6, 9d6, 9d6, 10d6, 10d6], Features: ['Expertise, Sneak Attack, Thieves Cant', 'Cunning Action', 'Roguish Archetype', 'Ability Score Improvement', 'Uncanny Dodge', Expertise, Evasion, 'Ability Score Improvement', 'Roguish Archetype feature', 'Ability Score Improvement', 'Reliable Talent', 'Ability Score Improvement', 'Roguish Archetype Feature', Blindsense, 'Slippery Mind', 'Ability Score Improvement', 'Roguish Archetype Feature', Elusive, 'Ability Score Improvement', 'Stroke of Luck']}}, '**Expertise**', '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.', '**Sneak Attack**', 'Beginning at 1st level, you know how to strike subtly and exploit a foes 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 dont need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnt incapacitated, and you dont 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.']}, 'Thieves Cant': {content: ['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.']}, '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.', '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
'Roguish Archetypes': {content: '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.', Thief: {content: '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 couldnt employ.', '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.', 'Second-Story Work': {content: ['When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.', 'In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.']}, 'Supreme Sneak': 'Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.', 'Use Magic Device': 'By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.', '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 cant use this feature when you are surprised.'}}
Sorcerer:
'Class Features': {content: 'As a sorcerer, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d6 per sorcerer level', '**Hit Points at 1st Level:** 6 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st']}, Proficiencies: {content: ['**Armor:** None', '**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows', '**Tools:** None', '**Saving Throws:** Constitution, Charisma', '**Skills:** Choose two from Arcana, Deception, Insight,', 'Intimidation, Persuasion, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a component pouch or (*b*) an arcane focus', '(*a*) a dungeoneers pack or (*b*) an explorers pack', 'Two daggers']]}, 'The Sorcerer': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Sorcery Points': ['-', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], Features: ['Spellcasting, Sorcerous Origin', 'Font of Magic', Metamagic, 'Ability Score Improvement', '-', 'Sorcerous Origin Feature', '-', 'Ability Score Improvement', '-', Metamagic, '-', 'Ability Score Improvement', '-', 'Sorcerous Origin Feature', '-', 'Ability Score Improvement', Metamagic, 'Sorcerous Origin Feature', 'Ability Score Improvement', 'Sorcerous Restoration'], 'Cantrips Known': ['4', '4', '4', '5', '5', '5', '5', '5', '5', '6', '6', '6', '6', '6', '6', '6', '6', '6', '6', '6'], 'Spells Known': ['2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '12', '13', '13', '14', '14', '15', '15', '15', '15'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting: {content: '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.', Cantrips: '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.', 'Spell Slots': {content: ['The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.', 'For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.']}, 'Spells Known of 1st Level and Higher': {content: ['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 spe
'Sorcerous Origins': {content: '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.', 'Draconic Bloodline': {content: '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.', 'Dragon Ancestor': {content: '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.', 'Draconic Ancestry': {content: [{table: {Dragon: [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], 'Damage Type': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold]}}, 'You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.']}}, 'Draconic Resilience': {content: ['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 arent wearing armor, your AC equals 13 + your Dexterity modifier.']}, 'Elemental Affinity': 'Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.', 'Dragon Wings': {content: ['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 cant manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.']}, 'Draconic Presence': 'Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts 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.'}}
Warlock:
'Class Features': {content: 'As a warlock, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per warlock level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['*(a)* a light crossbow and 20 bolts or (*b*) any simple weapon', '*(a)* a component pouch or (*b*) an arcane focus', '*(a)* a scholars pack or (*b*) a dungeoneers pack', 'Leather armor, any simple weapon, and two daggers']]}, 'The Warlock': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Otherworldly Patron, Pact Magic', 'Eldritch Invocations', 'Pact Boon', 'Ability Score Improvement', '-', 'Otherworldly Patron feature', '-', 'Ability Score Improvement', '-', 'Otherworldly Patron feature', 'Mystic Arcanum (6th level)', 'Ability Score Improvement', 'Mystic Arcanum (7th level)', 'Otherworldly Patron feature', 'Mystic Arcanum (8th level)', 'Ability Score Improvement', 'Mystic Arcanum (9th level)', '-', 'Ability Score Improvement', 'Eldritch Master'], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 'Spells Known': ['2', '3', '4', '5', '6', '7', '8', '9', '10', '10', '11', '11', '12', '12', '13', '13', '14', '14', '15', '15'], 'Spell Slots': ['1', '2', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4'], 'Slot Level': [1st, 1st, 2nd, 2nd, 3rd, 3rd, 4th, 4th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th], 'Invocations Known': ['-', '2', '2', '2', '3', '3', '4', '4', '5', '5', '5', '6', '6', '6', '7', '7', '7', '8', '8', '8']}}, '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.', 'Pact Magic': {content: 'Your arcane research and the magic bestowed on you by your patron have given you facility with spells.', Cantrips: '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.', 'Spell Slots': {content: ['The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.', 'For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell.']}, 'Spells Known of 1st Level and Higher': {content: ['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 whats shown in the tables 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 a
'Eldritch Invocations': {content: '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.', 'Agonizing Blast': {content: ['*Prerequisite:* eldritch blast *cantrip*', 'When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.']}, 'Armor of Shadows': 'You can cast *mage armor* on yourself at will, without expending a spell slot or material components.', 'Ascendant Step': {content: ['*Prerequisite: 9th level*', 'You can cast *levitate* on yourself at will, without expending a spell slot or material components.']}, 'Beast Speech': 'You can cast *speak with animals* at will, without expending a spell slot.', 'Beguiling Influence': 'You gain proficiency in the Deception and Persuasion skills.', 'Bewitching Whispers': {content: ['*Prerequisite: 7th level*', 'You can cast *compulsion* once using a warlock spell slot. You cant do so again until you finish a long rest.']}, 'Book of Ancient Secrets': {content: ['*Prerequisite: Pact of the Tome feature*', 'You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classs spell list (the two neednt be from the same list). The spells appear in the book and dont count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You cant cast the spells except as rituals, unless youve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.', '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 spells 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.']}, 'Chains of Carceri': {content: ['*Prerequisite: 15th level, Pact of the Chain feature*', 'You can cast *hold monster* at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.']}, 'Devils Sight': 'You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.', 'Dreadful Word': {content: ['*Prerequisite: 7th level*', 'You can cast *confusion* once using a warlock spell slot. You cant do so again until you finish a long rest.']}, 'Eldritch Sight': 'You can cast *detect magic* at will, without expending a spell slot.', 'Eldritch Spear': {content: ['*Prerequisite:* eldritch blast *cantrip*', 'When you cast *eldritch blast*, its range is 300 feet.']}, 'Eyes of the Rune Keeper': 'You can read all writing.', 'Fiendish Vigor': 'You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.', '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 creatures senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.', Lifedrinker: {content: ['*Prerequisite: 12th level, Pact of the Blade feature*', 'When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).']}, 'Mask of Many Faces': 'You can cast *disguise self* at will, without expending a spell slot.', 'Master of Myriad Forms': {content: ['*Prerequisite: 15th level*', 'You can cast *alter self* at will, without expending a spell slot.']}, '
'Otherworldly Patrons': {content: ['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.'], 'The Fiend': {content: '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, FrazUrb-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.', 'Expanded Spell List': {content: '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.', 'Fiend Expanded Spells': {table: {'Spell Level': [1st, 2nd, 3rd, 4th, 5th], Spells: ['burning hands, command', 'blindness/deafness, scorching ray', 'fireball, stinking cloud', 'fire shield, wall of fire', 'flame strike, hallow']}}}, '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).', 'Dark Ones Own Luck': {content: ['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 rolls effects occur.', 'Once you use this feature, you cant use it again until you finish a short or long rest.']}, 'Fiendish Resilience': 'Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.', 'Hurl Through Hell': {content: ['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 cant use it again until you finish a long rest.']}}, 'Your Pact Boon': {content: ['Each Pact Boon option produces a special creature or an object that reflects your patrons nature.', '***Pact of the Chain.*** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old Ones nature is inscrutable, any familiar form is suitable for it.', '***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.', '***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
Wizard:
'Class Features': {content: 'As a wizard, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d6 per wizard level', '**Hit Points at 1st Level:** 6 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st']}, Proficiencies: {content: ['**Armor:** None', '**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows', '**Tools:** None', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['*(a)* a quarterstaff or (*b*) a dagger', '*(a)* a component pouch or (*b*) an arcane focus', '*(a)* a scholars pack or (*b*) an explorers pack', 'A spellbook']]}, 'The Wizard': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Arcane Recovery', 'Arcane Tradition', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Spell Mastery', 'Ability Score Improvement', 'Signature Spell'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting: {content: 'As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.', Cantrips: '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.', 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.', 'Preparing and Casting Spells': {content: ['The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.', 'For example, if youre a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile
'Arcane Traditions': {content: ['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.'], 'School of Evocation': {content: '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.', '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.', '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 spells 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.', '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 cantrips damage (if any) but suffers no additional effect from the cantrip.', 'Empowered Evocation': 'Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.', Overchannel: {content: ['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.']}}, 'Your Spellbook': {content: ['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 wizards chest, for example, or in a dusty tome in an ancient library.', '***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 mat
'Beyond 1st Level':
content: ['As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.', 'When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You cant increase an ability score above 20. In addition, every characters proficiency bonus increases at certain levels.', 'Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).', 'When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.', 'The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your characters class description to see what other improvements you gain at each level.']
'Character Advancement': {table: {'Experience Points': ['0', '300', '900', '2,700', '6,500', '14,000', '23,000', '34,000', '48,000', '64,000', '85,000', '100,000', '120,000', '140,000', '165,000', '195,000', '225,000', '265,000', '305,000', '355,000'], Level: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6']}}
Multiclassing: {content: ['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, youre 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, youll sacrifice some focus in exchange for versatility.'], Prerequisites: {content: '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.', 'Multiclassing Prerequisites': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Ability Score Minimum': ['Strength 13', 'Charisma 13', 'Wisdom 13', 'Wisdom 13', 'Strength 13 or Dexterity 13', 'Dexterity 13 and Wisdom 13', 'Strength 13 and Charisma 13', 'Dexterity 13 and Wisdom 13', 'Dexterity 13', 'Charisma 13', 'Charisma 13', 'Intelligence 13']}}}, '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.', 'Hit Points and Hit Dice': {content: ['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.']}, 'Multiclassing 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.', 'Multiclassing Proficiencies': {content: 'When you gain your first level in a class other than your initial class, you gain only some of new classs starting proficiencies, as shown in the Multiclassing Proficiencies table.', 'Multiclassing Proficiencies': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Proficiencies Gained': ['Shields, simple weapons, martial weapons', 'Light armor, one skill of your choice, one musical instrument of your choice', 'Light armor, medium armor, shields', 'Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Simple weapons, shortswords', 'Light armor, medium armor, shields, simple weapons, marti
Alignment: {content: ['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.', ['**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.', '**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.', '**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.', '**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.', '**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.', '**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.', '**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.', '**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.', '**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.']], 'Alignment in the Multiverse': {content: ['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 gods influence.)', 'Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt 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 **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.']}}
Languages: {content: ['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 GMs 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.'], 'Standard Languages': {table: {Language: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc], 'Typical Speakers': [Humans, Dwarves, Elves, 'Ogres, giants', Gnomes, Goblinoids, Halflings, Orcs], Script: [Common, Dwarvish, Elvish, Dwarvish, Dwarvish, Dwarvish, Common, Dwarvish]}}, 'Exotic Languages': {table: {Language: [Abyssal, Celestial, Draconic, 'Deep Speech', Infernal, Primordial, Sylvan, Undercommon], 'Typical Speakers': [Demons, Celestials, 'Dragons, dragonborn', 'Aboleths, cloakers', Devils, Elementals, 'Fey creatures', 'Underworld traders'], Script: [Infernal, Celestial, Draconic, —, Infernal, Dwarvish, Elvish, Elvish]}}}
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Inspiration: {content: 'Inspiration is a rule the game master can use to reward you for playing your character in a way thats 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.', 'Gaining Inspiration': {content: ['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 dont - you cant stockpile multiple “inspirations” for later use.']}, 'Using Inspiration': {content: ['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.']}}
Backgrounds: {content: ['Every story has a beginning. Your characters background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.', 'Choosing a background provides you with important story cues about your characters identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why dont you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?', 'The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.'], Proficiencies: {content: ['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.']}, Languages: 'Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”', Equipment: '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.', '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.', '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 cant also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you cant find a feature that matches your desired background, work with your GM to create one.', Acolyte: {content: ['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.', '**Skill Proficiencies:** Insight, Religion', '**Languages:** Two of your choice', '**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'], 'Feature: Shelter of the Faithful':
Equipment:
content: ['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 dont 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 laborers work for half a day, a flask of lamp oil, or a nights 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.']
'Standard Exchange Rates': {table: {Coin: ['Copper (cp)', 'Silver (sp)', 'Electrum (ep)', 'Gold (gp)', 'Platinum (pp)'], CP: ['1', '10', '50', '100', '1,000'], SP: [1/10, '1', '5', '10', '100'], EP: [1/50, 1/5, '1', '2', '20'], GP: [1/100, 1/10, 1/2, '1', '10'], PP: ['1/1,000', 1/100, 1/20, 1/10, '1']}}
'Selling Treasure': {content: ['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.', '***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.', '***Magic Items.*** Selling magic items is problematic. Finding someone to buy a potion or a scroll isnt 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 wont 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.', '***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.', '***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.']}
Armor: {content: ['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.', '***Armor Proficiency.*** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armors 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 cant cast spells.', '***Armor Class (AC).*** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.', '***Heavy Armor.*** Heavier armor interferes with the wearers 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 wearers speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.', '***Stealth.*** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.', '***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.'], 'Light Armor': {content: ['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.', '***Padded.*** Padded armor consists of quilted layers of cloth and batting.', '***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.', '***Studded Leather.*** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.']}, 'Medium Armor': {content: ['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.', '***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.', '***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 wearers upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.', '***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.', '***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 wearers vital organs while leaving the wearer relatively unencumbered.', '***Half Plate.*** Half plate consists of shaped metal plates that cover most of the wearers body. It does not include leg protection beyond simple greaves that are attached with leather straps.']}, 'Heavy Armor': {content: ['Of all the armor c
Weapons: {content: ['Your class grants proficiency in certain weapons, reflecting both the classs 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 **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.'], 'Weapon Proficiency': {content: ['Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **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.']}, 'Weapon Properties': {content: ['Many weapons have special properties related to their use, as shown in the Weapons table.', '***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.', '***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.', '***Heavy.*** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapons size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.', '***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.', '***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 weapons normal range in feet, and the second indicates the weapons long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cant attack a target beyond the weapons long range.', '***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.', '***Special.*** A weapon with the special property has unusual rules governing its use, explained in the weapons description (see “Special Weapons” later in this section).', '***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.
'Adventuring Gear': {content: ['This section describes items that have special rules or require further explanation.', '***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.', '***Alchemists 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.', '***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.', '***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.', '***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 doesnt need to make the save.', '***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.', '***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).', '***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 creatures walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesnt need to make the save.', '***Candle.*** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.', '***Case, Crossbow Bolt.*** This wooden case can hold up to twenty crossbow bolts.', '***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.', '***Chain.*** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.', '***Climbers Kit.*** A climbers kit includes special pitons, boot tips, gloves, and a harness. You can use the climbers kit as an action to anchor yourself; when you do, you cant fall more than 25 feet from the point where you anchored yourself, and you cant climb more than 25 feet away from that point without undoing the anchor.', '***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). ***Crowbar.*** Using a crowbar grants advantage to Strength checks where the crowbars leverage can be applied.', '***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
Tools: {content: '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 woodcarvers tools, or a Strength check to make something out of particularly hard wood.', Tools: {content: [{table: {Item: ['*Artisans tools*', 'Alchemists supplies', 'Brewers supplies', 'Calligrapher's supplies', 'Carpenters tools', 'Cartographers tools', 'Cobblers tools', 'Cooks utensils', 'Glassblowers tools', 'Jewelers tools', 'Leatherworkers tools', 'Masons tools', 'Painters supplies', 'Potters tools', 'Smiths tools', 'Tinkers tools', 'Weavers tools', 'Woodcarvers tools', 'Disguise kit', 'Forgery kit', '*Gaming set*', 'Dice set', 'Playing card set', 'Herbalism kit', '*Musical instrument*', Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, 'Pan flute', Shawm, Viol, 'Navigators tools', 'Poisoners kit', 'Thieves tools', 'Vehicles (land or water)'], Cost: ["", '50 gp', '20 gp', '10 gp', '8 gp', '15 gp', '5 gp', '1 gp', '30 gp', '25 gp', '5 gp', '10 gp', '10 gp', '10 gp', '20 gp', '50 gp', '1 gp', '1 gp', '25 gp', '15 gp', "", '1 sp', '5 sp', '5 gp', "", '30 gp', '6 gp', '25 gp', '2 gp', '35 gp', '30 gp', '3 gp', '12 gp', '2 gp', '30 gp', '25 gp', '50 gp', '25 gp', '*'], Weight: ["", '8 lb.', '9 lb.', '5 lb.', '6 lb.', '6 lb.', '5 lb.', '8 lb.', '5 lb.', '2 lb.', '5 lb.', '8 lb.', '5 lb.', '3 lb.', '8 lb.', '10 lb.', '5 lb.', '5 lb.', '3 lb.', '5 lb.', "", —, —, '3 lb.', "", '6 lb.', '3 lb.', '10 lb.', '1 lb.', '2 lb.', '2 lb.', '2 lb.', '2 lb.', '1 lb.', '1 lb.', '2 lb.', '2 lb.', '1 lb.', '*']}}, '* See the “Mounts and Vehicles” section.', '***Artisans 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 artisans tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisans tools requires a separate proficiency.', '***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.', '***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.', '***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.', '***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.', '***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 m
'Mounts and Vehicles': {content: ['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 animals 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.', '***Barding.*** Barding is armor designed to protect an animals 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.', '***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.', '***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.', '***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 cant 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.'], 'Mounts and Other Animals': {table: {Item: [Camel, 'Donkey or mule', Elephant, 'Horse, draft', 'Horse, riding', Mastiff, Pony, Warhorse], Cost: ['50 gp', '8 gp', '200 gp', '50 gp', '75 gp', '25 gp', '30 gp', '400 gp'], Speed: ['50 ft.', '40 ft.', '40 ft.', '40 ft.', '60 ft.', '40 ft.', '40 ft.', '60 ft.'], 'Carrying Capacity': ['480 lb.', '420 lb.', '1,320 lb.', '540 lb.', '480 lb.', '195 lb.', '225 lb.', '540 lb.']}}, 'Tack, Harness, and Drawn Vehicles': {table: {Item: [Barding, 'Bit and bridle', Carriage, Cart, Chariot, 'Feed (per day)', '*Saddle*', Exotic, Military, Pack, Riding, Saddlebags, Sled, 'Stabling (per day)', Wagon], Cost: [×4, '2 gp', '100 gp', '15 gp', '250 gp', '5 cp', "", '60 gp', '20 gp', '5 gp', '10 gp', '4 gp', '20 gp', '5 sp', '35 gp'], Weight: [×2, '1 lb.', '600 lb.', '200 lb.', '100 lb.', '10 lb.', "", '40 lb.', '30 lb.', '15 lb.', '25 lb.', '8 lb.', '300 lb.', —, '400 lb.']}}, 'Waterborne Vehicles': {table: {Item: [Galley, Keelboat, Longship, Rowboat, 'Sailing ship', Warship], Cost: ['30,000 gp', '3,000 gp', '10,000 gp', '50 gp', '10,000 gp', '25,000 gp'], Speed: ['4 mph', '1 mph', '3 mph', '1½ mph', '2 mph', '2½ mph']}}}
'Trade Goods': {content: ['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.'], 'Trade Goods': {table: {Cost: ['1 cp', '2 cp', '5 cp', '1 sp', '5 sp', '1 gp', '2 gp', '3 gp', '5 gp', '10 gp', '15 gp', '50 gp', '500 gp'], Goods: ['1 lb. of wheat', '1 lb. of flour or one chicken', '1 lb. of salt', '1 lb. of iron or 1 sq. yd. of canvas', '1 lb. of copper or 1 sq. yd. of cotton cloth', '1 lb. of ginger or one goat', '1 lb. of cinnamon or pepper, or one sheep', '1 lb. of cloves or one pig', '1 lb. of silver or 1 sq. yd. of linen', '1 sq. yd. of silk or one cow', '1 lb. of saffron or one ox', '1 lb. of gold', '1 lb. of platinum']}}}
Expenses: {content: '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.', 'Lifestyle Expenses': {content: ['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 characters 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.'], 'Lifestyle Expenses': {content: [{table: {Lifestyle: [Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, Aristocratic], Price/Day: [—, '1 sp', '2 sp', '1 gp', '2 gp', '4 gp', '10 gp minimum']}}, '***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.', '***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.', '***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.', '***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 dont 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.', '***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.', '***Wealthy.*** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social st
Feats:
content: ['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 feats description says otherwise.', 'You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feats prerequisite, you cant 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 cant benefit from the Grappler feat until your Strength is restored.']
Grappler: {content: ['*Prerequisite: Strength 13 or higher*', 'Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:', ['You have advantage on attack rolls against a creature you are grappling.', 'You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.']]}
'Using Ability Scores':
content: ['Six abilities provide a quick description of every creatures physical and mental characteristics:', ['**Strength**, measuring physical power', '**Dexterity**, measuring agility', '**Constitution**, measuring endurance', '**Intelligence**, measuring reasoning and memory', '**Wisdom**, measuring perception and insight', '**Charisma**, measuring force of personality'], 'Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creatures 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 books 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.', '**Ability Scores and Modifiers** Each of a creatures 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 creatures 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.']
'Ability Scores and Modifiers': {content: [{table: {Score: ['1', 23, 45, 67, 89, 1011, 1213, 1415, 1617, 1819, 2021, 2223, 2425, 2627, 2829, '30'], Modifier: [5, 4, 3, 2, 1, '+0', '+1', '+2', '+3', '+4', '+5', '+6', '+7', '+8', '+9', '+10']}}, '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.']}
'Advantage and Disadvantage': {content: ['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 dont 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 halflings Lucky trait, lets you reroll the d20, you can reroll 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.']}
'Proficiency Bonus': {content: ['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 cant 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 rogues 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 wouldnt normally benefit from your proficiency bonus, you still dont 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 dont multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.']}
'Ability Checks': {content: ['An ability check tests a characters or monsters 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.'], 'Typical Difficulty Classes': {content: [{table: {'Task Difficulty': ['Very easy', Easy, Medium, Hard, 'Very hard', 'Nearly impossible'], DC: ['5', '10', '15', '20', '25', '30']}}, '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, its 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.']}, Contests: {content: ['Sometimes one characters or monsters efforts are directly opposed to anothers. 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.']}, Skills: {content: ['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 individuals proficiency in a skill demonstrates a focus on that aspect. (A characters starting skill proficiencies are determined at character creation, and a monsters skill proficiencies appear in the monsters stat block.)', 'For example, a Dexterity check might reflect a characters 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 abilitys description in the later sections of this section for examples of how to use a skill associated with an ability.'], Strength: [Athletics], Dexterity: [Acrobatics, 'Sleight of Hand', Stealth], Intelligence: [Arcana, History, Investigation, Nature, Religion], Wisdom: ['Animal Handling', Insight, Medicine, Perception, Survival], Charisma: {content: [[Deception, Intimidation, Performance, Persuasion], 'Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make
'Using Each Ability': {content: '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.', Strength: {content: 'Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.', 'Strength Checks': {content: ['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.', '***Athletics.*** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:', ['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.', 'You try to jump an unusually long distance or pull off a stunt midjump.', '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.'], '***Other Strength Checks.*** The GM might also call for a Strength check when you try to accomplish tasks like the following:', ['Force open a stuck, locked, or barred door', 'Break free of bonds', 'Push through a tunnel that is too small', 'Hang on to a wagon while being dragged behind it', 'Tip over a statue', 'Keep a boulder from rolling']]}, '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.', 'Lifting and Carrying': {content: ['Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.', '***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 dont usually have to worry about it.', '***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.', '***Size and Strength.*** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creatures carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.'], 'Variant: Encumbrance': {content: ['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 **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 **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.']}}}, Dexterity: {content: 'Dexterity measures agility, reflexes, and balance.', 'Dexterity Checks': {content: ['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.', '***Acrobatics.*** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when youre trying to run across a sheet of ice, balance on a
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'Saving Throws': {content: ['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 dont 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 casters 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.']}
Adventuring:
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Time: {content: ['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 **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 **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 **days** works best.', 'Following the road from Baldurs 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 **rounds**, a 6-second span of time.']}
Movement: {content: ['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 its 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 theyre moving over.'], Speed: {content: ['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.'], 'Travel Pace': {content: ['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.', '***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 A).', '***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 dont suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.', 'Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly.'], 'Travel Pace': {table: {Pace: [Fast, Normal, Slow], 'Distance per: Minute': ['400 feet', '300 feet', '200 feet'], Hour: ['4 miles', '3 miles', '2 miles'], Day: ['30 miles', '18 miles', '24 miles'], Effect: ['5 penalty to passive Wisdom (Perception) scores', —, 'Able to use stealth']}}}, 'Difficult Terrain': {content: ['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.']}}, 'Special Types of Movement': {content: 'Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers
'The Environment': {content: '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.', 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.', Suffocating: {content: ['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 cant 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.']}, 'Vision and Light': {content: ['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 characters 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 **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.', 'A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) 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.', '**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.', '**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.', '**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.'], 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.', 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 cant discern color in darkness, only shades of gray.', 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.'}, 'Food and Water': {content: 'Characters who dont eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water cant be removed until the character eats and drinks the full required amount.', Food: {
Resting: {content: ['Heroic though they might be, adventurers cant 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.'], 'Short Rest': {content: ['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 characters maximum number of Hit Dice, which is equal to the characters level. For each Hit Die spent in this way, the player rolls the die and adds the characters Constitution modifier to it. The character regains hit points equal to the total. 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.']}, 'Long Rest': {content: ['A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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 characters 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 cant 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.']}}
'Between Adventures': {content: ['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.'], 'Lifestyle Expenses': {content: ['Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.', 'Living a particular lifestyle doesnt 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.']}, 'Downtime Activities': {content: ['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.'], Crafting: {content: ['You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisans tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smiths tools needs a forge in order to craft a sword or suit of armor.', 'For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.', '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.']}, 'Practicing a Profession': {content: ['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.']}, Recuperating: {content: ['You can use downtime between adventures to recover f
Combat:
'The Order of Combat': {content: '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 **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **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.', 'Combat Step by Step': ['**Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.', '**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.', '**Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.', '**Take turns.** Each participant in the battle takes a turn in initiative order.', '**Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.'], Surprise: {content: ['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 doesnt notice a threat is surprised at the start of the encounter.', 'If youre surprised, you cant move or take an action on your first turn of the combat, and you cant take a reaction until that turn ends. A member of a group can be surprised even if the other members arent.']}, Initiative: {content: ['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.']}, 'Your Turn': {content: ['On your turn, you can **move** a distance up to your speed and **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 cant decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”'], 'Bonus Actions': {content: ['Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The C
'Movement and Position': {content: ['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 youre 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.'], 'Breaking Up Your Move': {content: '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.', '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.', 'Using Different Speeds': {content: ['If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance youve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you cant use the new speed during the current move.', 'For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.']}}, 'Difficult Terrain': {content: ['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.']}, 'Being Prone': {content: ['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 **drop prone** without using any of your speed. **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 cant stand up if you dont have enough movement left or if your speed is 0.', 'To move while prone, you must **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.']}, 'Moving Around Other Creatures': {content: ['You can move through a nonhostile creatures space. In contrast, you can move through a hostile creatures space only if the creature is at least two sizes larger or smaller than you. Remember that another creatures space is difficult terrain for you.', 'Whether a creature is a friend or an enemy, you cant willingly end your move in its space.', 'If you leave a hostile creatures reach during your move, you provoke an opportunity attack, as explained later in the chapter.']}, 'Flying Movement': 'Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.', 'Cr
'Actions in Combat': {content: ['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.'], Attack: {content: ['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.']}, '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.', Dash: {content: ['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.']}, Disengage: 'If you take the Disengage action, your movement doesnt provoke opportunity attacks for the rest of the turn.', 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.', Help: {content: ['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 allys attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.']}, 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.', Ready: {content: ['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, Ill 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 react
'Making an Attack': {content: ['Whether youre striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.', ['**Choose a target.** Pick a target within your attacks range: a creature, an object, or a location.', '**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.', '**Resolve the attack.** You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.'], 'If theres ever any question whether something youre doing counts as an attack, the rule is simple: if youre making an attack roll, youre making an attack.'], 'Attack Rolls': {content: '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 targets 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.', 'Modifiers to the Roll': {content: ['When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the characters proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.', '***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.', '***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.']}, 'Rolling 1 or 20': {content: ['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 targets 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 targets AC.']}}, 'Unseen Attackers and Targets': {content: ['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 cant see, you have disadvantage on the attack roll. This is true whether youre guessing the targets location or youre targeting a creature you can hear but not see. If the target isnt in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the targets location correctly.', 'When a creature cant 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.']}, 'Ranged Attacks': {content: '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.', Range: {content: ['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 cant 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
Cover: {content: ['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 arent 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 **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 **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 **total cover** cant 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.']}
'Damage and Healing': {content: 'Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a *fireball* spell all have the potential to damage, or even kill, the hardiest of creatures.', 'Hit Points': {content: ['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 creatures current hit points (usually just called hit points) can be any number from the creatures 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 creatures capabilities until the creature drops to 0 hit points.']}, 'Damage Rolls': {content: ['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 **weapon**, you add your ability modifier—the same modifier used for the attack roll—to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.', 'If a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spells damage is rolled once for all creatures caught in the blast.'], 'Critical Hits': {content: ['When you score a critical hit, you get to roll extra dice for the attacks damage against the target. Roll all of the attacks 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 rogues Sneak Attack feature, you roll those dice twice as well.']}, 'Damage Types': {content: ['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.', '***Acid.*** The corrosive spray of a black dragons breath and the dissolving enzymes secreted by a black pudding deal acid damage.', '***Bludgeoning.*** Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.', '***Cold.*** The infernal chill radiating from an ice devils spear and the frigid blast of a white dragons breath deal cold damage.', '***Fire.*** Red dragons breathe fire, and many spells conjure flames to deal fire damage.', '***Force.*** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including *magic missile* and *spiritual weapon*.', '***Lightning.*** A *lightning bolt* spell and a blue dragons breath deal lightning damage.', '***Necrotic.*** Necrotic damage, dealt by certain undead and a spell such as *chill touch*, withers matter and even the soul.', '***Piercing.*** Puncturing and impaling attacks, including spears and monsters bites, deal piercing damage.', '***Poison.*** Venomous stings and the toxic gas of a green dragons breath deal poison damage.', '***Psychic.*** Mental abilities such as a mind flayers psionic blast deal psychic damage.', '***Radiant.*** Radiant damage, dealt by a clerics *flame strike* spell or an angels smiting weapon, sears the flesh like fire and overloads the spirit with power.', '***Slashing.*** Swords, axe
'Mounted Combat': {content: ['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.'], 'Mounting and Dismounting': {content: ['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 cant mount it if you dont have 15 feet of movement left or if your speed is 0.', 'If an effect moves your mount against its will while youre 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 youre knocked prone while mounted, you must make the same saving throw.', 'If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.']}, 'Controlling a Mount': {content: ['While youre 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 youre on it, the attacker can target you or the mount.']}}
'Underwater Combat': {content: ['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 **melee weapon attack**, a creature that doesnt 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 **ranged weapon attack** automatically misses a target beyond the weapons 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.']}
Spellcasting:
content: ['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.']
'What Is a Spell?': {content: ['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 A), drain life energy away, and restore life to the dead.', 'Uncounted thousands of spells have been created over the course of the multiverses 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.'], 'Spell Level': {content: ['Every spell has a level from 0 to 9. A spells level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The higher a spells level, the higher level a spellcaster must be to use that spell.', 'Spell level and character level dont correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.']}, 'Known and Prepared Spells': {content: ['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 characters level.']}, 'Spell Slots': {content: ['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 classs 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 spells 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 *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.'], 'Casting a Spell at a Higher Level': {content: ['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 *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into.', 'Some spells, such as *ma
'Casting a Spell': {content: ['When a character casts any spell, the same basic rules are followed, regardless of the characters class or the spells effects.', 'Each spell description begins with a block of information, including the spells name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spells effect.'], 'Casting Time': {content: 'Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.', '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 havent already taken a bonus action this turn. You cant cast another spell during the same turn, except for a cantrip with a casting time of 1 action.', Reactions: '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.', '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 dont expend a spell slot. If you want to try casting the spell again, you must start over.'}, 'Spell Range': {content: ['The target of a spell must be within the spells range. For a spell like *magic missile*, the target is a creature. For a spell like *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 *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 spells effect must be you (see “Areas of Effect” later in the this chapter).', 'Once a spell is cast, its effects arent limited by its range, unless the spells description says otherwise.']}, Components: {content: 'A spells components are the physical requirements you must meet in order to cast it. Each spells description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you cant provide one or more of a spells components, you are unable to cast the spell.', 'Verbal (V)': 'Most spells require the chanting of mystic words. The words themselves arent the source of the spells 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 *silence* spell, cant cast a spell with a verbal component.', '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.', 'Material (M)': {content: ['Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **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 spells material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components.']}}, Dur
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'Spell Lists': {'Bard Spells': {'Cantrips (0 Level)': ['Dancing Lights', Light, 'Mage Hand', Mending, Message, 'Minor Illusion', Prestidigitation, 'True Strike'], '1st Level': [Bane, 'Charm Person', 'Comprehend Languages', 'Cure Wounds', 'Detect Magic', 'Disguise Self', 'Faerie Fire', 'Feather Fall', 'Healing Word', Heroism, 'Hideous Laughter', Identify, 'Illusory Script', Longstrider, 'Silent Image', Sleep, 'Speak with Animals', Thunderwave, 'Unseen Servant'], '2nd Level': ['Animal Messenger', Blindness/Deafness, 'Calm Emotions', 'Detect Thoughts', 'Enhance Ability', Enthrall, 'Heat Metal', 'Hold Person', Invisibility, Knock, 'Lesser Restoration', 'Locate Animals or Plants', 'Locate Object', 'Magic Mouth', 'See Invisibility', Shatter, Silence, Suggestion, 'Zone of Truth'], '3rd Level': ['Bestow Curse', Clairvoyance, 'Dispel Magic', Fear, 'Glyph of Warding', 'Hypnotic Pattern', 'Major Image', Nondetection, 'Plant Growth', Sending, 'Speak with Dead', 'Speak with Plants', 'Stinking Cloud', 'Tiny Hut', Tongues], '4th Level': [Confusion, 'Dimension Door', 'Freedom of Movement', 'Greater Invisibility', 'Hallucinatory Terrain', 'Locate Creature', Polymorph], '5th Level': ['Animate Objects', Awaken, 'Dominate Person', Dream, Geas, 'Greater Restoration', 'Hold Monster', 'Legend Lore', 'Mass Cure Wounds', Mislead, 'Modify Memory', 'Planar Binding', 'Raise Dead', Scrying, Seeming, 'Teleportation Circle'], '6th Level': [Eyebite, 'Find the Path', 'Guards and Wards', 'Irresistible Dance', 'Mass Suggestion', 'Programmed Illusion', 'True Seeing'], '7th Level': ['Arcane Sword', Etherealness, Forcecage, 'Magnificent Mansion', 'Mirage Arcane', 'Project Image', Regenerate, Resurrection, Symbol, Teleport], '8th Level': ['Dominate Monster', Feeblemind, Glibness, 'Mind Blank', 'Power Word', Stun], '9th Level': [Foresight, 'Power Word Kill', 'True Polymorph']}, 'Cleric Spells': {'Cantrips (0 Level)': [Guidance, Light, Mending, Resistance, 'Sacred Flame', Thaumaturgy], '1st Level': [Bane, Bless, Command, 'Create or Destroy Water', 'Cure Wounds', 'Detect Evil and Good', 'Detect Magic', 'Detect Poison and Disease', 'Guiding Bolt', 'Healing Word', 'Inflict Wounds', 'Protection from Evil and Good', 'Purify Food and Drink', Sanctuary, 'Shield of Faith'], '2nd Level': [Aid, Augury, Blindness/Deafness, 'Calm Emotions', 'Continual Flame', 'Enhance Ability', 'Find Traps', 'Gentle Repose', 'Hold Person', 'Lesser Restoration', 'Locate Object', 'Prayer of Healing', 'Protection from Poison', Silence, 'Spiritual Weapon', 'Warding Bond', 'Zone of Truth'], '3rd Level': ['Animate Dead', 'Beacon of Hope', 'Bestow Curse', Clairvoyance, 'Create Food and Water', Daylight, 'Dispel Magic', 'Glyph of Warding', 'Magic Circle', 'Mass Healing Word', 'Meld into Stone', 'Protection from Energy', 'Remove Curse', Revivify, Sending, 'Speak with Dead', 'Spirit Guardians', Tongues, 'Water Walk'], '4th Level': [Banishment, 'Control Water', 'Death Ward', Divination, 'Freedom of Movement', 'Locate Creature', 'Stone Shape'], '5th Level': [Commune, Contagion, 'Dispel Evil and Good', 'Flame Strike', Geas, 'Greater Restoration', Hallow, 'Insect Plague', Legend, Lore, 'Mass Cure Wounds', 'Planar Binding', 'Raise Dead', Scrying], '6th Level': ['Blade Barrier', 'Create Undead', 'Find the Path', Forbiddance, Harm, Heal, 'Heroes Feast', 'Planar Ally', 'True Seeing', 'Word of Recall'], '7th Level': ['Conjure Celestial', 'Divine Word', Etherealness, 'Fire Storm', 'Plane Shift', Regenerate, Resurrection, Symbol], '8th Level': ['Antimagic Field', 'Control Weather', Earthquake, 'Holy Aura'], '9th Level': ['Astral Projection', Gate, 'Mass Heal', 'True Resurrection']}, 'Druid Spells': {'Cantrips (0 Level)': [Guidance, Mending, 'Produce Flame', Resistance, Shillelagh], '1st Level': ['Charm Person', 'Create or Destroy Water', 'Cure Wounds', 'Detect Magic', 'Detect Poison and Disease', Entangle, 'Faerie Fire', 'Fog Cloud', 'Healing Word', Jump, Longstrider, 'Purify Food and Drink', 'Speak with Animals', Thunderwave], '2nd Level': ['Animal Messenger', Barkskin, Darkvision, 'Enhance Ability',
'Spell Descriptions': {'Acid Arrow': {content: ['*2nd-level evocation*', '**Casting Time:** 1 action', '**Range:** 90 feet', '**Components:** V, S, M (powdered rhubarb leaf and an adders stomach)', '**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.', '***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.']}, 'Acid Splash': {content: ['*Conjuration cantrip*', '**Casting Time:** 1 action', '**Range:** 60 feet', '**Components:** V, S', '**Duration:** Instantaneous', 'You hurl a bubble of acid. Choose one creature within range, or choose two creatures 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 spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).']}, Aid: {content: ['*2nd-level abjuration*', '**Casting Time:** 1 action', '**Range:** 30 feet', '**Components:** V, S, M (a tiny strip of white cloth)', '**Duration:** 8 hours', 'Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each targets hit point maximum and current hit points increase by 5 for the duration.', '***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, a targets hit points increase by an additional 5 for each slot level above 2nd.']}, Alarm: {content: ['*1st-level abjuration (ritual)*', '**Casting Time:** 1 minute', '**Range:** 30 feet', '**Components:** V, S, M (a tiny bell and a piece of fine silver wire)', '**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 wont 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.']}, 'Alter Self': {content: ['*2nd-level transmutation*', '**Casting Time:** 1 action', '**Range:** Self', '**Components:** V, S', '**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.', '***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.', '***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 cant appear as a creature of a different size than you, and your basic shape stays the same; if youre bipedal, you cant 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.', '***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
Traps:
content: ['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. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps.']
'Traps in Play': {content: '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.', 'Triggering a Trap': 'Most traps are triggered when a creature goes somewhere or touches something that the traps 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 *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.', 'Detecting and Disabling a Trap': {content: ['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 traps presence.', 'A traps 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 traps DC. You can also compare the DC to detect the trap with each characters 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 traps description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic traps description provides the DC for the ability check made when you use *dispel magic*.', 'In most cases, a traps description is clear enough that you can adjudicate whether a characters actions locate or foil the trap. As with many situations, you shouldnt allow die rolling to override clever play and good planning. Use your common sense, drawing on the traps description to determine what happens. No traps 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 traps 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 its 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.']}, 'Trap Effects': {content: ['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 kil
'Sample Traps': {content: 'The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.', 'Collapsing Roof': {content: ['*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 its 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.']}, 'Falling Net': {content: ['*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.']}, 'Fire-Breathing Statue': {content: ['*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 *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 *dispel magic* (DC 13) cast on the statue destroys the trap.']}, Pits: {content: ['*Mechanical trap*', 'Four basic pit traps are presented here.', '***Simple Pit.*** A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pits 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 pits depth (usually 10 feet, but some pits are deeper).', '***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 pits cover. A successful DC 15 Intelligence
Diseases:
content: ['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 *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 arent 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.']
'Sample Diseases': {content: '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.', 'Cackle Fever': {content: ['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 cant 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.']}, 'Sewer Plague': {content: ['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 plagues 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 characters exhaustion level decreases by one level. If a successful saving throw reduces the infected creatures level of exhaustion below 1, the creature recovers from the disease.']}, 'Sight Rot': {content: ['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 creatures 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 *lesser restoration* or *heal*.', 'Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease
Madness:
content: 'In a typical campaign, characters arent 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.'
'Going Mad': {content: ['Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.', 'Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.']}
'Madness Effects': {content: ['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 **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.', 'A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.', 'A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.'], 'Short-Term Madness': {table: {d100: [0120, 2130, 3140, 4150, 5160, 6170, 7175, 7680, 8190, 91100], 'Effect (lasts 1d10 minutes)': ['The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.', 'The character becomes incapacitated and spends the duration screaming, laughing, or weeping.', 'The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.', 'The character begins babbling and is incapable of normal speech or spellcasting.', 'The character must use his or her action each round to attack the nearest creature.', 'The character experiences vivid hallucinations and has disadvantage on ability checks.', 'The character does whatever anyone tells him or her to do that isnt obviously self- destructive.', 'The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.', 'The character is stunned.', 'The character falls unconscious.']}}, 'Long-Term Madness': {table: {d100: [0110, 1120, 2130, 3140, 4145, 4655, 5665, 6675, 7685, 8690, 9195, 96100], 'Effect (lasts 1d10 × 10 hours)': ['The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.', 'The character experiences vivid hallucinations and has disadvantage on ability checks.', 'The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.', 'The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.', 'The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.', '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.', 'The character is blinded (25%) or deafened (75%).', 'The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.', 'The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesnt recognize other people or remember anything that happened before the madness took effect.', '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.', 'The character loses the ability to speak.', 'The character falls unconscious. No amount of jostling or damage can wake the character.']}}, 'Indefinite Madness': {table: {d100: [0115, 1625, 2630, 3135, 3645, 4650, 5155, 5670, 7180, 8185, 8695, 96100], 'Flaw (lasts until cured)': ['“Being drunk keeps me sane.”', '“I keep whatever I find.”', '“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”', '“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”', '“Achieving my goal is the only thing of interest to me, and Ill ignore everythi
'Curing Madness': 'A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.'
Objects:
content: ['When characters need to saw through ropes, shatter a window, or smash a vampires 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 characters 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.']
'Statistics for Objects': {content: ['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.', '***Armor Class.*** An objects 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.'], 'Object Armor Class': {content: [{table: {Substance: ['Cloth, paper, rope', 'Crystal, glass, ice', 'Wood, bone', Stone, 'Iron, steel', Mithral, Adamantine], AC: ['11', '13', '15', '17', '19', '21', '23']}}, '***Hit Points.*** An objects hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.']}, 'Object Hit Points': {content: ['***Huge and Gargantuan Objects.*** Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan objects hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each sections hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.', '***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 cant effectively cut down a tree. As always, use your best judgment.', '***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 objects damage threshold is considered superficial and doesnt reduce the objects hit points.', {table: {Size: ['Tiny (bottle, lock)', 'Small (chest, lute)', 'Medium (barrel, chandelier)', 'Large (cart, 10-ft.-by-10-ft. window)'], Fragile: ['2 (1d4)', '3 (1d6)', '4 (1d8)', '5 (1d10)'], Resilient: ['5 (2d4)', '10 (3d6)', '18 (4d8)', '27 (5d10)']}}]}}
Poisons:
content: ['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.', '***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.', '***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.', '***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 ones breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.', '***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.']
Poisons: {table: {Item: ['Assassins blood', 'Burnt othur fumes', 'Crawler mucus', 'Drow poison', 'Essence of ether', Malice, 'Midnight tears', 'Oil of taggit', 'Pale tincture', 'Purple worm poison', 'Serpent venom', Torpor, 'Truth serum', 'Wyvern poison'], Type: [Ingested, Inhaled, Contact, Injury, Inhaled, Inhaled, Ingested, Contact, Ingested, Injury, Injury, Ingested, Ingested, Injury], 'Price per Dose': ['150 gp', '500 gp', '200 gp', '200 gp', '300 gp', '250 gp', '1,500 gp', '400 gp', '250 gp', '2,000 gp', '200 gp', '600 gp', '150 gp', '1,200 gp']}}
'Sample Poisons': {content: ['Each type of poison has its own debilitating effects.', '***Assassins 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 isnt poisoned.', '***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.', '***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.', '***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.', '***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.', '***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.', '***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.', '***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.', '***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 cant be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.', '***Purple Worm Poison (Injury).*** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.', '***Serpent Venom (Injury).*** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.', '***Torpor (Ingested).*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.', '***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature cant knowingly speak a lie, as if under the effect of a *zone of truth* spell.', '***Wyvern Poison (Injury).*** This poison must be harvested fro
'Magic Items':
content: 'Magic items are presented in alphabetical order. A magic items description gives the items name, its category, its rarity, and its magical properties.'
'Adamantine Armor': {content: ['*Armor (medium or heavy, but not hide), uncommon*', 'This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While youre wearing it, any critical hit against you becomes a normal hit.']}
'Ammunition, +1, +2, or +3': {content: ['*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.']}
'Amulet of Health': {content: ['*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.']}
'Amulet of Proof against Detection and Location': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While wearing this amulet, you are hidden from divination magic. You cant be targeted by such magic or perceived through magical scrying sensors.']}
'Amulet of the Planes': {content: ['*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 *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 160, you travel to a random location on the plane you named. On a 61100, you travel to a randomly determined plane of existence.']}
'Animated Shield': {content: ['*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.']}
'Apparatus of the Crab': {content: ['*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:', '**Armor Class:** 20', '**Hit Points:** 200', '**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail arent extended)', '**Damage Immunities:** poison, psychic', 'To be used as a vehicle, the apparatus requires one pilot. While the apparatuss 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 apparatuss 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.']}
'Apparatus of the Crab Levers': {table: {Lever: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], Up: ['Legs and tail extend, allowing the apparatus to walk and swim.', 'Forward window shutter opens.', 'Side window shutters open (two per side).', 'Two claws extend from the front sides of the apparatus.', 'Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.', 'The apparatus walks or swims forward.', 'The apparatus turns 90 degrees left.', 'Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.', 'The apparatus sinks as much as 20 feet in liquid.', 'The rear hatch unseals and opens.'], Down: ['Legs and tail retract, reducing the apparatuss speed to 0 and making it unable to benefit from bonuses to speed.', 'Forward window shutter closes.', 'Side window shutters close (two per side).', 'The claws retract.', '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).', 'The apparatus walks or swims backward.', 'The apparatus turns 90 degrees right.', 'The light turns off.', 'The apparatus rises up to 20 feet in liquid.', 'The rear hatch closes and seals.']}}
'Armor, +1, +2, or +3': {content: ['*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.']}
'Armor of Invulnerability': {content: ['*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 cant be used again until the next dawn.']}
'Armor of Resistance': {content: ['*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.', {table: {d10: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], 'Damage Type': [Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder]}}]}
'Armor of Vulnerability': {content: ['*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.', '***Curse***. This armor is cursed, a fact that is revealed only when an *identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *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).']}
'Arrow-Catching Shield': {content: ['*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 shields 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.']}
'Arrow of Slaying': {content: ['*Weapon (arrow), very rare*', 'An *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 *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *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 *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 *bolts of slaying* meant for a crossbow, though arrows are most common.']}
'Bag of Beans': {content: ['*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 bags 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 arent 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.', {table: {d100: ['01', 0210, 1120, 2130, 3140, 4150, 5160, 6170, 8190, 9199, '100'], Effect: ['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.', 'A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GMs choice) 30 feet into the air for 1d12 rounds.', 'A treant sprouts. Theres a 50 percent chance that the treant is chaotic evil and attacks.', '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.', 'A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).', '1d6 + 6 shriekers sprout', '1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GMs choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.', 'A hungry bulette burrows up and attacks. 7180 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GMs choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.', '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.', 'A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lords lair, and its sarcophagus contains treasure of the GMs choice.', 'A giant beanstalk sprouts, growing to a height of the GMs choice. The top leads where the GM chooses, such as to a great view, a cloud giants castle, or a different plane of existence.']}}]}
'Bag of Devouring': {content: ['*Wondrous item, very rare*', 'This bag superficially resembles a *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 isnt 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.']}
'Bag of Holding': {content: ['*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 *bag of holding* inside an extradimensional space created by a *handy haversack*, *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 cant be reopened.']}
'Bag of Tricks': {content: ['*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 bags 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 cant be used again until the next dawn.'], 'Gray Bag of Tricks': {table: {d8: ['1', '2', '3', '4', '5', '6', '7', '8'], Creature: [Weasel, 'Giant rat', Badger, Boar, Panther, 'Giant badger', 'Dire wolf', 'Giant elk']}}, 'Rust Bag of Tricks': {table: {d8: ['1', '2', '3', '4', '5', '6', '7', '8'], Creature: [Rat, Owl, Mastiff, Goat, 'Giant goat', 'Giant boar', Lion, 'Brown bear']}}, 'Tan Bag of Tricks': {table: {d8: ['1', '2', '3', '4', '5', '6', '7', '8'], Creature: [Jackal, Ape, Baboon, 'Axe beak', 'Black bear', 'Giant weasel', 'Giant hyena', Tiger]}}}
'Bead of Force': {content: ['*Wondrous item, rare*', 'This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 *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 spheres wall. No attack or other effect can.', 'An enclosed creature can use its action to push against the spheres wall, moving the sphere up to half the creatures 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.']}
'Belt of Dwarvenkind': {content: ['*Wondrous item, rare (requires attunement)*', 'While wearing this belt, you gain the following benefits:', ['Your Constitution score increases by 2, to a maximum of 20.', 'You have advantage on Charisma (Persuasion) checks made to interact with dwarves.'], 'In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if youre capable of growing one, or a visibly thicker beard if you already have one.', 'If you arent a dwarf, you gain the following additional benefits while wearing the belt:', ['You have advantage on saving throws against poison, and you have resistance against poison damage.', 'You have darkvision out to a range of 60 feet.', 'You can speak, read, and write Dwarvish.']]}
'Belt of Giant Strength': {content: ['*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 belts 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 *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect.', {table: {Type: ['Hill giant', 'Stone/frost giant', 'Fire giant', 'Cloud giant', 'Storm giant'], Strength: ['21', '23', '25', '27', '29'], Rarity: [Rare, 'Very rare', 'Very rare', Legendary, Legendary]}}]}
'Berserker Axe': {content: ['*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.', '***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.']}
'Boots of Elvenkind': {content: ['*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.']}
'Boots of Levitation': {content: ['*Wondrous item, rare (requires attunement)*', 'While you wear these boots, you can use an action to cast the *levitate* spell on yourself at will.']}
'Boots of Speed': {content: ['*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.']}
'Boots of Striding and Springing': {content: ['*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 isnt reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you cant jump farther than your remaining movement would allow.']}
'Boots of the Winterlands': {content: ['*Wondrous item, uncommon (requires attunement)*', 'These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:', ['You have resistance to cold damage.', 'You ignore difficult terrain created by ice or snow.', '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.']]}
'Bowl of Commanding Water Elementals': {content: ['*Wondrous item, rare*', 'While this bowl is filled with water, you can use an action to speak the bowls command word and summon a water elemental, as if you had cast the *conjure elemental* spell. The bowl cant 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.']}
'Bracers of Archery': {content: ['*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.']}
'Bracers of Defense': {content: ['*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.']}
'Brazier of Commanding Fire Elementals': {content: ['*Wondrous item, rare*', 'While a fire burns in this brass brazier, you can use an action to speak the braziers command word and summon a fire elemental, as if you had cast the *conjure elemental* spell. The brazier cant be used this way again until the next dawn.', 'The brazier weighs 5 pounds.']}
'Brooch of Shielding': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *magic missile* spell.']}
'Broom of Flying': {content: ['*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.']}
'Candle of Invocation': {content: ['*Wondrous item, very rare (requires attunement)*', 'This slender taper is dedicated to a deity and shares that deitys alignment. The candles alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly.', {table: {d20: [12, 34, 57, 89, 1011, 1213, 1415, 1617, 1820], Alignment: ['Chaotic evil', 'Chaotic neutral', 'Chaotic good', 'Neutral evil', Neutral, 'Neutral good', 'Lawful evil', 'Lawful neutral', 'Lawful good']}}, 'The candles magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candles total burn time.', 'While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candles can cast 1st- level spells he or she has prepared without expending spell slots, though the spells effect is as if cast with a 1st-level slot.', 'Alternatively, when you light the candle for the first time, you can cast the *gate* spell with it. Doing so destroys the candle.']}
'Cape of the Mountebank': {content: ['*Wondrous item, rare*', 'This cape smells faintly of brimstone. While wearing it, you can use it to cast the *dimension door* spell as an action. This property of the cape cant 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.']}
'Carpet of Flying': {content: ['*Wondrous item, very rare*', 'You can speak the carpets 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 *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly.', {table: {d100: [0120, 2155, 5680, 81100], Size: ['3 ft. × 5 ft.', '4 ft. × 6 ft.', '5 ft. × 7 ft.', '6 ft. × 9 ft.'], Capacity: ['200 lb.', '400 lb.', '600 lb.', '800 lb.'], 'Flying Speed': ['80 feet', '60 feet', '40 feet', '30 feet']}}, '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.']}
'Censer of Controlling Air Elementals': {content: ['*Wondrous item, rare*', 'While incense is burning in this censer, you can use an action to speak the censers command word and summon an air elemental, as if you had cast the *conjure elemental* spell. The censer cant be used this way again until the next dawn.', 'This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.']}
'Chime of Opening': {content: ['*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 cant 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.']}
'Circlet of Blasting': {content: ['*Wondrous item, uncommon*', 'While wearing this circlet, you can use an action to cast the *scorching ray* spell with it. When you make the spells attacks, you do so with an attack bonus of +5. The circlet cant be used this way again until the next dawn.']}
'Cloak of Arachnida': {content: ['*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:', ['You have resistance to poison damage.', 'You have a climbing speed equal to your walking speed.', 'You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.', 'You cant be caught in webs of any sort and can move through webs as if they were difficult terrain.', 'You can use an action to cast the *web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak cant be used again until the next dawn.']]}
'Cloak of Displacement': {content: ['*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.']}
'Cloak of Elvenkind': {content: ['*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 cloaks color shifts to camouflage you. Pulling the hood up or down requires an action.']}
'Cloak of Protection': {content: ['*Wondrous item, uncommon (requires attunement)*', 'You gain a +1 bonus to AC and saving throws while you wear this cloak.']}
'Cloak of the Bat': {content: ['*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 cloaks 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 *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 cant be used this way again until the next dawn.']}
'Cloak of the Manta Ray': {content: ['*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.']}
'Crystal Ball': {content: ['*Wondrous item, very rare or legendary (requires attunement)*', 'The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it.', 'The following *crystal ball* variants are legendary items and have additional properties.', '***Crystal Ball of Mind Reading.*** You can use an action to cast the *detect thoughts* spell (save DC 17) while you are scrying with the *crystal ball*, targeting creatures you can see within 30 feet of the spells sensor. You dont need to concentrate on this *detect thoughts* to maintain it during its duration, but it ends if *scrying* ends.', '***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spells sensor. You can also use an action to cast the *suggestion* spell (save DC 17) through the sensor on one of those creatures. You dont need to concentrate on this *suggestion* to maintain it during its duration, but it ends if *scrying* ends. Once used, the *suggestion* power of the *crystal ball* cant be used again until the next dawn.', '***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spells sensor.']}
'Cube of Force': {content: ['*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 cubes 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 cubes sixth face, or the cube runs out of charges. You can change the barriers 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 cant pass through the cube, you cant move any closer to that object as long as the barrier remains.']}
'Cube of Force Faces': {content: [{table: {Face: ['1', '2', '3', '4', '5', '6'], Charges: ['1', '2', '3', '4', '5', '0'], Effect: ['Gases, wind, and fog cant pass through the barrier.', 'Nonliving matter cant pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.', 'Living matter cant pass through the barrier.', 'Spell effects cant pass through the barrier.', 'Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.', 'The barrier deactivates.']}}, '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.', {table: {'Spell or Item': [Disintegrate, 'Horn of blasting', Passwall, 'Prismatic spray', 'Wall of fire'], 'Charges Lost': [1d12, 1d10, 1d6, 1d20, 1d4]}}]}
'Cubic Gate': {content: ['*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 *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 *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.']}
'Dagger of Venom': {content: ['*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 cant be used this way again until the next dawn.']}
'Dancing Sword': {content: ['*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.']}
'Decanter of Endless Water': {content: ['*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:', ['“Stream” produces 1 gallon of water.', '“Fountain” produces 5 gallons of water.', '“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 isnt 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.']]}
'Deck of Illusions': {content: ['*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 cant be used again.', {table: {'Playing Card': ['Ace of hearts', 'King of hearts', 'Queen of hearts', 'Jack of hearts', 'Ten of hearts', 'Nine of hearts', 'Eight of hearts', 'Two of hearts', 'Ace of diamonds', 'King of diamonds', 'Queen of diamonds', 'Jack of diamonds', 'Ten of diamonds', 'Nine of diamonds', 'Eight of diamonds', 'Two of diamonds', 'Ace of spades', 'King of spades', 'Queen of spades', 'Jack of spades', 'Ten of spades', 'Nine of spades', 'Eight of spades', 'Two of spades', 'Ace of clubs', 'King of clubs', 'Queen of clubs', 'Jack of clubs', 'Ten of clubs', 'Nine of clubs', 'Eight of clubs', 'Two of clubs', 'Jokers (2)'], Illusion: ['Red dragon', 'Knight and four guards', 'Succubus or incubus', Druid, 'Cloud giant', Ettin, Bugbear, Goblin, Beholder, 'Archmage and mage apprentice', 'Night hag', Assassin, 'Fire giant', 'Ogre mage', Gnoll, Kobold, Lich, 'Priest and two acolytes', Medusa, Veteran, 'Frost giant', Troll, Hobgoblin, Goblin, 'Iron golem', 'Bandit captain and three bandits', Erinyes, Berserker, 'Hill giant', Ogre, Orc, Kobold, 'You (the decks owner)']}}]}
'Deck of Many Things': {content: ['*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.', {table: {'Playing Card': ['Ace of diamonds', 'King of diamonds', 'Queen of diamonds', 'Jack of diamonds', 'Two of diamonds', 'Ace of hearts', 'King of hearts', 'Queen of hearts', 'Jack of hearts', 'Two of hearts', 'Ace of clubs', 'King of clubs', 'Queen of clubs', 'Jack of clubs', 'Two of clubs', 'Ace of spades', 'King of spades', 'Queen of spades', 'Jack of spades', 'Two of spades', 'Joker (with TM)', 'Joker (without TM)'], Card: ['Vizier*', Sun, Moon, Star, 'Comet*', 'The Fates*', Throne, Key, Knight, 'Gem*', 'Talons*', 'The Void', Flames, Skull, 'Idiot*', 'Donjon*', Ruin, Euryale, Rogue, 'Balance*', 'Fool*', Jester]}}, '*Found only in a deck with twenty-two cards', '***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.', '***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.', '***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 cant be located by any divination magic, but a *wish* spell can reveal the location of your prison. You draw no more cards.', '***Euryale.*** The cards 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.', '***The Fates.*** Realitys fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the cards magic as soon as you draw the card or at any other time before you die.', '***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.', '***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.', '***Gem.*** Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.', '***Idiot.*** Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.', '***Jester.*** You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.', '***Key.*** A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.', '***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
Defender: {content: ['*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 swords 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.']}
'Demon Armor': {content: ['*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 armors 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.', '***Curse.*** Once you don this cursed armor, you cant doff it unless you are targeted by the *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.']}
'Dimensional Shackles': {content: ['*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 dont 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.']}
'Dragon Scale Mail': {content: ['*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 cant be used again until the next dawn.', {table: {Dragon: [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], Resistance: [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold]}}]}
'Dragon Slayer': {content: ['*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 weapons type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.']}
'Dust of Disappearance': {content: ['*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.']}
'Dust of Dryness': {content: ['*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 pellets 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 pellets 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.']}
'Dust of Sneezing and Choking': {content: ['*Wondrous item, uncommon*', 'Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *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 *lesser restoration* spell can also end the effect on a creature.']}
'Dwarven Plate': {content: ['*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.']}
'Dwarven Thrower': {content: ['*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.']}
'Efficient Quiver': {content: ['*Wondrous item, uncommon*', 'Each of the quivers 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.']}
'Efreeti Bottle': {content: ['*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.', {table: {d100: [0110, 1190, 91100], Effect: ['The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.', 'The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper cant be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.', '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.']}}]}
'Elemental Gem': {content: ['*Wondrous item, uncommon*', 'This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gems magic is lost. The type of gem determines the elemental summoned by the spell.', {table: {Gem: ['Blue sapphire', 'Yellow diamond', 'Red corundum', Emerald], 'Summoned Elemental': ['Air elemental', 'Earth elemental', 'Fire elemental', 'Water elemental']}}]}
'Elven Chain': {content: ['*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.']}
'Eversmoking Bottle': {content: ['*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 clouds 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.']}
'Eyes of Charming': {content: ['*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 *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.']}
'Eyes of Minute Seeing': {content: ['*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.']}
'Eyes of the Eagle': {content: ['*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.']}
'Feather Token': {content: ['*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.', {table: {d100: [0120, 2135, 3650, 5165, 6690, 91100], 'Feather Token': [Anchor, Bird, Fan, 'Swan boat', Tree, Whip]}}, '***Anchor.*** You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel cant be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.', '***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 cant 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.', '***Fan.*** If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.', '***Swan Boat.*** You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.', '***Tree.*** You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.', '***Whip.*** You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.', '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.']}
'Figurine of Wondrous Power': {content: ['*Wondrous item, rarity by figurine*', 'A *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 isnt enough space for the creature, the figurine doesnt 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 cant be used again until a certain amount of time has passed, as specified in the figurines description.', '***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 cant be used again until 5 days have passed.', '***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 cant be used again until 2 days have passed.'], 'Giant Fly': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['14 (+2)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '***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 cant be used again until 7 days have passed.', '***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:', ['The *goat of traveling* can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and cant be used again until 7 days have passed, when it regains all its charges.', 'The *goat of travail* becomes a giant goat for up to 3 hours. Once it has been used, it cant be used again until 30 days have passed.', 'The *goat of terror* becomes a giant goat for up to 3 hours. The goat cant attack, but you can remove its horns and use them as weapons. One horn becomes a *+1 lance*, and the other becomes a *+2 longsword*. Removing a horn requires an action, and the weapons disappear and the horns return whenthegoatrevertstofigurineform.Inaddition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it cant be used again until 15 days have passed.'], '***Marble Elephant (Rare).*** This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it cant be used again until 7 days have passed.', '***Obsidian Steed (Very Rare).*** This polished
'Flame Tongue': {content: ['*Weapon (any sword), rare (requires attunement)*', 'You can use a bonus action to speak this magic swords 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.']}
'Folding Boat': {content: ['*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 *folding boat* to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that cant fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.']}
'Frost Brand': {content: ['*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.']}
'Gauntlets of Ogre Power': {content: ['*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.']}
'Gem of Brightness': {content: ['*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:', ['The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesnt expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.', 'The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', 'The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.'], 'When all of the gems charges are expended, the gem becomes a nonmagical jewel worth 50 gp.']}
'Gem of Seeing': {content: ['*Wondrous item, rare (requires attunement)*', 'This gem has 3 charges. As an action, you can speak the gems 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.']}
'Giant Slayer': {content: ['*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 weapons 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.']}
'Glamoured Studded Leather': {content: ['*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 armors 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.']}
'Gloves of Missile Snaring': {content: ['*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 youre 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.']}
'Gloves of Swimming and Climbing': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While wearing these gloves, climbing and swimming dont cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.']}
'Goggles of Night': {content: ['*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.']}
'Hammer of Thunderbolts': {content: ['*Weapon (maul), legendary*', 'You gain a +1 bonus to attack and damage rolls made with this magic weapon.', '***Giants Bane (Requires Attunement).*** You must be wearing a *belt of giant strength* (any variety) and *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.']}
'Handy Haversack': {content: ['*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 *bag of holding*, *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 cant be reopened.']}
'Hat of Disguise': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While wearing this hat, you can use an action to cast the *disguise self* spell from it at will. The spell ends if the hat is removed.']}
'Headband of Intellect': {content: ['*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.']}
'Helm of Brilliance': {content: ['*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:', ['You can use an action to cast one of the following spells (save DC 18), using one of the helms gems of the specified type as a component: *daylight* (opal), *fireball* (fire opal), *prismatic spray* (diamond), or *wall of fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm.', '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.', 'As long as the helm has at least one ruby, you have resistance to fire damage.', '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.'], '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.']}
'Helm of Comprehending Languages': {content: ['*Wondrous item, uncommon*', 'While wearing this helm, you can use an action to cast the *comprehend languages* spell from it at will.']}
'Helm of Telepathy': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While wearing this helm, you can use an action to cast the *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 *detect thoughts*, you can use an action to cast the *suggestion* spell (save DC 13) from the helm on that creature. Once used, the *suggestion* property cant be used again until the next dawn.']}
'Helm of Teleportation': {content: ['*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 *teleport* spell from it. The helm regains 1d3', 'expended charges daily at dawn.']}
'Holy Avenger': {content: ['*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.']}
'Horn of Blasting': {content: ['*Wondrous item, rare*', 'You can use an action to speak the horns 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 isnt 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 horns 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.']}
'Horn of Valhalla': {content: ['*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 cant be used again until 7 days have passed.', 'Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horns type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horns type or determines it randomly.', {table: {d100: [0140, 4175, 7690, 9100], 'Horn Type': [Silver, Brass, Bronze, Iron], 'Berserkers Summoned': ['2d4 + 2', '3d4 + 3', '4d4 + 4', '5d4 + 5'], Requirement: [None, 'Proficiency with all simple weapons', 'Proficiency with all medium armor', 'Proficiency with all martial weapons']}}, '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.']}
'Horseshoes of a Zephyr': {content: ['*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.']}
'Horseshoes of Speed': {content: ['*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 creatures walking speed by 30 feet.']}
'Immovable Rod': {content: ['*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 doesnt 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.']}
'Instant Fortress': {content: ['*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 *knock* spell and similar magic, such as that of a *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 arent 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 *wish* spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain 50 hit points.']}
'Ioun Stone': {content: ['*Wondrous item, rarity varies (requires attunement)*', 'An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *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.', '***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 cant cancel it.', '***Agility (Very Rare).*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.', '***Awareness (Rare).*** You cant be surprised while this dark blue rhomboid orbits your head.', '***Fortitude (Very Rare).*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.', '***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 cant cancel it.', '***Insight (Very Rare).*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.', '***Intellect (Very Rare).*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.', '***Leadership (Very Rare).*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.', '***Mastery (Legendary).*** Your proficiency bonus increases by 1 while this pale green prism orbits your head.', '***Protection (Rare).*** You gain a +1 bonus to AC while this dusty rose prism orbits your head.', '***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.', '***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 cant 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.', '***Strength (Very Rare).*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.', '***Sustenance (Rare).*** You dont need to eat or drink while this clear spindle orbits your head.']}
'Iron Bands of Binding': {content: ['*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 cant be used again until the next dawn.']}
'Iron Flask': {content: ['*Wondrous item, legendary*', 'This iron bottle has a brass stopper. You can use an action to speak the flasks 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 youre 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 doesnt need to breathe, eat, or drink and doesnt age.', 'You can use an action to remove the flasks 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 *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.', {table: {d100: [150, 5154, 5558, 5962, 6364, '65', '66', '67', 6869, 7073, 7475, 7677, 7883, 8486, 8790, '91', 9295, '96', 9799, '100'], Contents: [Empty, 'Demon (type 1)', 'Demon (type 2)', 'Demon (type 3)', 'Demon (type 4)', 'Demon (type 5)', 'Demon (type 6)', Deva, 'Devil (greater)', 'Devil (lesser)', Djinni, Efreeti, 'Elemental (any)', 'Invisible stalker', 'Night hag', Planetar, Salamander, Solar, Succubus/incubus, Xorn]}}]}
'Javelin of Lightning': {content: ['*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 javelins property cant be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.']}
'Lantern of Revealing': {content: ['*Wondrous item, uncommon*', 'While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lanterns bright light. You can use an action to lower the hood, reducing the light to dim light in a 5- foot radius.']}
'Luck Blade': {content: ['*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.', '***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 cant be used again until the next dawn.', '***Wish.*** The sword has 1d4 1 charges. While holding it, you can use an action to expend 1 charge and cast the *wish* spell from it. This property cant be used again until the next dawn. The sword loses this property if it has no charges.']}
'Mace of Disruption': {content: ['*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.']}
'Mace of Smiting': {content: ['*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 its a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.']}
'Mace of Terror': {content: ['*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 cant willingly move to a space within 30 feet of you. It also cant 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.']}
'Mantle of Spell Resistance': {content: ['*Wondrous item, rare (requires attunement)*', 'You have advantage on saving throws against spells while you wear this cloak.']}
'Manual of Bodily Health': {content: ['*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 books 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.']}
'Manual of Gainful Exercise': {content: ['*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 books 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.']}
'Manual of Golems': {content: ['*Wondrous item, very rare*', 'This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that cant use a *manual of golems* and attempts to read it takes 6d6 psychic damage.', {table: {d20: [15, 617, '18', 1920], Golem: [Clay, Flesh, Iron, Stone], Time: ['30 days', '60 days', '120 days', '90 days'], Cost: ['65,000 gp', '50,000 gp', '100,000 gp', '80,000 gp']}}, '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.']}
'Manual of Quickness of Action': {content: ['*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 books 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.']}
'Marvelous Pigments': {content: ['*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.']}
'Medallion of Thoughts': {content: ['*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 *detect thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.']}
'Mirror of Life Trapping': {content: ['*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 mirrors twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirrors 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 mirrors cells dont age, and they dont 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 mirrors 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.']}
'Mithral Armor': {content: ['*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 doesnt.']}
'Necklace of Adaptation': {content: ['*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 *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons).']}
'Necklace of Fireballs': {content: ['*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 *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 *fireball* by 1 for each bead beyond the first.']}
'Necklace of Prayer Beads': {content: ['*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 beads spell is cast, that bead cant be used again until the next dawn.', {table: {d20: [16, 712, 1316, 1718, '19', '20'], 'Bead of...': [Blessing, Curing, Favor, Smiting, Summons, 'Wind walking'], Spell: [Bless, 'Cure wounds (2nd level) or lesser restoration', 'Greater restoration', 'Branding smite', 'Planar ally', 'Wind walk']}}]}
'Nine Lives Stealer': {content: ['*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.']}
Oathbow: {content: ['*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.']}
'Oil of Etherealness': {content: ['*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 its 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 *etherealness* spell for 1 hour.']}
'Oil of Sharpness': {content: ['*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.']}
'Oil of Slipperiness': {content: ['*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 its 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 *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 *grease* spell in that area for 8 hours.']}
'Pearl of Power': {content: ['*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 cant be used again until the next dawn.']}
'Periapt of Health': {content: ['*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.']}
'Periapt of Proof against Poison': {content: ['*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.']}
'Periapt of Wound Closure': {content: ['*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.']}
'Philter of Love': {content: ['*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 potions rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.']}
'Pipes of Haunting': {content: ['*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 arent 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.']}
'Pipes of the Sewers': {content: ['*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 arent enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but arent under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.', 'Whenever a swarm of rats that isnt under another creatures control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarms Wisdom check. If you lose the contest, the swarm behaves as it normally would and cant 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 cant hear the pipes music, your control over that swarm ends, and the swarm behaves as it normally would and cant be swayed by the pipes music for the next 24 hours.']}
'Plate Armor of Etherealness': {content: ['*Armor (plate), legendary (requires attunement)*', 'While youre wearing this armor, you can speak its command word as an action to gain the effect of the *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 cant be used again until the next dawn.']}
'Portable Hole': {content: ['*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 *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it cant be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it.', 'You can use an action to close a *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 whats in it, the hole weighs next to nothing.', 'If the hole is folded up, a creature within the holes 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 *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate.', 'Placing a *portable hole* inside an extradimensional space created by a *bag of holding*, *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 cant be reopened.']}
'Potion of Animal Friendship': {content: ['*Potion, uncommon*', 'When you drink this potion, you can cast the *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.']}
'Potion of Clairvoyance': {content: ['*Potion, rare*', 'When you drink this potion, you gain the effect of the *clairvoyance* spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.']}
'Potion of Climbing': {content: ['*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.']}
'Potion of Diminution': {content: ['*Potion, rare*', 'When you drink this potion, you gain the “reduce” effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potions 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.']}
'Potion of Flying': {content: ['*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 youre in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potions clear liquid floats at the top of its container and has cloudy white impurities drifting in it.']}
'Potion of Gaseous Form': {content: ['*Potion, rare*', 'When you drink this potion, you gain the effect of the *gaseous form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potions container seems to hold fog that moves and pours like water.']}
'Potion of Giant Strength': {content: ['*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 potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect.', {table: {'Type of Giant': ['Hill giant', 'Frost/stone giant', 'Fire giant', 'Cloud giant', 'Storm giant'], Strength: ['21', '23', '25', '27', '29'], Rarity: [Uncommon, Rare, Rare, 'Very rare', Legendary]}}]}
'Potion of Growth': {content: ['*Potion, uncommon*', 'When you drink this potion, you gain the “enlarge” effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potions 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.']}
'Potion of Healing': {content: ['*Potion, rarity varies*', 'You regain hit points when you drink this potion. The number of hit points depends on the potions rarity, as shown in the Potions of Healing table. Whatever its potency, the potions red liquid glimmers when agitated.'], 'Potions of Healing': {table: {'Potion of ...': [Healing, 'Greater healing', 'Superior healing', 'Supreme healing'], Rarity: [Common, Uncommon, Rare, 'Very rare'], 'HP Regained': ['2d4 + 2', '4d4 + 4', '8d4 + 8', '10d4 + 20']}}}
'Potion of Heroism': {content: ['*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 *bless* spell (no concentration required). This blue potion bubbles and steams as if boiling.']}
'Potion of Invisibility': {content: ['*Potion, very rare*', 'This potions 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.']}
'Potion of Mind Reading': {content: ['*Potion, rare*', 'When you drink this potion, you gain the effect of the *detect thoughts* spell (save DC 13). The potions dense, purple liquid has an ovoid cloud of pink floating in it.']}
'Potion of Poison': {content: ['*Potion, uncommon*', 'This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *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.']}
'Potion of Resistance': {content: ['*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.', {table: {d10: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], 'Damage Type': [Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder]}}]}
'Potion of Speed': {content: ['*Potion, very rare*', 'When you drink this potion, you gain the effect of the *haste* spell for 1 minute (no concentration required). The potions yellow fluid is streaked with black and swirls on its own.']}
'Potion of Water Breathing': {content: ['*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.']}
'Restorative Ointment': {content: ['*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.']}
'Ring of Animal Influence': {content: ['*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:', ['*Animal friendship* (save DC 13)', '*Fear* (save DC 13), targeting only beasts that have an Intelligence of 3 or lower', '*Speak with animals*']]}
'Ring of Djinni Summoning': {content: ['*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 cant be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.']}
'Ring of Elemental Command': {content: ['*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.', '***Ring of Air Elemental Command.*** You can expend 2 of the rings charges to cast *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:', ['You have resistance to lightning damage.', 'You have a flying speed equal to your walking speed and can hover.', 'You can cast the following spells from the ring, expending the necessary number of charges: *chain lightning* (3 charges), *gust of wind* (2 charges), or *wind wall* (1 charge).'], '***Ring of Earth Elemental Command.*** You can expend 2 of the rings charges to cast *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:', ['You have resistance to acid damage.', '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.', 'You can cast the following spells from the ring, expending the necessary number of charges: *stone shape* (2 charges), *stoneskin* (3 charges), or *wall of stone* (3 charges).'], '***Ring of Fire Elemental Command.*** You can expend 2 of the rings charges to cast *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:', ['You are immune to fire damage.', 'You can cast the following spells from the ring, expending the necessary number of charges: *burning hands* (1 charge), *fireball* (2 charges), and *wall of fire* (3 charges).'], '***Ring of Water Elemental Command.*** You can expend 2 of the rings charges to cast *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:', ['You can breathe underwater and have a swimming speed equal to your walking speed.', 'You can cast the following spells from the ring, expending the necessary number of charges: *create or destroy water* (1 charge), *control water* (3 charges), *ice storm* (2 charges), or *wall of ice* (3 charges).']]}
'Ring of Evasion': {content: ['*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.']}
'Ring of Feather Falling': {content: ['*Ring, rare (requires attunement)*', 'When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.']}
'Ring of Free Action': {content: ['*Ring, rare (requires attunement)*', 'While you wear this ring, difficult terrain doesnt cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.']}
'Ring of Invisibility': {content: ['*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.']}
'Ring of Jumping': {content: ['*Ring, uncommon (requires attunement)*', 'While wearing this ring, you can cast the *jump* spell from it as a bonus action at will, but can target only yourself when you do so.']}
'Ring of Mind Shielding': {content: ['*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 cant prevent this telepathic communication.']}
'Ring of Protection': {content: ['*Ring, rare (requires attunement)*', 'You gain a +1 bonus to AC and saving throws while wearing this ring.']}
'Ring of Regeneration': {content: ['*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.']}
'Ring of Resistance': {content: ['*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.', {table: {d10: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], 'Damage Type': [Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder], Gem: [Pearl, Tourmaline, Garnet, Sapphire, Citrine, Jet, Amethyst, Jade, Topaz, Spinel]}}]}
'Ring of Shooting Stars': {content: ['*Ring, very rare (requires attunement outdoors at night)*', 'While wearing this ring in dim light or darkness, you can cast *dancing lights* and *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.', '***Faerie Fire.*** You can expend 1 charge as an action to cast *faerie fire* from the ring.', '***Ball Lightning.*** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.', '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.', {table: {Spheres: ['4', '3', '2', '1'], 'Lightning Damage': [2d4, 2d6, 5d4, 4d12]}}, '***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.']}
'Ring of Spell Storing': {content: ['*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 cant 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.']}
'Ring of Spell Turning': {content: ['*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.']}
'Ring of Swimming': {content: ['*Ring, uncommon*', 'You have a swimming speed of 40 feet while wearing this ring.']}
'Ring of Telekinesis': {content: ['*Ring, very rare (requires attunement)*', 'While wearing this ring, you can cast the *telekinesis* spell at will, but you can target only objects that arent being worn or carried.']}
'Ring of the Ram': {content: ['*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 rams 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 rings charges as an action to try to break an object you can see within 60 feet of you that isnt being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.']}
'Ring of Three Wishes': {content: ['*Ring, legendary*', 'While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the *wish* spell from it. The ring becomes nonmagical when you use the last charge.']}
'Ring of Warmth': {content: ['*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.']}
'Ring of Water Walking': {content: ['*Ring, uncommon*', 'While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.']}
'Ring of X-ray Vision': {content: ['*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 dont 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.']}
'Robe of Eyes': {content: ['*Wondrous item, rare (requires attunement)*', 'This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:', ['The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.', 'You have darkvision out to a range of 120 feet.', 'You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.'], 'The eyes on the robe cant 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 *light* spell cast on the robe or a *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 *light* or DC 15 for *daylight*), ending the blindness on a success.']}
'Robe of Scintillating Colors': {content: ['*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 robes power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.']}
'Robe of Stars': {content: ['*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 robes 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 *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.']}
'Robe of the Archmagi': {content: ['*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 robes 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 cant attune to a *robe of the archmagi* that doesnt correspond to your alignment.', 'You gain these benefits while wearing the robe:', ['If you arent wearing armor, your base Armor Class is 15 + your Dexterity modifier.', 'You have advantage on saving throws against spells and other magical effects.', 'Your spell save DC and spell attack bonus each increase by 2.']]}
'Robe of Useful Items': {content: ['*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:', [Dagger, 'Bullseye lantern (filled and lit)', 'Steel mirror', '10-foot pole', 'Hempen rope (50 feet, coiled)', Sack], 'In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.', {table: {d100: [0108, 0915, 1622, 2330, 3144, 5259, 6068, 6975, 7683, 8490, 9196, 97100], Patch: ['Bag of 100 gp', 'Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp', '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', '10 gems worth 100 gp each', 'Wooden ladder (24 feet long) 4551 A riding horse with saddle bags', 'Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you', '4 potions of healing', 'Rowboat (12 feet long)', 'Spell scroll containing one spell of 1st to 3rd level', '2 mastiffs', 'Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach', 'Portable ram']}}]}
'Rod of Absorption': {content: ['*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 spells effect is canceled, and the spells 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 cant absorb more. If you are targeted by a spell that the rod cant 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.']}
'Rod of Alertness': {content: ['*Rod, very rare (requires attunement)*', 'This rod has a flanged head and the following properties.', '***Alertness.*** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.', '***Spells.*** While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility.*', '***Protective Aura.*** As an action, you can plant the haft end of the rod in the ground, whereupon the rods 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 rods 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 cant be used again until the next dawn.']}
'Rod of Lordly Might': {content: ['*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.', '***Six Buttons.*** You can press one of the rods six buttons as a bonus action. A buttons 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 **button 1**, the rod becomes a *flame tongue*, as a fiery blade sprouts from the end opposite the rods flanged head.', 'If you press **button 2**, the rods 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 **button 3**, the rods flanged head folds down, a spear point springs from the rods tip, and the rods 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 **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 **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 **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.', '***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 cant be used again until the next dawn.', '***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 cant be used again until the next dawn.', '***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 cant be used again until the next dawn.']}
'Rod of Rulership': {content: ['*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 cant be used again until the next dawn.']}
'Rod of Security': {content: ['*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 dont 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 cant be used again until ten days have passed.']}
'Rope of Climbing': {content: ['*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.']}
'Rope of Entanglement': {content: ['*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 (targets 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.']}
'Scarab of Protection': {content: ['*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:', ['You have advantage on saving throws against spells.', '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.']]}
'Scimitar of Speed': {content: ['*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.']}
'Shield, +1, +2, or +3': {content: ['*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)*', 'While holding this shield, you have a bonus to AC determined by the shields rarity. This bonus is in addition to the shields normal bonus to AC.']}
'Shield of Missile Attraction': {content: ['*Armor (shield), rare (requires attunement)*', 'While holding this shield, you have resistance to damage from ranged weapon attacks.', '***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the *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.']}
'Slippers of Spider Climbing': {content: ['*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 dont allow you to move this way on a slippery surface, such as one covered by ice or oil.']}
'Sovereign Glue': {content: ['*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 *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 *universal solvent* or *oil of etherealness*, or with a *wish* spell.']}
'Spell Scroll': {content: ['*Scroll, varies*', 'A *spell scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spells components. Otherwise, the scroll is unintelligible.', 'If the spell is on your classs 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 spells 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 spells saving throw DC and attack bonus, as well as the scrolls rarity, as shown in the Spell Scroll table.'], 'Spell Scroll': {content: [{table: {'Spell Level': [Cantrip, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th], Rarity: [Common, Common, Uncommon, Uncommon, Rare, Rare, 'Very rare', 'Very rare', 'Very rare', Legendary], 'Save DC': ['13', '13', '13', '15', '15', '17', '17', '18', '18', '19'], 'Attack Bonus': ['+5', '+5', '+5', '+7', '+7', '+9', '+9', '+10', '+10', '+11']}}, 'A wizard spell on a *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 spells level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed.']}}
'Spellguard Shield': {content: ['*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.']}
'Sphere of Annihilation': {content: ['*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 *sphere of annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isnt wholly engulfed and obliterated by it takes 4d10 force damage.', '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 creatures control, you make an Intelligence (Arcana) check contested by the other creatures 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 *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table.', {table: {d100: [0150, 5185, 8600], Result: ['The sphere is destroyed.', 'The sphere moves through the portal or into the extradimensional space.', 'A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.']}}]}
'Staff of Charming': {content: ['*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 *charm person*, *command*, *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 cant 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 staffs 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.']}
'Staff of Fire': {content: ['*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: *burning hands* (1 charge), *fireball* (3 charges), or *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.']}
'Staff of Frost': {content: ['*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: *cone of cold* (5 charges), *fog cloud* (1 charge), *ice storm* (4 charges), or *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.']}
'Staff of Healing': {content: ['*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: *cure wounds* (1 charge per spell level, up to 4th), *lesser restoration* (2 charges), or *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.']}
'Staff of Power': {content: ['*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.', '***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.', '***Spells.*** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges).', '***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.', '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.', {table: {'Distance from Origin': ['10 ft. away or closer', '11 to 20 ft. away', '21 to 30 ft. away'], Damage: ['8 × the number of charges in the staff', '6 × the number of charges in the staff', '4 × the number of charges in the staff']}}]}
'Staff of Striking': {content: ['*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.']}
'Staff of Swarming Insects': {content: ['*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.', '***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: *giant insect* (4 charges) or *insect plague* (5 charges).', '***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.']}
'Staff of the Magi': {content: ['*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.', '***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 spells level. However, if doing so brings the staffs total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).', '***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: *conjure elemental* (7 charges), *dispel magic* (3 charges), *fireball* (7th-level version, 7 charges), *flaming sphere* (2 charges), *ice storm* (4 charges), *invisibility* (2 charges), *knock* (2 charges), *lightning bolt* (7th-level version, 7 charges), *passwall* (5 charges), *plane shift* (7 charges), *telekinesis* (5 charges), *wall of fire* (4 charges), or *web* (2 charges).', 'You can also use an action to cast one of the followingspellsfromthestaffwithoutusingany charges: *arcane lock*, *detect magic*, *enlarge/reduce*, *light*, *mage hand*, or *protection from evil and good.*', '***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.', '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.', {table: {'Distance from Origin': ['10 ft. away or closer', '11 to 20 ft. away', '21 to 30 ft. away'], Damage: ['8 × the number of charges in the staff', '6 × the number of charges in the staff', '4 × the number of charges in the staff']}}]}
'Staff of the Python': {content: ['*Staff, uncommon (requires attunement by a cleric, druid, or warlock)*', 'You can use an action to speak this staffs 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 arent 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.']}
'Staff of the Woodlands': {content: ['*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.', '***Spells.*** You can use an action to expend 1 or more of the staffs charges to cast one of the following spells from it, using your spell save DC: *animal friendship* (1 charge), *awaken* (5 charges), *barkskin* (2 charges), *locate animals or plants* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges), or *wall of thorns* (6 charges).', 'You can also use an action to cast the *pass without trace* spell from the staff without using any charges. ***Tree Form.*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.', 'The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by *detect magic*. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.']}
'Staff of Thunder and Lightning': {content: ['*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 cant be used again until the next dawn.', '***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.', '***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.', '***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staffs 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.', '***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 isnt deafened.', '***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesnt expend the daily use of those properties, only the use of this one.']}
'Staff of Withering': {content: ['*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.']}
'Stone of Controlling Earth Elementals': {content: ['*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 *conjure elemental* spell. The stone cant be used this way again until the next dawn. The stone weighs 5 pounds.']}
'Stone of Good Luck (Luckstone)': {content: ['*Wondrous item, uncommon (requires attunement)*', 'While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.']}
'Sun Blade': {content: ['*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 *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 swords 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.']}
'Sword of Life Stealing': {content: ['*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 isnt a construct or an undead. You gain temporary hit points equal to the extra damage dealt.']}
'Sword of Sharpness': {content: ['*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 targets limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.', 'In addition, you can speak the swords command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.']}
'Sword of Wounding': {content: ['*Weapon (any sword), rare (requires attunement)*', 'Hit points lost to this weapons 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 creatures turns, it takes 1d4 necrotic damage for each time youve 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.']}
'Talisman of Pure Good': {content: ['*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.']}
'Talisman of the Sphere': {content: ['*Wondrous item, legendary (requires attunement)*', 'When you make an Intelligence (Arcana) check to control a *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 *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.']}
'Talisman of Ultimate Evil': {content: ['*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.']}
'Tome of Clear Thought': {content: ['*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 books 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.']}
'Tome of Leadership and Influence': {content: ['*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 books 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.']}
'Tome of Understanding': {content: ['*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 books 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.']}
'Trident of Fish Command': {content: ['*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 *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.']}
'Universal Solvent': {content: ['*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 *sovereign glue.*']}
'Vicious Weapon': {content: ['*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 weapons type.']}
'Vorpal Sword': {content: ['*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 creatures heads. The creature dies if it cant survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesnt 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.']}
'Wand of Binding': {content: ['*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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.', '***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): *hold monster* (5 charges) or *hold person* (2 charges).', '***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.']}
'Wand of Enemy Detection': {content: ['*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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Fear': {content: ['*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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.', '***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 *command* spell (save DC 15).', '***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wands 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 cant willingly move to a space within 30 feet of you. It also cant 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.']}
'Wand of Fireballs': {content: ['*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 *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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Lightning Bolts': {content: ['*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 *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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Magic Detection': {content: ['*Wand, uncommon*', 'This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn.']}
'Wand of Magic Missiles': {content: ['*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 *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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Paralysis': {content: ['*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 targets 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 wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Polymorph': {content: ['*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 *polymorph* spell (save DC 15) from it.', 'The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Secrets': {content: ['*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.']}
'Wand of the War Mage, +1, +2, or +3': {content: ['*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 wands rarity. In addition, you ignore half cover when making a spell attack.']}
'Wand of Web': {content: ['*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 *web* spell (save DC 15) from it.', 'The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.']}
'Wand of Wonder': {content: ['*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 spells save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isnt 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 wands last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.', {table: {d100: [0105, 1115, 2125, 2630, 3133, 3436, 3746, 4749, 5053, 5458, 5962, 6365, 6669, 7079, 8084, 8587, 8890, 9195, 9697, 98100], Effect: ['You cast slow. 0610 You cast faerie fire.', 'You are stunned until the start of your next turn, believing something awesome just happened. 1620 You cast gust of wind.', 'You cast detect thoughts on the target you chose. If you didnt target a creature, you instead take 1d6 psychic damage.', 'You cast stinking cloud.', '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.', 'An animal appears in the unoccupied space nearest the target. The animal isnt under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 0125, a rhinoceros appears; on a 2650, an elephant appears; and on a 51100, a rat appears.', 'You cast lightning bolt.', '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.', 'You enlarge the target as if you had cast enlarge/reduce. If the target cant be affected by that spell, or if you didnt target a creature, you become the target.', 'You cast darkness.', '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.', 'An object of the GMs 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.', 'You shrink yourself as if you had cast enlarge/reduce on yourself.', 'You cast fireball.', 'You cast invisibility on yourself.', '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.', 'A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wands 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.', '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.', 'The targets skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.', 'If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didnt 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 f
'Weapon, +1, +2, or +3': {content: ['*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 weapons rarity.']}
'Well of Many Worlds': {content: ['*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 *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 *well of many worlds* has opened a portal, it cant do so again for 1d8 hours.']}
'Wind Fan': {content: ['*Wondrous item, uncommon*', 'While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldnt 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.']}
'Winged Boots': {content: ['*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 arent in use.']}
'Wings of Flying': {content: ['*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 cant use them again for 1d12 hours.']}
'Sentient Magic Items': {content: ['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 GMs control. Any activated property of the item is under the items control, not its wielders. 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.'], 'Creating Sentient Magic Items': {content: 'When you decide to make a magic item sentient, you create the items persona in the same way you would create an NPC, with a few exceptions described here.', Abilities: 'A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the items abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.', Communication: {content: ['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.', {table: {d100: [0160, 6190, 91100], Communication: ['The item communicates by transmitting emotion to the creature carrying or wielding it.', 'The item can speak, read, and understand one or more languages.', '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.']}}]}, Senses: {content: ['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.', {table: {d4: ['1', '2', '3', '4'], Senses: ['Hearing and normal vision out to 30 feet.', 'Hearing and normal vision out to 60 feet', 'Hearing and normal vision out to 120 feet.', 'Hearing and darkvision out to 120 feet.']}}]}, Alignment: {content: ['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.', {table: {d100: [0115, 1635, 3650, 5163, 6473, 7485, 8689, 9096, 97100], Alignment: ['Lawful good', 'Neutral good', 'Chaotic good', 'Lawful neutral', Neutral, 'Chaotic neutral', 'Lawful evil', 'Neutral evil', 'Chaotic evil']}}]}, 'Special Purpose': {content: ['You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielders use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.', {table: {d10: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10'], Purpose: ['*Aligned:* The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)', '*Bane:* The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.', '*Protector:* The item seeks to defend a particular race or kind of creature, such as elves or druids.', '*Crusader:* The item seeks to defeat, weaken, or destroy the servants of a particular deity.', '*Templar*: The item seeks to defend the servants and interests of a particular deity.', '*Destroyer:* The item craves destruction and goads its user to fight arbitrarily.', '*Glory Seeker:* The item seeks
Artifacts: {'Orb of Dragonkind': {content: ['*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 *Orbs of Dragonkind* (or *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 orbs 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 cant voluntarily end your attunement to it, and the orb casts *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.', '***Random Properties.*** An *Orb of Dragonkind* has the following random properties:', ['2 minor beneficial properties', '1 minor detrimental property', '1 major detrimental property'], '***Spells.*** The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *cure wounds* (5th-level version, 3 charges), *daylight* (1 charge), *death ward* (2 charges), or *scrying* (3 charges).', 'You can also use an action to cast the *detect magic* spell from the orb without using any charges.', '***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it cant be used again for 1 hour.', '***Destroying an Orb.*** An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.']}}
Monsters:
content: 'A monsters statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster.'
'Modifying Creatures': 'Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.'
Size: {content: 'A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Players Handbook* for more information on creature size and space.', 'Size Categories': {table: {Size: [Tiny, Small, Medium, Large, Huge, Gargantuan], Space: ['2½ by 2½ ft.', '5 by 5 ft.', '5 by 5 ft.', '10 by 10 ft.', '15 by 15 ft.', '20 by 20 ft. or larger'], Examples: ['Imp, sprite', 'Giant rat, goblin', 'Orc, werewolf', 'Hippogriff, ogre', 'Fire giant, treant', 'Kraken, purple worm']}}}
Type: {content: ['A monsters 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 *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.', '**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creatures alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.', '**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.', '**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.', '**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.', '**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.', '**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.', '**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.', '**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.', '**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.', '**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
Alignment: {content: ['A monsters 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 *Players Handbook* for descriptions of the different alignments.', 'The alignment specified in a monsters stat block is the default. Feel free to depart from it and change a monsters alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, theres nothing stopping you.', 'Some creatures can have **any alignment**. In other words, you choose the monsters alignment. Some monsters 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 dont make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they dont have an alignment.']}
'Armor Class': '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 monsters 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.'
'Hit Points': {content: ['A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Players Handbook.*', 'A monsters 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 monsters size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.'], 'Hit Dice by Size': {content: [{table: {'Monster Size': [Tiny, Small, Medium, Large, Huge, Gargantuan], 'Hit Die': [d4, d6, d8, d10, d12, d20], 'Average HP per Die': [2½, 3½, 4½, 5½, 6½, 10½]}}, 'A monsters 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).']}}
Speed: {content: ['A monsters speed tells you how far it can move on its turn. For more information on speed, see the *Players Handbook.*', 'All creatures have a walking speed, simply called the monsters 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.'], Burrow: 'A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster cant burrow through solid rock unless it has a special trait that allows it to do so.', Climb: 'A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesnt need to spend extra movement to climb.', Fly: 'A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Players Handbook*). Such a monster stops hovering when it dies.', Swim: 'A monster that has a swimming speed doesnt need to spend extra movement to swim.'}
'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 theyre used in play, see the *Players Handbook.*'
'Saving Throws': {content: ['The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isnt easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures dont have special saving throw bonuses, in which case this section is absent.', 'A saving throw bonus is the sum of a monsters relevant ability modifier and its proficiency bonus, which is determined by the monsters challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).'], 'Proficiency Bonus by Challenge Rating': {table: {Challenge: ['0', 1/8, 1/4, 1/2, '1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '30'], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6', '+7', '+7', '+7', '+7', '+8', '+8', '+8', '+8', '+9', '+9']}}}
Skills: {content: ['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 monsters relevant ability modifier and its proficiency bonus, which is determined by the monsters 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.']}
'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.'
Senses: {content: 'The Senses entry notes a monsters passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.', Blindsight: {content: ['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.']}, Darkvision: {content: '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 cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.', 'Armor, Weapon, and Tool Proficiencies': {content: ['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.', '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.', 'See the *Players Handbook* for rules on using armor or weapons without proficiency.']}}, 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 cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.', Truesight: '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.'}
Languages: {content: 'The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.', Telepathy: {content: ['Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesnt 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 cant initiate or terminate a telepathic conversation.', 'A telepathic monster doesnt 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 cant initiate telepathic contact, and any current contact is terminated.', 'A creature within the area of an *antimagic field* or in any other location where magic doesnt function cant send or receive telepathic messages.']}}
Challenge: {content: ['A monsters **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.'], 'Experience Points': {content: ['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.'], 'Experience Points by Challenge Rating': {table: {Challenge: ['0', 1/8, 1/4, 1/2, '1', '2', '3', '4', '5', '6', '7', '8', '14', '15', '16', '17', '18', '19', '20', '21', '22', '23', '24', '25'], XP: ['0 or 10', '25', '50', '100', '200', '450', '700', '1,100', '1,800', '2,300', '2,900', '3,900', '11,500', '13,000', '15,000', '18,000', '20,000', '22,000', '25,000', '33,000', '41,000', '50,000', '62,000', '75,000']}}}}
'Special Traits': {content: 'Special traits (which appear after a monsters 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.', 'Innate Spellcasting': {content: ['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 cant be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monsters challenge rating.', 'An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.', 'A monsters innate spells cant be swapped out with other spells. If a monsters innate spells dont require attack rolls, no attack bonus is given for them.']}, Spellcasting: {content: ['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 *Players 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 *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.']}, 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 doesnt require any components to cast its spells.'}
Actions: {content: '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 *Players Handbook*.', 'Melee and Ranged Attacks': {content: ['The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Players Handbook*.', '***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.', '***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “*Hit*” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.', '***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the “*Miss:*” notation.']}, Multiattack: 'A creature that can make multiple attacks on its turn has the Multiattack action. A creature cant use Multiattack when making an opportunity attack, which must be a single melee attack.', 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.'}
Reactions: '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.'
'Limited Usage': {content: ['Some special abilities have restrictions on the number of times they can be used.', '***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.', '***Recharge XY.*** The notation “Recharge XY” 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 monsters 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 56” means a monster can use the special ability once. Then, at the start of the monsters turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.', '***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.'], 'Grapple Rules for Monsters': {content: ['Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesnt need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.', '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 monsters stat block. If no escape DC is given, assume the DC is 10 + the monsters Strength (Athletics) modifier.']}}
Equipment: {content: ['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 monsters 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.']}
'Legendary Creatures': {content: ['A legendary creature can do things that ordinary creatures cant. 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 doesnt gain that forms legendary actions, lair actions, or regional effects.'], 'Legendary Actions': 'A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creatures turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it cant use them while incapacitated or otherwise unable to take actions. If surprised, it cant use them until after its first turn in the combat.', 'A Legendary Creatures Lair': {content: 'A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.', 'Lair Actions': 'If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It cant do so while incapacitated or otherwise unable to take actions. If surprised, it cant use one until after its first turn in the combat.', 'Regional Effects': 'The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.'}}
'Monsters (A)': {Aboleth: {content: ['*Large aberration, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 135 (18d10 + 36)', '**Speed** 10 ft., swim 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['9 (1)'], CON: ['15 (+2)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Con +6, Int +8, Wis +6', '**Skills** History +12, Perception +10', '**Senses** darkvision 120 ft., passive Perception 20', '**Languages** Deep Speech, telepathy 120 ft.', '**Challenge** 10 (5,900 XP)', '***Amphibious.*** The aboleth can breathe air and water.', '***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.', '***Probing Telepathy.*** If a creature communicates telepathically with the aboleth, the aboleth learns the creatures greatest desires if the aboleth can see the creature.', '***Actions***', '***Multiattack.*** The aboleth makes three tentacle attacks.', '***Tentacle.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *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 creatures skin becomes translucent and slimy, the creature cant regain hit points unless it is underwater, and the disease can be removed only by *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.', '***Tail.** Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6 + 5) bludgeoning damage.', '***Enslave (3/Day).*** The aboleth targets one creature it can see within 30 feet of it. The target must succeed on 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 aboleths control and cant 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 creatures turn. The aboleth regains spent legendary actions at the start of its turn.', '**Detect.** The aboleth makes a Wisdom (Perception) check.', '**Tail Swipe.** The aboleth makes one tail attack.', '**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.']}, Angels: {Deva: {content: ['*Medium celestial, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d8 + 64)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['18 (+4)'], CON: ['18 (+4)'], INT: ['17 (+3)'], WIS: ['20 (+5)'], CHA: ['20 (+5)']}}, '**Saving Throws** Wis +9, Cha +9', '**Skills** Insight +9, Perception +9', '**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, exhaustion, frightened', '**Senses** darkvision 120 ft., passive Perception 19', '**Languages** all, telepathy 120 ft.', '**Challenge** 10 (5,900 XP)', '***Angelic Weapons.*** The devas weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attac
'Monsters (B)': {Basilisk: {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (1)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['8 (1)'], CHA: ['7 (2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 3 (700 XP)', '**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 isnt 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 *greater restoration* spell or other magic.', 'A creature that isnt surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it cant 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**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. H*it:* 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.']}, Behir: {content: ['*Huge monstrosity, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 168 (16d12 + 64)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['7 (2)'], WIS: ['14 (+2)'], CHA: ['12 (+1)']}}, '**Skills** Perception +6, Stealth +7', '**Damage Immunities** lightning', '**Senses** darkvision 90 ft., passive Perception 16', '**Languages** Draconic', '**Challenge** 11 (7,200 XP)', '**Actions**', '***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', '***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isnt already constricting a creature, and the target is restrained until this grapple ends.', '***Lightning Breath (Recharge 56).*** 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.', '***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 behirs 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.']}, Bugbear: {content: ['*Medium humanoid (goblinoid), chaotic evil*', '**Armor Class** 16 (hide armor, shield)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['9 (1)']}}, '**Skills** Stealth +6, Survival +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1 (200 XP)', '***Brute.*** A mele
'Monsters (C)': {Centaur: {content: ['*Large monstrosity, neutral good*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['9 (1)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Athletics +6, Perception +3, Survival +3', '**Senses** passive Perception 13', '**Languages** Elvish, Sylvan', '**Challenge** 2 (450 XP)', '***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***', '***Multiattack.*** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.', '***Pike.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Chimera: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +8', '**Senses** darkvision 60 ft., passive Perception 18', '**Languages** understands Draconic but cant speak', '**Challenge** 6 (2,300 XP)', '**Actions**', '***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.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.', '***Horns.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Fire Breath (Recharge 56).*** 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.']}, Chuul: {content: ['*Large aberration, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['5 (3)'], WIS: ['11 (+0)'], CHA: ['5 (3)']}}, '**Skills** Perception +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** understands Deep Speech but cant speak', '**Challenge** 4 (1,100 XP)', '***Amphibious.*** The chuul can breathe air and water.', '***Sense Magic.*** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isnt itself magical.', '**Actions**', '***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.', '***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesnt have two other creatures grappled.', '***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.']}, Cloaker: {content: ['*Large aberration, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 78 (12d10 + 12)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Stealth +5', '*
'Monsters (D)': {Darkmantle: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 22 (5d6 + 5)', '**Speed** 10 ft., fly 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Skills** Stealth +3', '**Senses** blindsight 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Echolocation.*** The darkmantle cant use its blindsight while deafened.', '***False Appearance.*** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.', '**Actions**', '***Crush.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *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 targets 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 darkmantles speed also becomes 0, it cant 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.', '***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 cant 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.']}, Demons: {Balor: {content: ['*Huge fiend (demon), chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 262 (21d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['26 (+8)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['20 (+5)'], WIS: ['16 (+3)'], CHA: ['22 (+6)']}}, '**Saving Throws** Str +14, Con +12, Wis +9, Cha +12', '**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 19 (22,000 XP)', '***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 arent being worn or carried, and it destroys the balors weapons.', '***Fire Aura.*** At the start of each of the balors turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that arent 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.', '***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The balors weapon attacks are magical.', '**Actions**', '***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.', '***Longsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *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.', '***Whip.** Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.', '***Telep
'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['6 (2)']}}, '**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Auran', '**Challenge** 5 (1,800 XP)', '***Air Form.*** The elemental can enter a hostile creatures space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 46).*** Each creature in the elementals 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 isnt flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (1)'], CON: ['20 (+5)'], INT: ['5 (3)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Damage Vulnerabilities** thunder', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesnt disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['7 (2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***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 creatures space and stop there. The first time it enters a creatures 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.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibil
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'Monsters (F)': {Fungi: {Shrieker: {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 13 (3d8)', '**Speed** 0 ft.', {table: {STR: ['1 (5)'], DEX: ['1 (5)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['3 (4)'], CHA: ['1 (5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 0 (10 XP)', '***False Appearance.*** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.', '**Reactions**', '***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 shriekers turns afterward.']}, 'Violet Fungus': {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 18 (4d8)', '**Speed** 5 ft.', {table: {STR: ['3 (4)'], DEX: ['1 (5)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['3 (4)'], CHA: ['1 (5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***False Appearance.*** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.', '**Actions**', '***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks.', '***Rotting Touch.** Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.']}}}
'Monsters (G)': {Gargoyle: {content: ['*Medium elemental, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['6 (2)'], WIS: ['11 (+0)'], CHA: ['7 (2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that arent adamantine', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 2 (450 XP)', '***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.', '**Actions**', '***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.']}, Genies: {Djinni: {content: ['*Large elemental, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 161 (14d10 + 84)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['21 (+5)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['15 (+2)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Saving Throws** Dex +6, Wis +7, Cha +9', '**Damage Immunities** lightning, thunder', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** Auran', '**Challenge** 11 (7,200 XP)', '***Elemental Demise.*** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.', '***Innate Spellcasting.*** The djinnis 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: *detect evil and good*, *detect magic*, *thunderwave* 3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* 1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift*', '**Actions**', '***Multiattack.*** The djinni makes three scimitar attacks.', '***Scimitar.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinnis choice).', '***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.', '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.']}, Efreeti: {content: ['*Large elemental, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 200 (16d10 + 112)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['12 (+1)'], CON: ['24 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +7, Wis +6, Cha +7', '**Damage Immunities** fire', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Ignan', '**Challenge** 11 (7,200 XP)', '***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.', '***Innate Spellcasting.*** The efreetis 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 compon
'Monsters (H)': {Hags: {'Green Hag': {content: ['*Medium fey, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['14 (+2)']}}, '**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Common, Draconic, Sylvan', '**Challenge** 3 (700 XP)', '***Amphibious.*** The hag can breathe air and water.', '***Innate Spellcasting.*** The hags innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:', 'At will: *dancing lights*, *minor illusion*, *vicious mockery*', '***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***', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***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.', '***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.']}, 'Night Hag': {content: ['*Medium fiend, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +7, Insight +6, Perception +6, Stealth +6', '**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons', '**Condition Immunities** charmed', '**Senses** darkvision 120 ft., passive Perception 16', '**Languages** Abyssal, Common, Infernal, Primordial', '**Challenge** 5 (1,800 XP)', '***Innate Spellcasting.*** The hags 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: *detect magic*, *magic missile* 2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*', '***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Claws (Hag Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***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 isnt transformed. She reverts to her true form if she dies.', '***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.', '***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *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
'Monsters (I)': {'Invisible Stalker': {content: ['*Medium elemental, neutral*', '**Armor Class** 14', '**Hit Points** 104 (16d8 + 32)', '**Speed** 50 ft., fly 50 ft. (hover)', {table: {STR: ['16 (+3)'], DEX: ['19 (+4)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['15 (+2)'], CHA: ['11 (+0)']}}, '**Skills** Perception +8, Stealth +10', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 18', '**Languages** Auran, understands Common but doesnt speak it', '**Challenge** 6 (2,300 XP)', '***Invisibility.*** The stalker is invisible.', '***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**', '***Multiattack.*** The stalker makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.']}}
'Monsters (K)': {Kobold: {content: ['*Small humanoid (kobold), lawful evil*', '**Armor Class** 12', '**Hit Points** 5 (2d6 2)', '**Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['9 (1)'], INT: ['8 (1)'], WIS: ['7 (2)'], CHA: ['8 (1)']}}, '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** Common, Draconic', '**Challenge** 1/8 (25 XP)', '***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobolds allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Dagger.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '***Sling.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.']}, Kraken: {content: ['*Gargantuan monstrosity (titan)**,** chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 472 (27d20 + 189)', '**Speed** 20 ft., swim 60 ft.', {table: {STR: ['30 (+10)'], DEX: ['11 (+0)'], CON: ['25 (+7)'], INT: ['22 (+6)'], WIS: ['18 (+4)'], CHA: ['20 (+5)']}}, '**Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11', '**Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** frightened, paralyzed', '**Senses** truesight 120 ft., passive Perception 14', '**Languages** understands Abyssal, Celestial, Infernal, and Primordial but cant speak, telepathy 120 ft.', '**Challenge** 23 (50,000 XP)', '***Amphibious.*** The kraken can breathe air and water.', '***Freedom of Movement.*** The kraken ignores difficult terrain, and magical effects cant reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.', '***Siege Monster.*** The kraken deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *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 krakens 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.', '***Tentacle.** Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *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.', '***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.', '***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 kr
'Monsters (L)': {Lamia: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 97 (13d10 + 26)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['14 (+2)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +7, Insight +4, Stealth +3', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** Abyssal, Common', '**Challenge** 4 (1,100 XP)', '***Innate Spellcasting.*** The lamias innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.', 'At will: *disguise self* (any humanoid form), *major image* 3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* 1/day: *geas*', '**Actions**', '***Multiattack.*** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.', '***Dagger.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.', '***Intoxicating Touch.** Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.']}, Lich: {content: ['*Medium undead, any evil alignment*', '**Armor Class** 17 (natural armor)', '**Hit Points** 135 (18d8 + 54)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['20 (+5)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Con +10, Int +12, Wis +9', '**Skills** Arcana +18, History +12, Insight +9, Perception +9', '**Damage Resistances** cold, lightning, necrotic', '**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned', '**Senses** truesight 120 ft., passive Perception 19', '**Languages** Common plus up to five other languages', '**Challenge** 21 (33,000 XP)', '***Legendary Resistance (3/Day).*** If the lich fails a saving throw, it can choose to succeed instead.', '***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.', '***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): *mage hand*, *prestidigitation*, *ray of frost* 1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* 2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* 3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* 4th level (3 slots): *blight*, *dimension door* 5th level (3 slots): *cloudkill*, *scrying* 6th level (1 slot): *disintegrate*, *globe of invulnerability* 7th level (1 slot): *finger of death*, *plane shift* 8th level (1 slot): *dominate monster*, *power word stun* 9th level (1 slot): *power word kill*', '***Turn Resistance.*** The lich has advantage on saving throws against any effect that turns undead.', '**Actions**', '***Paralyzing Touch.** Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**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 creatures turn. The lich regains spent legendary actions at the start of its turn.', '**Cantrip.** The lich casts a cantrip.', '**Paralyzing Touch (Costs 2 Actions).** The lich uses its Paralyzing Touch.', '**Fright
'Monsters (M)': {Magmin: {content: ['*Small elemental, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 9 (2d6 + 2)', '**Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 1/2 (100 XP)', '***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 arent being worn or carried in that area are ignited.', '***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***', '***Touch.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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.']}, Manticore: {content: ['*Large monstrosity, lawful evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 30 ft., fly 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['16 (+3)'], CON: ['17 (+3)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['8 (1)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Common', '**Challenge** 3 (700 XP)', '***Tail Spike Regrowth.*** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.', '**Actions**', '***Multiattack.*** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.', '***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Tail Spike.** Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.']}, Medusa: {content: ['*Medium monstrosity, lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 127 (17d8 + 51)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Skills** Deception +5, Insight +4, Perception +4, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Common', '**Challenge** 6 (2,300 XP)', '***Petrifying Gaze.*** When a creature that can see the medusas 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 isnt 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 *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 cant 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**', '***Multiattack.*** The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or tw
'Monsters (N)': {Nagas: {'Guardian Naga': {content: ['*Large monstrosity, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 127 (15d10 + 45)', '**Speed** 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['18 (+4)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['19 (+4)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6', '**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8', '**Damage Immunities** poison', '**Condition Immunities** charmed, poisoned', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Celestial, Common', '**Challenge** 10 (5,900 XP)', '***Rejuvenation.*** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning.', '***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): *mending*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *command*, *cure wounds*, *shield of faith* 2nd level (3 slots) : *calm emotions*, *hold person* 3rd level (3 slots): *bestow curse*, *clairvoyance* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *geas* 6th level (1 slot): *true seeing*', '**Actions**', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *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.', '***Spit Poison.** Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.']}, 'Spirit Naga': {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 75 (10d10 + 20)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['17 (+3)'], CON: ['14 (+2)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, poisoned', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** Abyssal, Common', '**Challenge** 8 (3,900 XP)', '***Rejuvenation.*** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning.', '***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): *mage hand*, *minor illusion*, *ray of frost* 1st level (4 slots): *charm person*, *detect magic*, *sleep* 2nd level (3 slots): *detect thoughts*, *hold person* 3rd level (3 slots): *lightning bolt*, *water breathing* 4th level (3 slots): *blight*, *dimension door* 5th level (2 slots): *dominate person*', '**Actions**', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *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.']}}, Nightmare: {content: ['*Large fiend, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 60 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Damage Immunities** fire', '**Senses** passive Perception 11', '**Languages** understands Abyssal, Common, and Infernal but cant speak', '**Challenge** 3 (700 XP)', '***Confer Fire Resistance.*** The nightmare can grant resistance to fire damage to anyone riding it.', '***Illumination.*** The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.', '**Action
'Monsters (O)': {Ogre: {content: ['*Large giant, chaotic evil*', '**Armor Class** 11 (hide armor)', '**Hit Points** 59 (7d10 + 21)', '**Speed** 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['8 (1)'], CON: ['16 (+3)'], INT: ['5 (3)'], WIS: ['7 (2)'], CHA: ['7 (2)']}}, '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** Common, Giant', '**Challenge** 2 (450 XP)', '**Actions**', '***Greatclub.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.']}, Oni: {content: ['*Large giant, lawful evil*', '**Armor Class** 16 (chain mail)', '**Hit Points** 110 (13d10 + 39)', '**Speed** 30 ft., fly 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['14 (+2)'], WIS: ['12 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5', '**Skills** Arcana +5, Deception +8, Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Common, Giant', '**Challenge** 7 (2,900 XP)', '***Innate Spellcasting.*** The onis innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:', 'At will: *darkness*, *invisibility* 1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep*', '***Magic Weapons.*** The onis weapon attacks are magical.', '***Regeneration.*** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.', '**Actions**', '***Multiattack.*** The oni makes two attacks, either with its claws or its glaive.', '***Claw (Oni Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Glaive.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.', '***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.']}, Oozes: {'Black Pudding': {content: ['*Large ooze, unaligned*', '**Armor Class** 7', '**Hit Points** 85 (10d10 + 30)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['5 (3)'], CON: ['16 (+3)'], INT: ['1 (5)'], WIS: ['6 (2)'], CHA: ['1 (5)']}}, '**Damage Immunities** acid, cold, lightning, slashing', '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 4 (1,100 XP)', '***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing.', '***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.', '***Spider Climb.*** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *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 penalt
'Monsters (P)': {Pegasus: {content: ['*Large celestial, chaotic good*', '**Armor Class** 12', '**Hit Points** 59 (7d10 + 21)', '**Speed** 60 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['15 (+2)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +4, Wis +4, Cha +3', '**Skills** Perception +6', '**Senses** passive Perception 16', '**Languages** understands Celestial, Common, Elvish, and Sylvan but cant speak', '**Challenge** 2 (450 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}, Pseudodragon: {content: ['*Tiny dragon, neutral good*', '**Armor Class** 13 (natural armor)', '**Hit Points** 7 (2d4 + 2)', '**Speed** 15 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['10 (+0)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13', '**Languages** understands Common and Draconic but cant speak', '**Challenge** 1/4 (50 XP)', '***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.', '***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects.', '***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**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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.']}, 'Purple Worm': {content: ['*Gargantuan monstrosity, unaligned*', '**Armor Class** 18 (natural armor)', '**Hit Points** 247 (15d20 + 90)', '**Speed** 50 ft., burrow 30 ft.', {table: {STR: ['28 (+9)'], DEX: ['7 (2)'], CON: ['22 (+6)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['4 (3)']}}, '**Saving Throws** Con +11, Wis +4', '**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 15 (13,000 XP)', '***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.', '**Actions**', '***Multiattack.*** The worm makes two attacks: one with its bite and one with its stinger.', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *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 worms 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.', '***Tail Stinger.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *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.']}}
'Monsters (R)': {Rakshasa: {content: ['*Medium fiend, lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 110 (13d8 + 52)', '**Speed** 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['17 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Skills** Deception +10, Insight +8', '**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures', '**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** Common, Infernal', '**Challenge** 13 (10,000 XP)', '***Limited Magic Immunity.*** The rakshasa cant 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.', '***Innate Spellcasting.*** The rakshasas 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: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* 3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, s*uggestion* 1/day each: *dominate person*, *fly*, *plane shift*, *true seeing*', '**Actions**', '***Multiattack.*** The rakshasa makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *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 targets 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 *remove curse* spell or similar magic.']}, Remorhaz: {content: ['*Huge monstrosity, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 195 (17d12 + 85)', '**Speed** 30 ft., burrow 20 ft.', {table: {STR: ['24 (+7)'], DEX: ['13 (+1)'], CON: ['21 (+5)'], INT: ['4 (3)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Damage Immunities** cold, fire', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 11 (7,200 XP)', '***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**', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *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 cant bite another target.', '***Swallow.*** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bites 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 remorhazs 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.']}, Roc: {content: ['*Gargantuan monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 248 (16d20 + 80)', '**Speed** 20 ft., fly 120 ft.', {table: {STR: ['28 (+9)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['3 (4)'], WIS: ['10 (+0)'], CHA: ['9 (1)']}}, '**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3', '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 11 (7,200 XP)', '***Keen Sight.*** The roc has advantage on Wisdom (Perception) checks that rely on sight.'
'Monsters (S)': {Sahuagin: {content: ['*Medium humanoid (sahuagin), lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 30 ft., swim 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['12 (+1)'], WIS: ['13 (+1)'], CHA: ['9 (1)']}}, '**Skills** Perception +5', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** Sahuagin', '**Challenge** 1/2 (100 XP)', '***Blood Frenzy.*** The sahuagin has advantage on melee attack rolls against any creature that doesnt have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, Salamander: {content: ['*Large elemental, neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 90 (12d10 + 24)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Damage Vulnerabilities** cold', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire', '**Sense**s darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***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.', '***Heated Weapons.*** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).', '**Actions**', '***Multiattack.*** The salamander makes two attacks: one with its spear and one with its tail.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *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.', '***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *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 cant make tail attacks against other targets.']}, Satyr: {content: ['*Medium fey, chaotic neutral*', '**Armor Class** 14 (leather armor)', '**Hit Points** 31 (7d8)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['12 (+1)'], WIS: ['10 (+0)'], CHA: ['14 (+2)']}}, '**Skills** Perception +2, Performance +6, Stealth +5', '**Sense**s passive Perception 12', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/2 (100 XP)', '***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) bludgeoning damage.', '***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.']}, Shadow: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 16 (3d8 + 3)', '**Speed** 40 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['8 (1)']}}, '**Sk
'Monsters (T)': {Tarrasque: {content: ['*Gargantuan monstrosity (titan), unaligned*', '**Armor Class** 25 (natural armor)', '**Hit Points** 676 (33d20 + 330)', '**Speed** 40 ft.', {table: {STR: ['30 (+10)'], DEX: ['11 (+0)'], CON: ['30 (+10)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['11 (+0)']}}, '**Saving Throws** Int +5, Wis +9, Cha +9', '**Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, frightened, paralyzed, poisoned', '**Senses** blindsight 120 ft., passive Perception 10', '**Languages** —', '**Challenge** 30 (155,000 XP)', '***Legendary Resistance (3/Day).*** If the tarrasque fails a saving throw, it can choose to succeed instead.', '***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects.', '***Reflective Carapace.*** Any time the tarrasque is targeted by a *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.', '***Siege Monster.*** The tarrasque deals double damage to objects and structures.', '**Actions**', '***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.', '***Bite.** Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *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 cant bite another target.', '***Claw.** Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8 + 10) slashing damage.', '***Horns.** Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10 + 10) piercing damage.', '***Tail.** Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *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.', '***Frightful Presence.*** Each creature of the tarrasques 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 creatures saving throw is successful or the effect ends for it, the creature is immune to the tarrasques Frightful Presence for the next 24 hours.', '***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bites 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 tarrasques 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 creatures turn. The tarrasque regains spent legendary actions at the start of its turn.', '**Attack.** The tarrasque makes one claw attack or tail attack.', '**Move.** The tarrasque moves up to half its speed.', '**Chomp (Costs 2 Actions).** The tarrasque makes one bit
'Monsters (U)': {Unicorn: {content: ['*Large celestial**,** lawful good*', '**Armor Class** 12', '**Hit Points** 67 (9d10 + 18)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['11 (+0)'], WIS: ['17 (+3)'], CHA: ['16 (+3)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, paralyzed, poisoned', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.', '**Challenge** 5 (1,800 XP)', '***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.', '***Innate Spellcasting.*** The unicorns innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:', 'At will: *detect evil and good*, *druidcraft*, *pass without trace* 1/day each: *calm emotions*, *dispel evil and good*, *entangle*', '***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The unicorns weapon attacks are magical.', '**Actions**', '***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.', '***Hooves.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Horn.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***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.', '***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 creatures turn. The unicorn regains spent legendary actions at the start of its turn.', '**Hooves.** The unicorn makes one attack with its hooves.', '**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 unicorns next turn.', '**Heal Self (Costs 3 Actions).** The unicorn magically regains 11 (2d8 + 2) hit points.']}}
'Monsters (V)': {Vampires: {Vampire: {content: ['*Medium undead (shapechanger), lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 144 (17d8 + 68)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['18 (+4)'], CON: ['18 (+4)'], INT: ['17 (+3)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +9, Wis +7, Cha +9', '**Skills** Perception +7, Stealth +9', '**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 120 ft., passive Perception 17', '**Languages** the languages it knew in life', '**Challenge** 13 (10,000 XP)', '***Shapechanger.*** If the vampire isnt 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 cant 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 cant take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creatures space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it cant 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.', '***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead.', '***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 isnt in sunlight or running water. If it cant transform, it is destroyed.', 'While it has 0 hit points in mist form, it cant 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.', '***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isnt in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesnt function at the start of the vampires next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire cant enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.', '*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampires heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.', '*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**', '***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack.', '***Unarmed Strike (Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).', '***Bite (Bat or Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to th
'Monsters (W)': {Wight: {content: ['*Medium undead, neutral evil*', '**Armor Class** 14 (studded leather)', '**Hit Points** 45 (6d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Skills** Perception +3, Stealth +4', '**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that arent silvered', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** the languages it knew in life', '**Challenge** 3 (700 XP)', '***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '***Actions***', '***Multiattack.*** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.', '***Life Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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 wights 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.', '***Longsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Will-o-Wisp: {content: ['*Tiny undead, chaotic evil*', '**Armor Class** 19', '**Hit Points** 22 (9d4)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (5)'], DEX: ['28 (+9)'], CON: ['10 (+0)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['11 (+0)']}}, '**Damage Immunities** lightning, poison', '**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** the languages it knew in life', '**Challenge** 2 (450 XP)', '***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.', '***Ephemeral.*** The will-o-wisp cant wear or carry anything.', '***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.', '***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***', '***Shock.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage.', '***Invisibility.*** The will-o-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).']}, Wraith: {content: ['*Medium undead, neutral evil*', '**Armor Class** 13', '**Hit Points** 67 (9d8 + 27)', '**Speed** 0 ft., fly 60 ft. (hover)', {table: {STR: ['6 (2)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['15 (+2)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that arent silvered', '**Dama
'Monsters (X)': {Xorn: {content: ['*Medium elemental, neutral*', '**Armor Class** 19 (natural armor)', '**Hit Points** 73 (7d8 + 42)', '**Speed** 20 ft., burrow 20 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Skills** Perception +6, Stealth +3', '**Damage Resistances** piercing and slashing from nonmagical attacks that arent adamantine', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesnt disturb the material it moves through.', '***Stone Camouflage.*** The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '***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**', '***Multiattack.*** The xorn makes three claw attacks and one bite attack.', '***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6 + 3) piercing damage.']}}
'Monsters (Z)': {Zombies: {Zombie: {content: ['*Medium undead, neutral evil*', '**Armor Class** 8', '**Hit Points** 22 (3d8 + 9)', '**Speed** 20 ft.', {table: {STR: ['13 (+1)'], DEX: ['6 (2)'], CON: ['16 (+3)'], INT: ['3 (4)'], WIS: ['6 (2)'], CHA: ['5 (3)']}}, '**Saving Throws** Wis +0', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** understands the languages it knew in life but cant speak', '**Challenge** 1/4 (50 XP)', '***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.', '**Actions**', '***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.']}, 'Ogre Zombie': {content: ['*Large undead, neutral evil*', '**Armor Class** 8', '**Hit Points** 85 (9d10 + 36)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['6 (2)'], CON: ['18 (+4)'], INT: ['3 (4)'], WIS: ['6 (2)'], CHA: ['5 (3)']}}, '**Saving Throws** Wis +0', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** understands Common and Giant but cant speak', '**Challenge** 2 (450 XP)', '***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.', '**Actions**', '***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.']}}}
'Appendix PH-A: Conditions':
content: ['Conditions alter a creatures capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monsters 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 conditions effects dont get worse. A creature either has a condition or doesnt.', 'The following definitions specify what happens to a creature while it is subjected to a condition.']
Blinded: ['A blinded creature cant see and automatically fails any ability check that requires sight.', 'Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.']
Charmed: ['A charmed creature cant attack the charmer or target the charmer with harmful abilities or magical effects.', 'The charmer has advantage on any ability check to interact socially with the creature.']
Deafened: ['A deafened creature cant hear and automatically fails any ability check that requires hearing.']
Exhaustion: {content: ['Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effects description.', {table: {Level: ['1', '2', '3', '4', '5', '6'], Effect: ['Disadvantage on ability checks', 'Speed halved', 'Disadvantage on attack rolls and saving throws', 'Hit point maximum halved', 'Speed reduced to 0', Death]}}, 'If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effects 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 effects description, with all exhaustion effects ending if a creatures exhaustion level is reduced below 1.', 'Finishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink.']}
Frightened: ['A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.', 'The creature cant willingly move closer to the source of its fear.']
Grappled: ['A grappled creatures speed becomes 0, and it cant benefit from any bonus to its speed.', 'The condition ends if the grappler is incapacitated (see the condition).', 'The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell.']
Incapacitated: ['An incapacitated creature cant take actions or reactions.']
Invisible: ['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 creatures location can be detected by any noise it makes or any tracks it leaves.', 'Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.']
Paralyzed: ['A paralyzed creature is incapacitated (see the condition) and cant move or speak.', 'The creature automatically fails Strength and Dexterity saving throws.', 'Attack rolls against the creature have advantage.', 'Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.']
Petrified: ['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.', 'The creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings.', 'Attack rolls against the creature have advantage.', 'The creature automatically fails Strength and Dexterity saving throws.', 'The creature has resistance to all damage.', 'The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.']
Poisoned: ['A poisoned creature has disadvantage on attack rolls and ability checks.']
Prone: ['A prone creatures only movement option is to crawl, unless it stands up and thereby ends the condition.', 'The creature has disadvantage on attack rolls.', 'An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.']
Restrained: ['A restrained creatures speed becomes 0, and it cant benefit from any bonus to its speed.', 'Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.', 'The creature has disadvantage on Dexterity saving throws.']
Stunned: ['A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.', 'The creature automatically fails Strength and Dexterity saving throws.', 'Attack rolls against the creature have advantage.']
Unconscious: ['An unconscious creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings', 'The creature drops whatever its holding and falls prone.', 'The creature automatically fails Strength and Dexterity saving throws.', 'Attack rolls against the creature have advantage.', 'Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.']
'Appendix PH-B: Fantasy-Historical Pantheons':
content: 'The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our worlds 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.'
'The Celtic Pantheon': {content: ['Its 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.'], 'Celtic Deities': {table: {Deity: ['The Daghdha, god of weather and crops', 'Arawn, god of life and death', 'Belenus, god of sun, light, and warmth', 'Brigantia, goddess of rivers and livestock', 'Diancecht, god of medicine and healing', 'Dunatis, god of mountains and peaks', 'Goibhniu, god of smiths and healing', 'Lugh, god of arts, travel, and commerce', 'Manannan mac Lir, god of oceans and sea creatures', 'Math Mathonwy, god of magic', 'Morrigan, goddess of battle', 'Nuada, god of war and warriors', 'Oghma, god of speech and writing', 'Silvanus, god of nature and forests'], Alignment: [CG, NE, NG, NG, LG, N, NG, CN, LN, NE, CE, N, NG, N], 'Suggested Domains': ['Nature, Trickery', 'Life, Death', Light, Life, Life, Nature, 'Knowledge, Life', 'Knowledge, Life', 'Nature, Tempest', Knowledge, War, War, Knowledge, Nature], Symbol: ['Bubbling cauldron or shield', 'Black star on gray background', 'Solar disk and standing stones', Footbridge, 'Crossed oak and mistletoe branches', 'Red sun-capped mountain peak', 'Giant mallet over sword', 'Pair of long hands', 'Wave of white water on green', Staff, 'Two crossed spears', 'Silver hand on black background', 'Unfurled scroll', 'Summer oak tree']}}}
'The Greek Pantheon': {content: '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 theyve made a place for themselves inside the human heart, too.', 'Greek Deities': {table: {Deity: ['Zeus, god of the sky, ruler of the gods', 'Aphrodite, goddess of love and beauty', 'Apollo, god of light, music, and healing', 'Ares, god of war and strife', 'Artemis, goddess of hunting and childbirth', 'Athena, goddess of wisdom and civilization', 'Demeter, goddess of agriculture', 'Dionysus, god of mirth and wine', 'Hades, god of the underworld', 'Hecate, goddess of magic and the moon', 'Hephaestus, god of smithing and craft', 'Hera, goddess of marriage and intrigue', 'Hercules, god of strength and adventure', 'Hermes, god of travel and commerce', 'Hestia, goddess of home and family', 'Nike, goddess of victory', 'Pan, god of nature', 'Poseidon, god of the sea and earthquakes', 'Tyche, goddess of good fortune'], Alignment: [N, CG, CG, CE, NG, LG, NG, CN, LE, CE, NG, CN, CG, CG, NG, LN, CN, CN, N], 'Suggested Domains': [Tempest, Light, 'Knowledge, Life, Light', War, 'Life, Nature', 'Knowledge, War', Life, Life, Death, 'Knowledge, Trickery', Knowledge, Trickery, 'Tempest, War', Trickery, Life, War, Nature, Tempest, Trickery], Symbol: ['Fist full of lightning bolts', 'Sea shell', Lyre, Spear, 'Bow and arrow on lunar disk', Owl, 'Mares head', 'Thyrsus (staff tipped with pine cone)', 'Black ram', 'Setting moon', 'Hammer and anvil', 'Fan of peacock feathers', 'Lions head', 'Caduceus (winged staff and serpents)', Hearth, 'Winged woman', 'Syrinx (pan pipes)', Trident, 'Red pentagram']}}}
'The Egyptian Pantheon': {content: ['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 Maat—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.'], 'Egyptian Deities': {table: {Deity: ['Re-Horakhty, god of the sun, ruler of the gods', 'Anubis, god of judgment and death', 'Apep, god of evil, fire, and serpents', 'Bast, goddess of cats and vengeance', 'Bes, god of luck and music', 'Hathor, goddess of love, music, and motherhood', 'Imhotep, god of crafts and medicine', 'Isis, goddess of fertility and magic', 'Nephthys, goddess of death and grief', 'Osiris, god of nature and the underworld', 'Ptah, god of crafts, knowledge, and secrets', 'Set, god of darkness and desert storms', 'Sobek, god of water and crocodiles', 'Thoth, god of knowledge and wisdom'], Alignment: [LG, LN, NE, CG, CN, NG, NG, NG, CG, LG, LN, CE, LE, N], 'Suggested Domains': ['Life, Light', Death, Trickery, War, Trickery, 'Life, Light', Knowledge, 'Knowledge, Life', Death, 'Life, Nature', Knowledge, 'Death, Tempest, Trickery', 'Nature, Tempest', Knowledge], Symbol: ['Solar disk encircled by serpent', 'Black jackal', 'Flaming snake', Cat, 'Image of the misshapen deity', 'Horned cowʼs head with lunar disk', 'Step pyramid', 'Ankh and star', 'Horns around a lunar disk', 'Crook and flail', Bull, 'Coiled cobra', 'Crocodile head with horns and plumes', Ibis]}}}
'The Norse Pantheon': {content: ['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. Its 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 havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its 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).'], 'Norse Deities': {table: {Deity: ['Odin, god of knowledge and war', 'Aegir, god of the sea and storms', 'Balder, god of beauty and poetry', 'Forseti, god of justice and law', 'Frey, god of fertility and the sun', 'Freya, goddess of fertility and love', 'Frigga, goddess of birth and fertility', 'Heimdall, god of watchfulness and loyalty', 'Hel, goddess of the underworld', 'Hermod, god of luck', 'Loki, god of thieves and trickery', 'Njord, god of sea and wind', 'Odur, god of light and the sun', 'Sif, goddess of war', 'Skadi, god of earth and mountains', 'Surtur, god of fire giants and war', 'Thor, god of storms and thunder', 'Thrym, god of frost giants and cold', 'Tyr, god of courage and strategy', 'Uller, god of hunting and winter'], Alignment: [NG, NE, NG, N, NG, NG, N, LG, NE, CN, CE, NG, CG, CG, N, LE, CG, CE, LN, CN], 'Suggested Domains': ['Knowledge, War', Tempest, 'Life, Light', Light, 'Life, Light', Life, 'Life, Light', 'Light, War', Death, Trickery, Trickery, 'Nature, Tempest', Light, War, Nature, War, 'Tempest, War', War, 'Knowledge, War', Nature], Symbol: ['Watching blue eye', 'Rough ocean waves', 'Gem-encrusted silver chalice', 'Head of a bearded man', 'Ice-blue greatsword', Falcon, Cat, 'Curling musical horn', 'Womans face, rotting on one side', 'Winged scroll', Flame, 'Gold coin', 'Solar disk', 'Upraised sword', 'Mountain peak', 'Flaming sword', Hammer, 'White double-bladed axe', Sword, Longbow]}}}
'Appendix PH-C: The Planes of Existence':
content: ['The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **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.']
'The Material Plane': {content: ['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.']}
'Beyond the Material': {content: 'Beyond the Material Plane, the various planes of existence are realms of myth and mystery. Theyre not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.', 'Planar Travel': {content: ['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.', '***Spells.*** A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *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 *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.', '***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).']}, 'Transitive Planes': {content: ['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 *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond.', 'The **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 *see invisibility* and *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 *forcecage* and *wall of force.* The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.', 'The **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.']}, 'Inner Planes': {content: ['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 **Elemental Planes**—Air, Earth, Fire, and Water—form a ring around the Material Plane, suspended within the churning **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 Mate
'Appendix MM-A: Miscellaneous Creatures':
content: 'This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.'
Ape: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 19 (3d8 + 6)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['6 (2)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Athletics +5, Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Multiattack.*** The ape makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.']}
'Awakened Shrub': {content: ['*Small plant, unaligned*', '**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.', {table: {STR: ['3 (4)'], DEX: ['8 (1)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['6 (2)']}}, '**Damage Vulnerabilities** fire', '**Damage Resistances** piercing', '**Senses** passive Perception 10', '**Languages** one language known by its creator', '**Challenge** 0 (10 XP)', '***False Appearance.*** While the shrub remains motionless, it is indistinguishable from a normal shrub.', '**Actions**', '***Rake.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 1) slashing damage.', 'An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic.']}
'Awakened Tree': {content: ['*Huge plant, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 59 (7d12 + 14)', '**Speed** 20 ft.', {table: {STR: ['19 (+4)'], DEX: ['6 (2)'], CON: ['15 (+2)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['7 (2)']}}, '**Damage Vulnerabilities** fire', '**Damage Resistances** bludgeoning, piercing', '**Senses** passive Perception 10', '**Languages** one language known by its creator', '**Challenge** 2 (450 XP)', '***False Appearance.*** While the tree remains motionless, it is indistinguishable from a normal tree.', '**Actions**', '***Slam.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) bludgeoning damage.', 'An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic.']}
'Axe Beak': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 50 ft.', {table: {STR: ['14 (+2)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage.', 'An **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.']}
Baboon: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['8 (1)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['4 (3)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 11', '**Languages** —', '**Challenge** 0 (10 XP)', '***Pack Tactics.*** The baboon has advantage on an attack roll against a creature if at least one of the baboons allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 1) piercing damage.']}
Badger: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 3 (1d4 + 1)', '**Speed** 20 ft., burrow 5 ft.', {table: {STR: ['4 (3)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Senses** darkvision 30 ft., passive Perception 11', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Smell.*** The badger has advantage on Wisdom (Perception) checks that rely on smell.', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.']}
Bat: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 5 ft., fly 30 ft.', {table: {STR: ['2 (4)'], DEX: ['15 (+2)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['4 (3)']}}, '**Senses** blindsight 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 0 (10 XP)', '***Echolocation.*** The bat cant use its blindsight while deafened.', '***Keen Hearing.*** The bat has advantage on Wisdom (Perception) checks that rely on hearing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage.']}
'Black Bear': {content: ['*Medium beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 19 (3d8 + 6)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.', '**Actions**', '***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.']}
'Blink Dog': {content: ['*Medium fey, lawful good*', '**Armor Class** 13', '**Hit Points** 22 (4d8 + 4)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['17 (+3)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +5', '**Senses** passive Perception 13', '**Languages** Blink Dog, understands Sylvan but cant speak it', '**Challenge** 1/4 (50 XP)', '***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.', '***Teleport (Recharge 46).*** 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 **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.']}
'Blood Hawk': {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 7 (2d6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['5 (3)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight.', '***Pack Tactics.*** The hawk has advantage on an attack roll against a creature if at least one of the hawks allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', 'Taking its name from its crimson feathers and aggressive nature, the **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.']}
Boar: {content: ['*Medium beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['9 (1)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 9', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Charge.*** If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on 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.', '***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**', '***Tusk.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.']}
'Brown Bear': {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 34 (4d10 + 12)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['13 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.', '**Actions**', '***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}
Camel: {content: ['*Large beast, unaligned*', '**Armor Class** 9', '**Hit Points** 15 (2d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (1)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['8 (1)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.']}
Cat: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 2 (1d4)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['3 (4)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Smell.*** The cat has advantage on Wisdom (Perception) checks that rely on smell.', '**Actions**', '***Claws.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.']}
'Constrictor Snake': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (2d10 + 2)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Senses** blindsight 10 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage.', '***Constrict.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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 cant constrict another target.']}
Crab: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['2 (4)']}}, '**Skills** Stealth +2', '**Senses** blindsight 30 ft., passive Perception 9', '**Languages** —', '**Challenge** 0 (10 XP)', '***Amphibious.*** The crab can breathe air and water.', '**Actions**', '***Claw.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage.']}
Crocodile: {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 20 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Skills** Stealth +2', '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Hold Breath.*** The crocodile can hold its breath for 15 minutes.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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 cant bite another target.']}
'Death Dog': {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 12', '**Hit Points** 39 (6d8 + 12)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['3 (4)'], WIS: ['13 (+1)'], CHA: ['6 (2)']}}, '**Skills** Perception +5, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** —', '**Challenge** 1 (200 XP)', '***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**', '***Multiattack.*** The dog makes two bite attacks.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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 **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dogs heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victims flesh to slowly rot off the bone.']}
Deer: {content: ['*Medium beast, unaligned*', '**Armor Class** 13', '**Hit Points** 4 (1d8)', '**Speed** 50 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 12', '**Languages** —', '**Challenge** 0 (10 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.']}
'Dire Wolf': {content: ['*Large beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 37 (5d10 + 10)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['15 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolfs allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *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.']}
'Draft Horse': {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['7 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) bludgeoning damage.']}
Eagle: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['7 (2)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Sight.*** The eagle has advantage on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Talons.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.']}
Elephant: {content: ['*Huge beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 76 (8d12 + 24)', '**Speed** 40 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (1)'], CON: ['17 (+3)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 4 (1,100 XP)', '***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**', '***Gore.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) piercing damage.', '***Stomp.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.']}
Elk: {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d10 + 2)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***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**', '***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.', '***Hooves.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4 + 3) bludgeoning damage.']}
'Flying Snake': {content: ['*Tiny beast, unaligned*', '**Armor Class** 14', '**Hit Points** 5 (2d4)', '**Speed** 30 ft., fly 60 ft., swim 30 ft', {table: {STR: ['4 (3)'], DEX: ['18 (+4)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Senses** blindsight 10 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Flyby.*** The snake doesnt provoke opportunity attacks when it flies out of an enemys reach.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage.', 'A **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.']}
Frog: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['1 (5)'], DEX: ['13 (+1)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['3 (4)']}}, '**Skills** Perception +1, Stealth +3', '**Senses** darkvision 30 ft., passive Perception 11', '**Languages** —', '**Challenge** 0 (0 XP)', '***Amphibious.*** The frog can breathe air and water.', '***Standing Leap.*** The frogs long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.', 'A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frogs statistics can also be used to represent a **toad**.']}
'Giant Ape': {content: ['*Huge beast, unaligned*', '**Armor Class** 12', '**Hit Points** 157 (15d12 + 60)', '**Speed** 40 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Athletics +9, Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 7 (2,900 XP)', '**Actions**', '***Multiattack.*** The ape makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6 + 6) bludgeoning damage.']}
'Giant Badger': {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft., burrow 10 ft.', {table: {STR: ['13 (+1)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Senses** darkvision 30 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Keen Smell.*** The badger has advantage on Wisdom (Perception) checks that rely on smell.', '***Actions***', '***Multiattack.*** The badger makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage.']}
'Giant Bat': {content: ['*Large beast, unaligned*', '**Armor Class** 13', '**Hit Points** 22 (4d10)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Senses** blindsight 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Echolocation.*** The bat cant use its blindsight while deafened.', '***Keen Hearing.*** The bat has advantage on Wisdom (Perception) checks that rely on hearing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage.']}
'Giant Boar': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 42 (5d10 + 15)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['7 (2)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 8', '**Languages** —', '**Challenge** 2 (450 XP)', '***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.', '***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**', '***Tusk.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.']}
'Giant Centipede': {content: ['*Small beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 4 (1d6 + 1)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['5 (3)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['3 (4)']}}, '**Senses** blindsight 30 ft., passive Perception 8', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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.']}
'Giant Constrictor Snake': {content: ['*Huge beast, unaligned*', '**Armor Class** 12', '**Hit Points** 60 (8d12 + 8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Skills** Stealth +5', '**Skills** Perception +2', '**Senses** blindsight 10 ft., passive Perception 12', '**Languages** —', '**Challenge** 2 (450 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.', '***Constrict.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *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 cant constrict another target.']}
'Giant Crab': {content: ['*Medium beast, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['9 (1)'], CHA: ['3 (4)']}}, '**Skills** Stealth +4', '**Senses** blindsight 30 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Amphibious.*** The crab can breathe air and water.', '***Actions***', '***Claw.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *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.']}
'Giant Crocodile': {content: ['*Huge beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 85 (9d12 + 27)', '**Speed** 30 ft., swim 50 ft.', {table: {STR: ['21 (+5)'], DEX: ['9 (1)'], CON: ['17 (+3)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['7 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Hold Breath.*** The crocodile can hold its breath for 30 minutes.', '**Actions**', '***Multiattack.*** The crocodile makes two attacks: one with its bite and one with its tail.', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *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 cant bite another target.', '***Tail.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *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.']}
'Giant Eagle': {content: ['*Large beast, neutral good*', '**Armor Class** 13', '**Hit Points** 26 (4d10 + 4)', '**Speed** 10 ft., fly 80 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['8 (1)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** Giant Eagle, understands Common and Auran but cant speak them', '**Challenge** 1 (200 XP)', '***Keen Sight.*** The eagle has advantage on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Multiattack.*** The eagle makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Talons.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.', 'A **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).']}
'Giant Elk': {content: ['*Huge beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 42 (5d12 + 10)', '**Speed** 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['7 (2)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** Giant Elk, understands Common, Elvish, and Sylvan but cant speak them', '**Challenge** 2 (450 XP)', '***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**', '***Ram.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8 + 4) bludgeoning damage.', 'The majestic **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.']}
'Giant Fire Beetle': {content: ['*Small beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 4 (1d6 + 1)', '**Speed** 30 ft.', {table: {STR: ['8 (1)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['3 (4)']}}, '**Senses** blindsight 30 ft., passive Perception 8', '**Languages** —', '**Challenge** 0 (10 XP)', '***Illumination.*** The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 1) slashing damage.', 'A **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 beetles glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.']}
'Giant Frog': {content: ['*Medium beast, unaligned*', '**Armor Class** 11', '**Hit Points** 18 (4d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['12 (+1)'], DEX: ['13 (+1)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Skills** Perception +2, Stealth +3', '**Senses** darkvision 30 ft., passive Perception 12', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Amphibious.*** The frog can breathe air and water.', '***Standing Leap.*** The frogs long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *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 cant bite another target.', '***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 frogs 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.']}
'Giant Goat': {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***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.', '***Sure-Footed.*** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.', '**Actions**', '***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.']}
'Giant Hyena': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1 (200 XP)', '***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**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.']}
'Giant Lizard': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Senses** darkvision 30 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', 'A **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.']}
'Giant Octopus': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 52 (8d10 + 8)', '**Speed** 10 ft., swim 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['4 (3)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Skills** Perception +4, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** —', '**Challenge** 1 (200 XP)', '***Hold Breath.*** While out of water, the octopus can hold its breath for 1 hour.', '***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater.', '***Water Breathing.*** The octopus can breathe only underwater.', '***Actions***', '***Tentacles.** Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus cant use its tentacles on another target.', '***Ink Cloud (Recharges after a Short or Long Rest).*** A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.']}
'Giant Owl': {content: ['*Large beast, neutral*', '**Armor Class** 12', '**Hit Points** 19 (3d10 + 3)', '**Speed** 5 ft., fly 60 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['13 (+1)'], CHA: ['10 (+0)']}}, '**Skills** Perception +5, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** Giant Owl, understands Common, Elvish, and Sylvan but cant speak them', '**Challenge** 1/4 (50 XP)', '***Flyby.*** The owl doesnt provoke opportunity attacks when it flies out of an enemys reach.', '***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.', '**Actions**', '***Talons.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage.', '**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.']}
'Giant Poisonous Snake': {content: ['*Medium beast, unaligned*', '**Armor Class** 14', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['18 (+4)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Skills** Perception +2', '**Senses** blindsight 10 ft., passive Perception 12', '**Languages** —', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *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.']}
'Giant Rat': {content: ['*Small beast, unaligned*', '**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell.', '***Pack Tactics.*** The rat has advantage on an attack roll against a creature if at least one of the rats allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.'], 'Variant: Diseased Giant Rats': {content: ['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.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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 cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 (1d6) every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.']}}
'Giant Scorpion': {content: ['*Large beast, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d10 + 14)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['1 (5)'], WIS: ['9 (1)'], CHA: ['3 (4)']}}, '**Senses** blindsight 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 3 (700 XP)', '**Actions**', '***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting.', '***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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.', '***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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.']}
'Giant Sea Horse': {content: ['*Large beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 16 (3d10)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***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.', '***Water Breathing.*** The sea horse can breathe only underwater.', '**Actions**', '***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.', 'Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.']}
'Giant Shark': {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 0 ft., swim 50 ft.', {table: {STR: ['23 (+6)'], DEX: ['11 (+0)'], CON: ['21 (+5)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Skills** Perception +3', '**Senses** blindsight 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesnt have all its hit points.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', 'A **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.']}
'Giant Spider': {content: ['*Large beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 26 (4d10 + 4)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['16 (+3)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['4 (3)']}}, '**Skills** Stealth +7', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1 (200 XP)', '***Spider Climb.*** The spider 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 spider knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The spider ignores movement restrictions caused by webbing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *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.', '***Web (Recharge 56).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *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 **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.']}
'Giant Toad': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 39 (6d10 + 6)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Senses** darkvision 30 ft., passive Perception 10', '**Languages** —', '**Challenge** 1 (200 XP)', '***Amphibious.*** The toad can breathe air and water.', '***Standing Leap.*** The toads long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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 cant bite another target.', '***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 toads 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.']}
'Giant Vulture': {content: ['*Large beast, neutral evil*', '**Armor Class** 10', '**Hit Points** 22 (3d10 + 6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['6 (2)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** understands Common but cant speak', '**Challenge** 1 (200 XP)', '***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.', '***Pack Tactics.*** The vulture has advantage on an attack roll against a creature if at least one of the vultures allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Multiattack.*** The vulture makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.', '***Talons.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.', 'A **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.']}
'Giant Wasp': {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (3d8)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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.']}
'Giant Weasel': {content: ['*Medium beast, unaligned*', '**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['10 (+0)'], INT: ['4 (3)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Skills** Perception +3, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.']}
'Giant Wolf Spider': {content: ['*Medium beast, unaligned*', '**Armor Class** 13', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft., climb 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['16 (+3)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['4 (3)']}}, '**Skills** Perception +3, Stealth +7', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Spider Climb.*** The spider 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 spider knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The spider ignores movement restrictions caused by webbing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *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 **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.']}
Goat: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 4 (1d8)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['10 (+0)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 0 (10 XP)', '***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.', '***Sure-Footed.*** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.', '**Actions**', '***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.']}
Hawk: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['5 (3)'], DEX: ['16 (+3)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['6 (2)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Talons.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.']}
'Hunter Shark': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 45 (6d10 + 12)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Skills** Perception +2', '**Senses** blindsight 30 ft., passive Perception 12', '**Languages** —', '**Challenge** 2 (450 XP)', '***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesnt have all its hit points.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.', 'Smaller than a giant shark but larger and fiercer than a reef shark, a **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.']}
Hyena: {content: ['*Medium beast, unaligned*', '**Armor Class** 11', '**Hit Points** 5 (1d8 + 1)', '**Speed** 50 ft.', {table: {STR: ['11 (+0)'], DEX: ['13 (+1)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Pack Tactics.*** The hyena has advantage on an attack roll against a creature if at least one of the hyenas allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.']}
Jackal: {content: ['*Small beast, unaligned*', '**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.', {table: {STR: ['8 (1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Hearing and Smell.*** The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The jackal has advantage on an attack roll against a creature if at least one of the jackals allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 1) piercing damage.']}
'Killer Whale': {content: ['*Huge beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 90 (12d12 + 12)', '**Speed** 0 ft., swim 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** blindsight 120 ft., passive Perception 13', '**Languages** —', '**Challenge** 3 (700 XP)', '***Echolocation.*** The whale cant use its blindsight while deafened.', '***Hold Breath.*** The whale can hold its breath for 30 minutes.', '***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6 + 4) piercing damage.']}
Lion: {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 26 (4d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['8 (1)']}}, '**Skills** Perception +3, Stealth +6', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Smell.*** The lion has advantage on Wisdom (Perception) checks that rely on smell.', '***Pack Tactics.*** The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.', '***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.', '***Running Leap.*** With a 10-foot running start, the lion can long jump up to 25 feet.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.', '***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.']}
Lizard: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 2 (1d4)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['3 (4)']}}, '**Senses** darkvision 30 ft., passive Perception 9', '**Languages** —', '**Challenge** 0 (10 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.']}
Mammoth: {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 40 ft.', {table: {STR: ['24 (+7)'], DEX: ['9 (1)'], CON: ['21 (+5)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 6 (2,300 XP)', '***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**', '***Gore.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8 + 7) piercing damage.', '***Stomp.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10 + 7) bludgeoning damage.', 'A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.']}
Mastiff: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 5 (1d8 + 1)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Keen Hearing and Smell.*** The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *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.', '**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.']}
Mule: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Beast of Burden.*** The mule is considered to be a Large animal for the purpose of determining its carrying capacity.', '***Sure-Footed.*** The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.', '**Actions**', '***Hooves.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.']}
Octopus: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 5 ft., swim 30 ft.', {table: {STR: ['4 (3)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['3 (4)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Skills** Perception +2, Stealth +4', '**Senses** darkvision 30 ft., passive Perception 12', '**Languages** —', '**Challenge** 0 (10 XP)', '***Hold Breath.*** While out of water, the octopus can hold its breath for 30 minutes.', '***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater.', '***Water Breathing.*** The octopus can breathe only underwater.', '**Actions**', '***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus cant use its tentacles on another target.', '***Ink Cloud (Recharges after a Short or Long Rest).*** A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.']}
Owl: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 5 ft., fly 60 ft.', {table: {STR: ['3 (4)'], DEX: ['13 (+1)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3, Stealth +3', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Flyby.*** The owl doesnt provoke opportunity attacks when it flies out of an enemys reach.', '***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.', '**Actions**', '***Talons.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.']}
Panther: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (3d8)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['7 (2)']}}, '**Skills** Perception +4, Stealth +6', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Keen Smell.*** The panther has advantage on Wisdom (Perception) checks that rely on smell.', '***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**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.']}
'Phase Spider': {content: ['*Large monstrosity, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 32 (5d10 + 5)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['6 (2)']}}, '**Skills** Stealth +6', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 3 (700 XP)', '***Ethereal Jaunt.*** As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.', '***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Web Walker.*** The spider ignores movement restrictions caused by webbing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *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 **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.']}
'Poisonous Snake': {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 2 (1d4)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['2 (4)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Senses** blindsight 10 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.']}
'Polar Bear': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 42 (5d10 + 15)', '**Speed** 40 ft., swim 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['13 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.', '***Actions***', '***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.']}
Pony: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['7 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Actions***', '***Hooves.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.']}
Quipper: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 0 ft., swim 40 ft.', '**STR DEX CON**', '2 (4) 16 (+3) 9 (1)', '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** —', '**Challenge** 0 (10 XP)', '***Blood Frenzy.*** The quipper has advantage on melee attack rolls against any creature that doesnt have all its hit points.', '***Water Breathing.*** The quipper can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.', 'A **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.']}
Rat: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['9 (1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Senses** darkvision 30 ft., passive Perception 10', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell.', '***Actions***', '***Bite.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.']}
Raven: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['2 (4)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***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**', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.']}
'Reef Shark': {content: ['*Medium beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['4 (3)']}}, '**Skills** Perception +2', '**Senses** blindsight 30 ft., passive Perception 12', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Pack Tactics.*** The shark has advantage on an attack roll against a creature if at least one of the sharks allies is within 5 feet of the creature and the ally isnt incapacitated.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', 'Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.']}
Rhinoceros: {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 45 (6d10 + 12)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (1)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Senses** passive Perception 11', '**Languages** —', '**Challenge** 2 (450 XP)', '***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**', '***Gore.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}
'Riding Horse': {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d10 + 2)', '**Speed** 60 ft.', {table: {STR: ['16 (+3)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['7 (2)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Actions***', '***Hooves.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.']}
'Saber-Toothed Tiger': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 52 (7d10 + 14)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['8 (1)']}}, '**Skills** Perception +3, Stealth +6', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.', '***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**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.', '***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.']}
Scorpion: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['2 (4)']}}, '**Senses** blindsight 10 ft., passive Perception 9', '**Languages** —', '**Challenge** 0 (10 XP)', '**Actions**', '***Sting.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *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.']}
'Sea Horse': {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 0 ft., swim 20 ft.', {table: {STR: ['1 (5)'], DEX: ['12 (+1)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['2 (4)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 0 (0 XP)', '***Water Breathing.*** The sea horse can breathe only underwater.']}
Spider: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['2 (4)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['2 (4)']}}, '**Skills** Stealth +4', '**Senses** darkvision 30 ft., passive Perception 10', '**Languages** —', '**Challenge** 0 (10 XP)', '***Spider Climb.*** The spider 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 spider knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The spider ignores movement restrictions caused by webbing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.']}
'Swarm of Bats': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.', {table: {STR: ['5 (3)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['4 (3)']}}, '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** blindsight 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Echolocation.*** The swarm cant use its blindsight while deafened.', '***Keen Hearing.*** The swarm has advantage on Wisdom (Perception) checks that rely on hearing.', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarms space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.']}
'Swarm of Insects': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (5d8)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['3 (4)'], DEX: ['13 (+1)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['1 (5)']}}, '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** blindsight 10 ft., passive Perception 8', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarms space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.'], 'Variant: Insect Swarms': {content: ['Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.', '***Swarm of Beetles.*** A swarm of beetles gains a burrowing speed of 5 feet.', '***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.', '***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.', '***Swarm of Wasps.*** A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.']}}
'Swarm of Poisonous Snakes': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 14', '**Hit Points** 36 (8d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['8 (1)'], DEX: ['18 (+4)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** blindsight 10 ft., passive Perception 10', '**Languages** —', '**Challenge** 2 (450 XP)', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarms space. *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.']}
'Swarm of Quippers': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 13', '**Hit Points** 28 (8d8 8)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['16 (+3)'], CON: ['9 (1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['2 (4)']}}, '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** —', '**Challenge** 1 (200 XP)', '***Blood Frenzy.*** The swarm has advantage on melee attack rolls against any creature that doesnt have all its hit points.', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm cant regain hit points or gain temporary hit points.', '***Water Breathing.*** The swarm can breathe only underwater.', '**Actions**', '***Bites.** Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarms space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.']}
'Swarm of Rats': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 10', '**Hit Points** 24 (7d8 7)', '**Speed** 30 ft.', {table: {STR: ['9 (1)'], DEX: ['11 (+0)'], CON: ['9 (1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** darkvision 30 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Keen Smell.*** The swarm has advantage on Wisdom (Perception) checks that rely on smell.', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarms space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.']}
'Swarm of Ravens': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12', '**Hit Points** 24 (7d8 7)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Skills** Perception +5', '**Damage Resistances** bludgeoning, piercing, slashing', '**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned', '**Senses** passive Perception 15', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Beaks.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarms space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.']}
Tiger: {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 37 (5d10 + 10)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['14 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['8 (1)']}}, '**Skills** Perception +3, Stealth +6', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.', '***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**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.', '***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.']}
Vulture: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 5 (1d8 + 1)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['7 (2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['4 (3)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.', '***Pack Tactics.*** The vulture has advantage on an attack roll against a creature if at least one of the vultures allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Beak.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.']}
Warhorse: {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Senses** passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***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**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}
Weasel: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 30 ft.', {table: {STR: ['3 (4)'], DEX: ['16 (+3)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['3 (4)']}}, '**Skills** Perception +3, Stealth +5', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.']}
'Winter Wolf': {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 75 (10d10 + 20)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['8 (1)']}}, '**Skills** Perception +5, Stealth +3', '**Damage Immunities** cold', '**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)', '***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolfs allies is within 5 feet of the creature and the ally isnt incapacitated.', '***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *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.', '***Cold Breath (Recharge 56).*** 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 **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.']}
Wolf: {content: ['*Medium beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *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.']}
Worg: {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 26 (4d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['7 (2)'], WIS: ['11 (+0)'], CHA: ['8 (1)']}}, '**Skills** Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Goblin, Worg', '**Challenge** 1/2 (100 XP)', '***Keen Hearing and Smell.*** The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Actions***', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *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 **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.']}
'Appendix MM-B: Nonplayer Characters':
content: 'This appendix contains statistics for various humanoid nonplayer 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.'
'Customizing NPCs': {content: ['There are many easy ways to customize the NPCs in this appendix for your home campaign.', '***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 doesnt alter its challenge rating. For more on racial traits, see the *Players Handbook*.', '***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 NPCs spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesnt alter an NPCs challenge rating.', '***Armor and Weapon Swaps.*** You can upgrade or downgrade an NPCs armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPCs challenge rating.', '***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.']}
Acolyte: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['14 (+2)'], CHA: ['11 (+0)']}}, '**Skills** Medicine +4, Religion +2', '**Senses** passive Perception 12', '**Languages** any one language (usually Common)', '**Challenge** 1/4 (50 XP)', '***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): *light*, *sacred flame*, *thaumaturgy*', '1st level (3 slots): *bless*, *cure wounds*, *sanctuary*', '**Actions**', '***Club.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.', '**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.', '**Archmage**', '*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (15 with *mage armor*)', '**Hit Points** 99 (18d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['20 (+5)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +9, Wis +6', '**Skills** Arcana +13, History +13', '**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*)', '**Senses** passive Perception 12', '**Languages** any six languages', '**Challenge** 12 (8,400 XP)', '***Magic Resistance.*** The archmage has advantage on saving throws against spells and other magical effects.', '***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 *disguise self* and *invisibility* at will and has the following wizard spells prepared:', 'Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* 1st level (4 slots): *detect magic*, *identify*, *mage armor**, *magic missile* 2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* 3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* 4th level (3 slots): *banishment*, *fire shield*, *stoneskin** 5th level (3 slots): *cone of cold*, *scrying*, *wall of force* 6th level (1 slot): *globe of invulnerability* 7th level (1 slot): *teleport* 8th level (1 slot): *mind blank** 9th level (1 slot): *time stop*', '**The archmage casts these spells on itself before combat.*', '**Actions**', '***Dagger.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '**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 archmages abode has numerous magical wards and guardians to discourage interlopers.']}
Assassin: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 15 (studded leather)', '**Hit Points** 78 (12d8 + 24)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['13 (+1)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Saving Throws** Dex +6, Int +4', '**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9', '**Damage Resistances** poison', '**Senses** passive Perception 13', '**Languages** Thieves cant plus any two languages', '**Challenge** 8 (3,900 XP)', '***Assassinate.*** During its first turn, the assassin has advantage on attack rolls against any creature that hasnt taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.', '***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.', '***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 isnt incapacitated and the assassin doesnt have disadvantage on the attack roll.', '**Actions**', '***Multiattack.*** The assassin makes two shortsword attacks.', '***Shortsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *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.', '***Light Crossbow.** Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *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, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.']}
Bandit: {content: ['*Medium humanoid (any race), any non-lawful alignment*', '**Armor Class** 12 (leather armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.', '***Light Crossbow.** Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '**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.', '**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 nations vessels.']}
'Bandit Captain': {content: ['*Medium humanoid (any race), any non-lawful alignment*', '**Armor Class** 15 (studded leather)', '**Hit Points** 65 (10d8 + 20)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['14 (+2)']}}, '**Saving Throws** Str +4, Dex +5, Wis +2', '**Skills** Athletics +4, Deception +4', '**Senses** passive Perception 10', '**Languages** any two languages **Challenge** 2 (450 XP)', '**Actions**', '***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.', '***Scimitar.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.', '**Reactions**', '***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 **bandit captain** has these qualities in spades.', 'In addition to managing a crew of selfish malcontents, the **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 captains vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captains colorful reputation.']}
Berserker: {content: ['*Medium humanoid (any race), any chaotic alignment*', '**Armor Class** 13 (hide armor)', '**Hit Points** 67 (9d8 + 27)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['9 (1)'], WIS: ['11 (+0)'], CHA: ['9 (1)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 2 (450 XP)', '***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**', '***Greataxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.', 'Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.']}
Commoner: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 0 (10 XP)', '**Actions**', '***Club.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.', '**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.']}
Cultist: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 12 (leather armor)', '**Hit Points** 9 (2d8)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Deception +2, Religion +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened.', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage.', '**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.']}
'Cult Fanatic': {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 13 (leather armor)', '**Hit Points** 33 (6d8 + 6)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Deception +4, Persuasion +4, Religion +2', '**Senses** passive Perception 11', '**Languages** any one language (usually Common)', '**Challenge** 2 (450 XP)', '***Dark Devotion.*** The fanatic has advantage on saving throws against being charmed or frightened.', '***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): *light*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *command*, *inflict wounds*, *shield of faith* 2nd level (3 slots): *hold person*, *spiritual weapon*', '**Actions**', '***Multiattack.*** The fanatic makes two melee attacks.', '***Dagger.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit*: 4 (1d4 + 2) piercing damage.', '**Fanatics** are often part of a cults leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.']}
Druid: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 11 (16 with *barkskin*)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['12 (+1)'], WIS: ['15 (+2)'], CHA: ['11 (+0)']}}, '**Skills** Medicine +4, Nature +3, Perception +4', '**Senses** passive Perception 14 **Languages** Druidic plus any two languages **Challenge** 2 (450 XP)', '***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): *druidcraft*, *produce flame*, *shillelagh* 1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* 2nd level (3 slots): *animal messenger*, *barkskin*', '**Actions**', '***Quarterstaff.** Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*.', '**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.']}
Gladiator: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 16 (studded leather, shield)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Str +7, Dex +5, Con +6', '**Skills** Athletics +10, Intimidation +5', '**Senses** passive Perception 11', '**Languages** any one language (usually Common)', '**Challenge** 5 (1,800 XP)', '***Brave.*** The gladiator has advantage on saving throws against being frightened.', '***Brute.*** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).', '**Actions**', '***Multiattack.*** The gladiator makes three melee attacks or two ranged attacks.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.', '***Shield Bash.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *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**', '***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.', '**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.']}
Guard: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 16 (chain shirt, shield)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Perception +2', '**Senses** passive Perception 12', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '***Actions***', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.', '**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.']}
Knight: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 18 (plate)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Con +4, Wis +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 3 (700 XP)', '***Brave.*** The knight has advantage on saving throws against being frightened.', '**Actions**', '***Multiattack.*** The knight makes two melee attacks.', '***Greatsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.', '***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**', '***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.', '**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knights 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.']}
Mage: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (15 with *mage armor*)', '**Hit Points** 40 (9d8)', '**Speed** 30 ft.', {table: {STR: ['9 (1)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['17 (+3)'], WIS: ['12 (+1)'], CHA: ['11 (+0)']}}, '**Saving Throws** Int +6, Wis +4', '**Skills** Arcana +6, History +6', '**Senses** passive Perception 11', '**Languages** any four languages', '**Challenge** 6 (2,300 XP)', '***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): *fire bolt*, *light*, *mage hand*, *prestidigitation* 1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* 2nd level (3 slots): *misty step*, *suggestion* 3rd level (3 slots): *counterspell*, *fireball*, *fly* 4th level (3 slots): *greater invisibility*, *ice storm* 5th level (1 slot): *cone of cold*', '**Actions**', '***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage.', '**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.']}
Noble: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 15 (breastplate)', '**Hit Points** 9 (2d8)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +5, Insight +4, Persuasion +5', '**Senses** passive Perception 12', '**Languages** any two languages', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Rapier.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '**Reactions**', '***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.', '**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 nobles statistics can also be used to represent **courtiers** who arent of noble birth.']}
Priest: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 13 (chain shirt)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 25 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['16 (+3)'], CHA: ['13 (+1)']}}, '**Skills** Medicine +7, Persuasion +3, Religion +4', '**Senses** passive Perception 13', '**Languages** any two languages', '**Challenge** 2 (450 XP)', '***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.', '***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): *light*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* 2nd level (3 slots): *lesser restoration*, *spiritual weapon* 3rd level (2 slots): *dispel magic*, *spirit guardians*', '**Actions**', '***Mace.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage.', '**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.']}
Scout: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 13 (leather armor)', '**Hit Points** 16 (3d8 + 3)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['11 (+0)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Nature +4, Perception +5, Stealth +6, Survival +5', '**Senses** passive Perception 15', '**Languages** any one language (usually Common)', '**Challenge** 1/2 (100 XP)', '***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.', '**Actions**', '***Multiattack.*** The scout makes two melee attacks or two ranged attacks.', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', '**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.']}
Spy: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12', '**Hit Points** 27 (6d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4', '**Senses** passive Perception 16', '**Languages** any two languages', '**Challenge** 1 (200 XP)', '***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.', '***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 isnt incapacitated and the spy doesnt have disadvantage on the attack roll.', '**Actions**', '***Multiattack.*** The spy makes two melee attacks.', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Hand Crossbow.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', 'Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **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.']}
Thug: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 11 (leather armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Skills** Intimidation +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/2 (100 XP)', '***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thugs allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Multiattack.*** The thug makes two melee attacks.', '***Mace.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.', '**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.']}
'Tribal Warrior': {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (hide armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['8 (1)']}}, '**Senses** passive Perception 10', '**Languages** any one language', '**Challenge** 1/8 (25 XP)', '***Pack Tactics.*** The warrior has advantage on an attack roll against a creature if at least one of the warriors allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.', '**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.']}
Veteran: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 17 (splint)', '**Hit Points** 58 (9d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Athletics +5, Perception +2', '**Senses** passive Perception 12', '**Languages** any one language (usually Common)', '**Challenge** 3 (700 XP)', '**Actions**', '***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.', '***Longsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.', '***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.', '**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.']}