diff --git a/D&D 5E SRD v5.1 Full Compile (10-08-19).md b/D&D 5E SRD v5.1 Full Compile (10-30-19).md similarity index 97% rename from D&D 5E SRD v5.1 Full Compile (10-08-19).md rename to D&D 5E SRD v5.1 Full Compile (10-30-19).md index 5b11979..585ea15 100644 --- a/D&D 5E SRD v5.1 Full Compile (10-08-19).md +++ b/D&D 5E SRD v5.1 Full Compile (10-30-19).md @@ -1,6 +1,22 @@ -# D&D 5E SRD v5.1 Remastered in Markdown Full Compile (10-08-19) +# D&D SRD5 Remastered -# Legal Information +#### Dungeons & Dragons 5E SRD v5.1 Remastered in Markdown! + +--- + +_Last Updated: OCT 30 2019_ + +**The Systems Reference Document (SRD)** contains guidelines for publishing content under the Open-Gaming License (OGL). The [Dungeon Masters Guild](http://dungeonmastersguild.com/) also provides self-publishing opportunities for individuals and groups. The OGL and Dungeon Masters Guild offer different kinds of publishing opportunities. For an overview of the programs, please visit the official [Wizards SRD page](http://dnd.wizards.com/articles/features/systems-reference-document-srd) to compare the programs. + +**Why Markdown format?** Markdown is a lightweight markup language with plain text formatting syntax created by [John Gruber](https://daringfireball.net). It is designed so that it can be converted to HTML and many other formats using any number of various Markdown editors. Markdown is often used to format readme files, for writing books, blogs and messages, or to simply create rich text using a plain text or markkdown editor. + +**Contained herein** are edited from scratch into Markdown format for portability and conversion to other formats. This is not a simple conversion as you find elsewhere, we have painstakingly remastered the original Wizard's SRD PDF to markdown paragraph-by-paragraph and **includes all errata from Nov 2018**. The original documents can be downloaded from my [Github OGL-SRD Repository](https://github.com/Umbyology/OGL-SRD5). Please report any issues you find through our Github account. + +© 2015 Wizards. All Rights Reserved. Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at [www.wizards.com](http://www.wizards.com). + +Markdown and errata conversion by [B.A. Umberger](http://www.umbyology.com) in cooperation with [Juxtagames, LLC](http://www.juxta.games). + +# Licensing Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a. @@ -14,7 +30,7 @@ All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of The terms of the Open Gaming License Version 1.0a are as follows: -OPEN GAME LICENSE Version 1.0a +## 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. @@ -605,7 +621,7 @@ You know two cantrips of your choice from the bard spell list. You learn additio ##### Spell Slots -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell_cure wounds_ and have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ using either slot. @@ -679,11 +695,11 @@ At 6th level, you gain the ability to use musical notes or words of power to dis #### Magical Secrets -By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. +By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. -You learn two additional spells from any class at 14th level and again at 18th level. +You learn two additional spells from any classes at 14th level and again at 18th level. #### Superior Inspiration @@ -786,7 +802,7 @@ At 1st level, you know three cantrips of your choice from the cleric spell list. ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -982,7 +998,7 @@ At 1st level, you know two cantrips of your choice from the druid spell list. Yo ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -1617,7 +1633,7 @@ By 2nd level, you have learned to draw on divine magic through meditation and pr ##### Preparing and Casting Spells -The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -1639,7 +1655,7 @@ You can use a holy symbol as a spellcasting focus for your paladin spells. #### Divine Smite -Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. +Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. #### Divine Health @@ -1882,7 +1898,7 @@ By the time you reach 2nd level, you have learned to use the magical essence of ##### Spell Slots -The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell _animal friendship_ and have a 1st-level and a 2nd-level spell slot available, you can cast _animal friendship_ using either slot. @@ -2210,7 +2226,7 @@ At 1st level, you know four cantrips of your choice from the sorcerer spell list ##### Spell Slots -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell _burning hands_ and have a 1st-level and a 2nd-level spell slot available, you can cast _burning hands_ using either slot. @@ -2250,7 +2266,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show ##### Flexible Casting -You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. +You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. **_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. @@ -2442,9 +2458,9 @@ You know two cantrips of your choice from the warlock spell list. You learn addi ##### Spell Slots -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. +The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. -For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _thunderwave_, you must spend one of those slots, and you cast it as a 3rd-level spell. +For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _witch bolt_, you must spend one of those slots, and you cast it as a 3rd-level spell. ##### Spells Known of 1st Level and Higher @@ -2484,7 +2500,7 @@ You learn the _find familiar_ spell and can cast it as a ritual. The spell doesn When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. -Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. +Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. ##### Pact of the Blade @@ -2554,7 +2570,8 @@ You can cast _compulsion_ once using a warlock spell slot. You can't do so again _Prerequisite: Pact of the Tome feature_ -You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. +You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the +ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. @@ -2821,7 +2838,7 @@ At 1st level, you have a spellbook containing six 1st- level wizard spells of yo ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -2931,7 +2948,7 @@ As your character goes on adventures and overcomes challenges, he or she gains e 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 can't increase an ability score above 20. In addition, every character's 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). +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 (minimum of 1). 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. @@ -3050,6 +3067,8 @@ Your capacity for spellcasting depends partly on your combined levels in all you Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. +If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class + **_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. @@ -3420,7 +3439,7 @@ If you use a weapon that has the ammunition property to make a melee attack, you **_Range_**. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. -**_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. +**_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 (see chapter 9). **_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). @@ -4002,7 +4021,7 @@ You've developed the skills necessary to hold your own in close-quarters grappli * 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. -# Ability & Checks +# Abilities and Checks Six abilities provide a quick description of every creature's physical and mental characteristics: @@ -4058,7 +4077,7 @@ If multiple situations affect a roll and each one grants advantage or imposes di If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. -When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll 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. +When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The @@ -4405,6 +4424,8 @@ The Difficulty Class for a saving throw is determined by the effect that causes 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 + ### Time In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **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. @@ -4567,11 +4588,11 @@ Adventurers can take short rests in the midst of an adventuring day and a long r A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. -A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. 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. +A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. #### Long Rest -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. +A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. @@ -4640,7 +4661,8 @@ The training lasts for 250 days and costs 1 gp per day. After you spend the requ # Combat -A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **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. +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 > @@ -4801,7 +4823,7 @@ A creature's space is the area in feet that it effectively controls in combat, n A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. -Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. +Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. ##### Squeezing into a Smaller Space @@ -4949,7 +4971,7 @@ If either weapon has the thrown property, you can throw the weapon, instead of m When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. -The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). +The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). **_Escaping a Grapple_** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. @@ -4964,7 +4986,7 @@ The target of your grapple must be no more than one size larger than you and mus Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. -The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. +The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. ### Cover @@ -5146,787 +5168,7 @@ Creatures and objects that are fully immersed in water have resistance to fire d # Spellcasting -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? - -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 multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - -#### Spell Level - -Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _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 spell's level, the higher level a spellcaster must be to use that spell. - -Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - -#### Known and Prepared Spells - -Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. - -#### Spell Slots - -Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - -When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _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 - -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 _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description. - -> #### Casting in Armor -> ->Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. - -#### Cantrips - -A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. - -#### Rituals - -Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. - -### Casting a Spell - -When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. - -Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. - -#### Casting Time - -Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - -##### Bonus Action - -A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - -##### 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 don't expend a spell slot. If you want to try casting the spell again, you must start over. - -#### Spell Range - -The target of a spell must be within the spell's 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 spell's effect must be you (see "Areas of Effect" later in the this chapter). - -Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise. - -#### Components - -A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. - -##### Verbal (V) - -Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the _silence_ spell, can't 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) - -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 spell's material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. - -#### Duration - -A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - -##### Instantaneous - -Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. - -##### Concentration - -Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: - -* **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once. -* **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage. -* **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. - -The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - -#### Targets - -A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - -Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. - -##### A Clear Path to the Target - -To target something, you must have a clear path to it, so it can't be behind total cover. - -If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - -##### Targeting Yourself - -If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - -#### Areas of Effect - -Spells such as _burning hands_ and _cone of cold_ cover an area, allowing them to affect multiple creatures at once. - -A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - -A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. - -##### Cone - -A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. - -A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. - -##### Cube - -You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. - -A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. - -##### Cylinder - -A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - -A cylinder's point of origin is included in the cylinder's area of effect. - -##### Line - -A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - -A line's point of origin is not included in the line's area of effect, unless you decide otherwise. - -##### Sphere - -You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. - -A sphere's point of origin is included in the sphere's area of effect. - -#### Spell Saving Throws - -Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - -#### Spell Attack Rolls - -Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. - -> #### The Schools of Magic -> -> Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. -> -> The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. -> -> **Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. -> -> **Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. -> -> **Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. -> -> **Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. -> -> **Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. -> -> **Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. -> -> **Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. -> -> Creating the undead through the use of necromancy spells such as _animate dead_ is not a good act, and only evil casters use such spells frequently. -> -> **Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. - -#### Combining Magical Effects - -The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. - -For example, if two clerics cast _bless_ on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice. - -**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 -* Find Traps -* Flame Blade -* Flaming Sphere -* Gust of Wind -* Heat Metal -* Hold Person -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Moonbeam -* Pass without Trace -* Protection from Poison -* Spike Growth - -##### 3rd Level - -* Call Lightning -* Conjure Animals -* Daylight -* Dispel Magic -* Meld into Stone -* Plant Growth -* Protection from Energy -* Sleet Storm -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - -##### 4th Level - -* Blight -* Confusion -* Conjure Minor Elementals -* Conjure Woodland Beings -* Control Water -* Dominate Beast -* Freedom of Movement -* Giant Insect -* Hallucinatory Terrain -* Ice Storm -* Locate Creature -* Polymorph -* Stone Shape -* Stoneskin -* Wall of Fire - -##### 5th Level - -* Antilife Shell -* Awaken -* Commune with Nature -* Conjure Elemental -* Contagion -* Geas -* Greater Restoration -* Insect Plague -* Mass Cure Wounds -* Planar Binding -* Reincarnate -* Scrying -* Tree Stride -* Wall of Stone - -##### 6th Level - -* Conjure Fey -* Find the Path -* Heal -* Heroes' Feast -* Move Earth -* Sunbeam -* Transport via Plants -* Wall of Thorns -* Wind Walk - -##### 7th Level - -* Fire Storm -* Mirage Arcane -* Plane Shift -* Regenerate -* Reverse Gravity - -##### 8th Level - -* Animal Shapes -* Antipathy/Sympathy -* Control Weather -* Earthquake -* Feeblemind -* Sunburst - -##### 9th Level - -* Foresight -* Shapechange -* Storm of Vengeance -* True Resurrection - -### Paladin Spells - -##### 1st Level - -* Bless -* Command -* Cure Wounds -* Detect Evil and Good -* Detect Magic -* Detect Poison and Disease -* Divine Favor -* Heroism -* Protection from Evil and Good -* Purify Food and Drink -* Shield of Faith - -##### 2nd Level - -* Aid -* Find Steed -* Lesser Restoration -* Locate Object -* Magic Weapon -* Protection from Poison -* Zone of Truth - -##### 3rd Level - -* Create Food and Water -* Daylight -* Dispel Magic -* Magic Circle -* Remove Curse -* Revivify - -##### 4th Level - -* Banishment -* Death Ward -* Locate Creature - -##### 5th Level - -* Dispel Evil and Good -* Geas -* Raise Dead - -### Ranger Spells - -##### 1st Level - -* Alarm -* Cure Wounds -* Detect Magic -* Detect Poison and Disease -* Fog Cloud -* Jump -* Longstrider -* Speak with Animals - -##### 2nd Level - -* Animal Messenger -* Barkskin -* Darkvision -* Find Traps -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Pass without Trace -* Protection from Poison -* Silence -* Spike Growth - -##### 3rd Level - -* Conjure Animals -* Daylight -* Nondetection -* Plant Growth -* Protection from Energy -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - -##### 4th Level - -* Conjure Woodland Beings -* Freedom of Movement -* Locate Creature -* Stoneskin - -##### 5th Level - -* Commune with Nature -* Tree Stride - -### Sorcerer Spells - -##### Cantrips (0 Level) - -* Acid Splash -* Chill Touch -* Dancing Lights -* Light -* Mage Hand -* Mending -* Message -* Minor Illusion -* Prestidigitation -* Ray of Frost -* Shocking Grasp -* True Strike - -##### 1st Level - -* Burning Hands -* Charm Person -* Color Spray -* Comprehend Languages -* Detect Magic -* Disguise Self -* Expeditious Retreat -* False Life -* Feather Fall -* Fog Cloud -* Jump -* Mage Armor -* Magic Missile -* Shield -* Silent Image -* Sleep -* Thunderwave - -##### 2nd Level - -* Alter Self -* Blindness/Deafness -* Blur -* Darkness -* Darkvision -* Detect Thoughts -* Enhance Ability -* Enlarge/Reduce * Gust of Wind * Hold Person * Invisibility @@ -6388,7 +5630,7 @@ _Conjuration cantrip_ **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. +You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). @@ -7010,9 +6252,9 @@ _3rd-level conjuration_ **Duration:** Concentration, up to 10 minutes -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). +A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). -When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. +When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. @@ -7174,7 +6416,7 @@ _1st-level illusion_ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. +Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. @@ -7477,9 +6719,9 @@ _5th-level necromancy_ **Duration:** 7 days -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. +Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. -At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. +At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. @@ -7948,9 +7190,7 @@ _6th-level transmutation_ A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by _wall of force_. -A creature targeted by this spell must make a - -Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. +A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _true resurrection_ or a _wish_ spell. @@ -8437,7 +7677,7 @@ Your steed serves you as a mount, both in combat and out, and you have an instin When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. -While your steed is within 1 mile of you, you can communicate with it telepathically. +While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. @@ -8905,7 +8145,7 @@ _3rd-level abjuration_ **Duration:** Until dispelled or triggered -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. +When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. @@ -9203,7 +8443,7 @@ _6th-level conjuration_ **Duration:** Instantaneous -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. +You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. @@ -9583,7 +8823,7 @@ _2nd-level transmutation_ **Duration:** Concentration, up to 10 minutes -One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. +One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. @@ -10163,7 +9403,7 @@ When a creature enters the spell's area for the first time on a turn or starts i A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. -On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. +On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. @@ -10477,13 +9717,15 @@ _9th-level abjuration_ **Duration:** 10 minutes +The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. + A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A _rod of cancellation_ destroys a _prismatic wall_, but an _antimagic field_ has no effect on it. +The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An _antimagic field_ has no effect on it. 1. **_Red_**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. **_Orange_**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. @@ -10901,7 +10143,7 @@ _1st-level abjuration_ You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. -If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. +If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. ##### Scorching Ray @@ -11183,7 +10425,7 @@ _7th-level illusion_ **Duration:** Until dispelled -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. +You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. @@ -11227,7 +10469,7 @@ Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder wi The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. -If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. +If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. ##### Slow @@ -11247,7 +10489,7 @@ An affected target's speed is halved, it takes a −2 penalty to AC and Dexterit If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. -A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. +A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. ##### Speak with Animals @@ -11429,7 +10671,7 @@ _9th-level conjuration_ A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. -Each round you maintain concentration on this spell, the storm produces additional effects on your turn. +Each round you maintain concentration on this spell, the storm produces different effects on your turn. **_Round 2_**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. @@ -11762,7 +11004,7 @@ _9th-level transmutation_ **Duration:** Concentration, up to 1 hour -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. +Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. @@ -11778,7 +11020,7 @@ The target's gear melds into the new form. The creature can't activate, use, wie If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. -**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. +**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. ##### True Resurrection @@ -11794,7 +11036,7 @@ _9th-level necromancy_ You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. +This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. @@ -11840,7 +11082,7 @@ _1st-level conjuration (ritual)_ **Duration:** 1 hour -This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. +This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. @@ -12190,7 +11432,7 @@ A creature suffers the effect of its current level of exhaustion as well as all An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. -Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. +Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1. ### Frightened * A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. @@ -12247,7 +11489,7 @@ Finishing a long rest reduces a creature's exhaustion level by 1, provided that * 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. -# Pantheons +# Panteons The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. @@ -12260,7 +11502,7 @@ The Celtic gods are as often served by druids as by clerics, for they are closel #### Celtic Deities | Deity | Alignment | Suggested Domains | Symbol | -| ------------------------------------------------- | --------- | ----------------- | ---------------------------------- | +|---------------------------------------------------|-----------|-------------------|------------------------------------| | The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield | | Arawn, god of life and death | NE | Life, Death | Black star on gray background | | Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones | @@ -12283,7 +11525,7 @@ The gods of Olympus make themselves known with the gentle lap of waves against t #### Greek Deities | Deity | Alignment | Suggested Domains | Symbol | -| ------------------------------------------ | --------- | ---------------------- | ------------------------------------- | +|--------------------------------------------|-----------|------------------------|---------------------------------------| | Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts | | Aphrodite, goddess of love and beauty | CG | Light | Sea shell | | Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre | @@ -12312,22 +11554,22 @@ The Egyptian pantheon is unusual in having three gods responsible for death, eac #### Egyptian Deities -| Deity | Alignment | Suggested Domains | Symbol | -| ---------------------------------------------- | --------- | ------------------------ | ------------------------------------ | -| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | -| Anubis, god of judgment and death | LN | Death | Black jackal | -| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | -| Bast, goddess of cats and vengeance | CG | War | Cat | -| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | -| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | -| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | -| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | -| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | -| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | -| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | -| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | -| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | -| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | +| Deity | Alignment | Suggested Domains | Symbol | +|-------------------------------------------------|-----------|--------------------------|--------------------------------------| +| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | +| Anubis, god of judgment and death | LN | Death | Black jackal | +| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | +| Bast, goddess of cats and vengeance | CG | War | Cat | +| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | +| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | +| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | +| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | +| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | +| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | +| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | +| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | +| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | +| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | ### The Norse Pantheon @@ -12338,7 +11580,7 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des #### Norse Deities | Deity | Alignment | Suggested Domains | Symbol | -| ----------------------------------------- | --------- | ----------------- | --------------------------------- | +|-------------------------------------------|-----------|-------------------|-----------------------------------| | Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye | | Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves | | Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice | @@ -12360,6 +11602,7 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des | Tyr, god of courage and strategy | LN | Knowledge, War | Sword | | Uller, god of hunting and winter | CN | Nature | Longbow | + # Planes 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. @@ -12420,6 +11663,7 @@ The planes with some element of good in their nature are called the **Upper Plan Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane. + # Situational Rules ### Traps @@ -12819,7 +12063,7 @@ Each type of poison has its own debilitating effects. **_Wyvern Poison (Injury)_**. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. -# Magic Items +# Magic Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. @@ -14862,7 +14106,7 @@ This rod has a flanged head, and it functions as a magic mace that grants a +3 b **_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. -If you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head. +If you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. @@ -15577,26 +14821,6 @@ You can also use an action to cast the _detect magic_ spell from the orb without # Monsters -A monster's 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 - -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 _Player's Handbook_ for more information on creature size and space. - -**Size Categories (table)** - -| Size | Space | Examples | -| ---------- | ---------------------- | ------------------- | -| Tiny | 2½ by 2½ ft. | Imp, sprite | -| Small | 5 by 5 ft. | Giant rat, goblin | -| Medium | 5 by 5 ft. | Orc, werewolf | -| Large | 10 by 10 ft. | Hippogriff, ogre | -| Huge | 15 by 15 ft. | Fire giant, treant | -| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm | #### Type @@ -15753,7 +14977,8 @@ A skill bonus is the sum of a monster's relevant ability modifier and its profic #### 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. +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 @@ -15779,13 +15004,13 @@ A monster with tremorsense can detect and pinpoint the origin of vibrations with 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. -> **Armor, Weapon, and Tool Proficiencies** +>**Armor, Weapon, and Tool Proficiencies** > -> 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. +>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. +>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 _Player's Handbook_ for rules on using armor or weapons without proficiency. +>See the _Player's Handbook_ for rules on using armor or weapons without proficiency. #### Languages @@ -15904,11 +15129,11 @@ For example, "Recharge 5–6" means a monster can use the special ability once. **_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** +>**Grapple Rules for Monsters** > -> Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. +>Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. > -> A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. +>A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. #### Equipment @@ -17385,7 +16610,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Damage Immunities** fire, poison @@ -20073,7 +19298,7 @@ _Large elemental, lawful evil_ **_Innate Spellcasting_**. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: _detect magic_ -3/day: _enlarge/reduce_, _tongues_ +3/day each: _enlarge/reduce_, _tongues_ 1/day each: _conjure elemental_ (fire elemental only), _gaseous form, invisibility_, _major image_, _plane shift_, _wall of fire_ **Actions** @@ -21417,7 +20642,7 @@ _Medium undead, any evil alignment_ **Saving Throws** Con +10, Int +12, Wis +9 -**Skills** Arcana +18, History +12, Insight +9, Perception +9 +**Skills** Arcana +19, History +12, Insight +9, Perception +9 **Damage Resistances** cold, lightning, necrotic @@ -21464,7 +20689,7 @@ The lich can take 3 legendary actions, choosing from the options below. Only one **Frightening Gaze (Costs 2 Actions)_**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. -**Disrupt Life (Costs 3 Actions)_**. Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. +**Disrupt Life (Costs 3 Actions)_**. Each nonundead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. #### Lizardfolk @@ -21690,7 +20915,7 @@ _Medium humanoid (human, shapechanger), chaotic evil_ **Actions** -**_Multiattack (Humanoid or Hybrid Form Only)_**. The werewolf makes two attacks: one with its bite and one with its claws or spear. +**_Multiattack (Humanoid or Hybrid Form Only)_**. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). **_Bite (Wolf or Hybrid Form Only)_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. @@ -22739,11 +21964,11 @@ _Gargantuan monstrosity, unaligned_ **_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 worm's turns. +**_Bite_**. _Melee Weapon Attack:_ +14 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 worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. -**_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. +**_Tail Stinger_**. _Melee Weapon Attack:_ +14 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) @@ -24094,7 +23319,7 @@ _Large undead, neutral evil_ **_Morningstar_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. -# Miscellaneous Creatures +# Creatures This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. @@ -24328,9 +23553,9 @@ _Medium beast, unaligned_ **_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. +**_Bite_**. _Melee Weapon Attack:_ +4 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. +**_Claws_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage. #### Blink Dog @@ -24452,9 +23677,9 @@ _Large beast, unaligned_ **_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. +**_Bite_**. _Melee Weapon Attack:_ +6 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. +**_Claws_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. #### Camel @@ -27482,13 +26707,13 @@ _Medium humanoid (any race), any alignment_ **Hit Points** 27 (5d8 + 5) -**Speed** 25 ft. +**Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | | ------- | ------- | ------- | ------- | ------- | ------- | | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | -**Skills** Medicine +7, Persuasion +3, Religion +4 +**Skills** Medicine +7, Persuasion +3, Religion +5 **Senses** passive Perception 13 diff --git a/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx b/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx deleted file mode 100644 index 9d67f35..0000000 Binary files a/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx and /dev/null differ diff --git a/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.docx b/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.docx new file mode 100644 index 0000000..e0acdd9 Binary files /dev/null and b/exported formats/docx/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.docx differ diff --git a/exported formats/docx/~$D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx b/exported formats/docx/~$D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx new file mode 100644 index 0000000..5fc5605 Binary files /dev/null and b/exported formats/docx/~$D 5E SRD v5.1 Full Compile (10-10-19) BETA.docx differ diff --git a/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.epub b/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.epub deleted file mode 100644 index 1e7dbe1..0000000 Binary files a/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.epub and /dev/null differ diff --git a/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.epub b/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.epub new file mode 100644 index 0000000..a722fb4 Binary files /dev/null and b/exported formats/epub/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.epub differ diff --git a/exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-08-19).md b/exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-30-19).md similarity index 97% rename from exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-08-19).md rename to exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-30-19).md index 5b11979..585ea15 100644 --- a/exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-08-19).md +++ b/exported formats/markdown/D&D 5E SRD v5.1 Full Compile (10-30-19).md @@ -1,6 +1,22 @@ -# D&D 5E SRD v5.1 Remastered in Markdown Full Compile (10-08-19) +# D&D SRD5 Remastered -# Legal Information +#### Dungeons & Dragons 5E SRD v5.1 Remastered in Markdown! + +--- + +_Last Updated: OCT 30 2019_ + +**The Systems Reference Document (SRD)** contains guidelines for publishing content under the Open-Gaming License (OGL). The [Dungeon Masters Guild](http://dungeonmastersguild.com/) also provides self-publishing opportunities for individuals and groups. The OGL and Dungeon Masters Guild offer different kinds of publishing opportunities. For an overview of the programs, please visit the official [Wizards SRD page](http://dnd.wizards.com/articles/features/systems-reference-document-srd) to compare the programs. + +**Why Markdown format?** Markdown is a lightweight markup language with plain text formatting syntax created by [John Gruber](https://daringfireball.net). It is designed so that it can be converted to HTML and many other formats using any number of various Markdown editors. Markdown is often used to format readme files, for writing books, blogs and messages, or to simply create rich text using a plain text or markkdown editor. + +**Contained herein** are edited from scratch into Markdown format for portability and conversion to other formats. This is not a simple conversion as you find elsewhere, we have painstakingly remastered the original Wizard's SRD PDF to markdown paragraph-by-paragraph and **includes all errata from Nov 2018**. The original documents can be downloaded from my [Github OGL-SRD Repository](https://github.com/Umbyology/OGL-SRD5). Please report any issues you find through our Github account. + +© 2015 Wizards. All Rights Reserved. Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at [www.wizards.com](http://www.wizards.com). + +Markdown and errata conversion by [B.A. Umberger](http://www.umbyology.com) in cooperation with [Juxtagames, LLC](http://www.juxta.games). + +# Licensing Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a. @@ -14,7 +30,7 @@ All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of The terms of the Open Gaming License Version 1.0a are as follows: -OPEN GAME LICENSE Version 1.0a +## 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. @@ -605,7 +621,7 @@ You know two cantrips of your choice from the bard spell list. You learn additio ##### Spell Slots -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell_cure wounds_ and have a 1st-level and a 2nd-level spell slot available, you can cast _cure wounds_ using either slot. @@ -679,11 +695,11 @@ At 6th level, you gain the ability to use musical notes or words of power to dis #### Magical Secrets -By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. +By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. -You learn two additional spells from any class at 14th level and again at 18th level. +You learn two additional spells from any classes at 14th level and again at 18th level. #### Superior Inspiration @@ -786,7 +802,7 @@ At 1st level, you know three cantrips of your choice from the cleric spell list. ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -982,7 +998,7 @@ At 1st level, you know two cantrips of your choice from the druid spell list. Yo ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -1617,7 +1633,7 @@ By 2nd level, you have learned to draw on divine magic through meditation and pr ##### Preparing and Casting Spells -The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -1639,7 +1655,7 @@ You can use a holy symbol as a spellcasting focus for your paladin spells. #### Divine Smite -Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. +Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. #### Divine Health @@ -1882,7 +1898,7 @@ By the time you reach 2nd level, you have learned to use the magical essence of ##### Spell Slots -The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell _animal friendship_ and have a 1st-level and a 2nd-level spell slot available, you can cast _animal friendship_ using either slot. @@ -2210,7 +2226,7 @@ At 1st level, you know four cantrips of your choice from the sorcerer spell list ##### Spell Slots -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell _burning hands_ and have a 1st-level and a 2nd-level spell slot available, you can cast _burning hands_ using either slot. @@ -2250,7 +2266,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show ##### Flexible Casting -You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. +You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. **_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. @@ -2442,9 +2458,9 @@ You know two cantrips of your choice from the warlock spell list. You learn addi ##### Spell Slots -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. +The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. -For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _thunderwave_, you must spend one of those slots, and you cast it as a 3rd-level spell. +For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell _witch bolt_, you must spend one of those slots, and you cast it as a 3rd-level spell. ##### Spells Known of 1st Level and Higher @@ -2484,7 +2500,7 @@ You learn the _find familiar_ spell and can cast it as a ritual. The spell doesn When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. -Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. +Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. ##### Pact of the Blade @@ -2554,7 +2570,8 @@ You can cast _compulsion_ once using a warlock spell slot. You can't do so again _Prerequisite: Pact of the Tome feature_ -You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. +You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the +ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. @@ -2821,7 +2838,7 @@ At 1st level, you have a spellbook containing six 1st- level wizard spells of yo ##### Preparing and Casting Spells -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 spell's level or higher. You regain all expended spell slots when you finish a long rest. +The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. @@ -2931,7 +2948,7 @@ As your character goes on adventures and overcomes challenges, he or she gains e 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 can't increase an ability score above 20. In addition, every character's 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). +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 (minimum of 1). 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. @@ -3050,6 +3067,8 @@ Your capacity for spellcasting depends partly on your combined levels in all you Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. +If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class + **_Spell Slots_**. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. @@ -3420,7 +3439,7 @@ If you use a weapon that has the ammunition property to make a melee attack, you **_Range_**. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. -**_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. +**_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 (see chapter 9). **_Special_**. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). @@ -4002,7 +4021,7 @@ You've developed the skills necessary to hold your own in close-quarters grappli * 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. -# Ability & Checks +# Abilities and Checks Six abilities provide a quick description of every creature's physical and mental characteristics: @@ -4058,7 +4077,7 @@ If multiple situations affect a roll and each one grants advantage or imposes di If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. -When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll 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. +When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The @@ -4405,6 +4424,8 @@ The Difficulty Class for a saving throw is determined by the effect that causes 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 + ### Time In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **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. @@ -4567,11 +4588,11 @@ Adventurers can take short rests in the midst of an adventuring day and a long r A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. -A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. 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. +A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. #### Long Rest -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. +A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. @@ -4640,7 +4661,8 @@ The training lasts for 250 days and costs 1 gp per day. After you spend the requ # Combat -A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **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. +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 > @@ -4801,7 +4823,7 @@ A creature's space is the area in feet that it effectively controls in combat, n A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. -Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. +Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. ##### Squeezing into a Smaller Space @@ -4949,7 +4971,7 @@ If either weapon has the thrown property, you can throw the weapon, instead of m When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. -The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). +The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). **_Escaping a Grapple_** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. @@ -4964,7 +4986,7 @@ The target of your grapple must be no more than one size larger than you and mus Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. -The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. +The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. ### Cover @@ -5146,787 +5168,7 @@ Creatures and objects that are fully immersed in water have resistance to fire d # Spellcasting -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? - -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 multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - -#### Spell Level - -Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _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 spell's level, the higher level a spellcaster must be to use that spell. - -Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - -#### Known and Prepared Spells - -Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. - -#### Spell Slots - -Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - -When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _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 - -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 _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description. - -> #### Casting in Armor -> ->Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. - -#### Cantrips - -A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. - -#### Rituals - -Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. - -### Casting a Spell - -When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. - -Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. - -#### Casting Time - -Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - -##### Bonus Action - -A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - -##### 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 don't expend a spell slot. If you want to try casting the spell again, you must start over. - -#### Spell Range - -The target of a spell must be within the spell's 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 spell's effect must be you (see "Areas of Effect" later in the this chapter). - -Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise. - -#### Components - -A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. - -##### Verbal (V) - -Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the _silence_ spell, can't 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) - -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 spell's material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. - -#### Duration - -A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - -##### Instantaneous - -Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. - -##### Concentration - -Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: - -* **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once. -* **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage. -* **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. - -The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - -#### Targets - -A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - -Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. - -##### A Clear Path to the Target - -To target something, you must have a clear path to it, so it can't be behind total cover. - -If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - -##### Targeting Yourself - -If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - -#### Areas of Effect - -Spells such as _burning hands_ and _cone of cold_ cover an area, allowing them to affect multiple creatures at once. - -A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - -A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. - -##### Cone - -A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. - -A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. - -##### Cube - -You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. - -A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. - -##### Cylinder - -A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - -A cylinder's point of origin is included in the cylinder's area of effect. - -##### Line - -A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - -A line's point of origin is not included in the line's area of effect, unless you decide otherwise. - -##### Sphere - -You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. - -A sphere's point of origin is included in the sphere's area of effect. - -#### Spell Saving Throws - -Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - -#### Spell Attack Rolls - -Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. - -> #### The Schools of Magic -> -> Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. -> -> The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. -> -> **Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. -> -> **Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. -> -> **Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. -> -> **Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. -> -> **Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. -> -> **Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. -> -> **Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. -> -> Creating the undead through the use of necromancy spells such as _animate dead_ is not a good act, and only evil casters use such spells frequently. -> -> **Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. - -#### Combining Magical Effects - -The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. - -For example, if two clerics cast _bless_ on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice. - -**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 -* Find Traps -* Flame Blade -* Flaming Sphere -* Gust of Wind -* Heat Metal -* Hold Person -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Moonbeam -* Pass without Trace -* Protection from Poison -* Spike Growth - -##### 3rd Level - -* Call Lightning -* Conjure Animals -* Daylight -* Dispel Magic -* Meld into Stone -* Plant Growth -* Protection from Energy -* Sleet Storm -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - -##### 4th Level - -* Blight -* Confusion -* Conjure Minor Elementals -* Conjure Woodland Beings -* Control Water -* Dominate Beast -* Freedom of Movement -* Giant Insect -* Hallucinatory Terrain -* Ice Storm -* Locate Creature -* Polymorph -* Stone Shape -* Stoneskin -* Wall of Fire - -##### 5th Level - -* Antilife Shell -* Awaken -* Commune with Nature -* Conjure Elemental -* Contagion -* Geas -* Greater Restoration -* Insect Plague -* Mass Cure Wounds -* Planar Binding -* Reincarnate -* Scrying -* Tree Stride -* Wall of Stone - -##### 6th Level - -* Conjure Fey -* Find the Path -* Heal -* Heroes' Feast -* Move Earth -* Sunbeam -* Transport via Plants -* Wall of Thorns -* Wind Walk - -##### 7th Level - -* Fire Storm -* Mirage Arcane -* Plane Shift -* Regenerate -* Reverse Gravity - -##### 8th Level - -* Animal Shapes -* Antipathy/Sympathy -* Control Weather -* Earthquake -* Feeblemind -* Sunburst - -##### 9th Level - -* Foresight -* Shapechange -* Storm of Vengeance -* True Resurrection - -### Paladin Spells - -##### 1st Level - -* Bless -* Command -* Cure Wounds -* Detect Evil and Good -* Detect Magic -* Detect Poison and Disease -* Divine Favor -* Heroism -* Protection from Evil and Good -* Purify Food and Drink -* Shield of Faith - -##### 2nd Level - -* Aid -* Find Steed -* Lesser Restoration -* Locate Object -* Magic Weapon -* Protection from Poison -* Zone of Truth - -##### 3rd Level - -* Create Food and Water -* Daylight -* Dispel Magic -* Magic Circle -* Remove Curse -* Revivify - -##### 4th Level - -* Banishment -* Death Ward -* Locate Creature - -##### 5th Level - -* Dispel Evil and Good -* Geas -* Raise Dead - -### Ranger Spells - -##### 1st Level - -* Alarm -* Cure Wounds -* Detect Magic -* Detect Poison and Disease -* Fog Cloud -* Jump -* Longstrider -* Speak with Animals - -##### 2nd Level - -* Animal Messenger -* Barkskin -* Darkvision -* Find Traps -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Pass without Trace -* Protection from Poison -* Silence -* Spike Growth - -##### 3rd Level - -* Conjure Animals -* Daylight -* Nondetection -* Plant Growth -* Protection from Energy -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - -##### 4th Level - -* Conjure Woodland Beings -* Freedom of Movement -* Locate Creature -* Stoneskin - -##### 5th Level - -* Commune with Nature -* Tree Stride - -### Sorcerer Spells - -##### Cantrips (0 Level) - -* Acid Splash -* Chill Touch -* Dancing Lights -* Light -* Mage Hand -* Mending -* Message -* Minor Illusion -* Prestidigitation -* Ray of Frost -* Shocking Grasp -* True Strike - -##### 1st Level - -* Burning Hands -* Charm Person -* Color Spray -* Comprehend Languages -* Detect Magic -* Disguise Self -* Expeditious Retreat -* False Life -* Feather Fall -* Fog Cloud -* Jump -* Mage Armor -* Magic Missile -* Shield -* Silent Image -* Sleep -* Thunderwave - -##### 2nd Level - -* Alter Self -* Blindness/Deafness -* Blur -* Darkness -* Darkvision -* Detect Thoughts -* Enhance Ability -* Enlarge/Reduce * Gust of Wind * Hold Person * Invisibility @@ -6388,7 +5630,7 @@ _Conjuration cantrip_ **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. +You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). @@ -7010,9 +6252,9 @@ _3rd-level conjuration_ **Duration:** Concentration, up to 10 minutes -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). +A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). -When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. +When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. @@ -7174,7 +6416,7 @@ _1st-level illusion_ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. +Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. @@ -7477,9 +6719,9 @@ _5th-level necromancy_ **Duration:** 7 days -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. +Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. -At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. +At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. @@ -7948,9 +7190,7 @@ _6th-level transmutation_ A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by _wall of force_. -A creature targeted by this spell must make a - -Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. +A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _true resurrection_ or a _wish_ spell. @@ -8437,7 +7677,7 @@ Your steed serves you as a mount, both in combat and out, and you have an instin When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. -While your steed is within 1 mile of you, you can communicate with it telepathically. +While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. @@ -8905,7 +8145,7 @@ _3rd-level abjuration_ **Duration:** Until dispelled or triggered -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. +When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. @@ -9203,7 +8443,7 @@ _6th-level conjuration_ **Duration:** Instantaneous -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. +You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. @@ -9583,7 +8823,7 @@ _2nd-level transmutation_ **Duration:** Concentration, up to 10 minutes -One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. +One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. @@ -10163,7 +9403,7 @@ When a creature enters the spell's area for the first time on a turn or starts i A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. -On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. +On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. @@ -10477,13 +9717,15 @@ _9th-level abjuration_ **Duration:** 10 minutes +The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. + A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A _rod of cancellation_ destroys a _prismatic wall_, but an _antimagic field_ has no effect on it. +The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An _antimagic field_ has no effect on it. 1. **_Red_**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. **_Orange_**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. @@ -10901,7 +10143,7 @@ _1st-level abjuration_ You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. -If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. +If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. ##### Scorching Ray @@ -11183,7 +10425,7 @@ _7th-level illusion_ **Duration:** Until dispelled -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. +You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. @@ -11227,7 +10469,7 @@ Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder wi The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. -If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. +If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. ##### Slow @@ -11247,7 +10489,7 @@ An affected target's speed is halved, it takes a −2 penalty to AC and Dexterit If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. -A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. +A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. ##### Speak with Animals @@ -11429,7 +10671,7 @@ _9th-level conjuration_ A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. -Each round you maintain concentration on this spell, the storm produces additional effects on your turn. +Each round you maintain concentration on this spell, the storm produces different effects on your turn. **_Round 2_**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. @@ -11762,7 +11004,7 @@ _9th-level transmutation_ **Duration:** Concentration, up to 1 hour -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. +Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. @@ -11778,7 +11020,7 @@ The target's gear melds into the new form. The creature can't activate, use, wie If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. -**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. +**_Creature into Object_**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. ##### True Resurrection @@ -11794,7 +11036,7 @@ _9th-level necromancy_ You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. +This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. @@ -11840,7 +11082,7 @@ _1st-level conjuration (ritual)_ **Duration:** 1 hour -This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. +This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. @@ -12190,7 +11432,7 @@ A creature suffers the effect of its current level of exhaustion as well as all An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. -Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. +Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1. ### Frightened * A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. @@ -12247,7 +11489,7 @@ Finishing a long rest reduces a creature's exhaustion level by 1, provided that * 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. -# Pantheons +# Panteons The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. @@ -12260,7 +11502,7 @@ The Celtic gods are as often served by druids as by clerics, for they are closel #### Celtic Deities | Deity | Alignment | Suggested Domains | Symbol | -| ------------------------------------------------- | --------- | ----------------- | ---------------------------------- | +|---------------------------------------------------|-----------|-------------------|------------------------------------| | The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield | | Arawn, god of life and death | NE | Life, Death | Black star on gray background | | Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones | @@ -12283,7 +11525,7 @@ The gods of Olympus make themselves known with the gentle lap of waves against t #### Greek Deities | Deity | Alignment | Suggested Domains | Symbol | -| ------------------------------------------ | --------- | ---------------------- | ------------------------------------- | +|--------------------------------------------|-----------|------------------------|---------------------------------------| | Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts | | Aphrodite, goddess of love and beauty | CG | Light | Sea shell | | Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre | @@ -12312,22 +11554,22 @@ The Egyptian pantheon is unusual in having three gods responsible for death, eac #### Egyptian Deities -| Deity | Alignment | Suggested Domains | Symbol | -| ---------------------------------------------- | --------- | ------------------------ | ------------------------------------ | -| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | -| Anubis, god of judgment and death | LN | Death | Black jackal | -| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | -| Bast, goddess of cats and vengeance | CG | War | Cat | -| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | -| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | -| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | -| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | -| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | -| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | -| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | -| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | -| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | -| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | +| Deity | Alignment | Suggested Domains | Symbol | +|-------------------------------------------------|-----------|--------------------------|--------------------------------------| +| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | +| Anubis, god of judgment and death | LN | Death | Black jackal | +| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | +| Bast, goddess of cats and vengeance | CG | War | Cat | +| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | +| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | +| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | +| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | +| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | +| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | +| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | +| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | +| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | +| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | ### The Norse Pantheon @@ -12338,7 +11580,7 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des #### Norse Deities | Deity | Alignment | Suggested Domains | Symbol | -| ----------------------------------------- | --------- | ----------------- | --------------------------------- | +|-------------------------------------------|-----------|-------------------|-----------------------------------| | Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye | | Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves | | Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice | @@ -12360,6 +11602,7 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des | Tyr, god of courage and strategy | LN | Knowledge, War | Sword | | Uller, god of hunting and winter | CN | Nature | Longbow | + # Planes 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. @@ -12420,6 +11663,7 @@ The planes with some element of good in their nature are called the **Upper Plan Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane. + # Situational Rules ### Traps @@ -12819,7 +12063,7 @@ Each type of poison has its own debilitating effects. **_Wyvern Poison (Injury)_**. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. -# Magic Items +# Magic Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. @@ -14862,7 +14106,7 @@ This rod has a flanged head, and it functions as a magic mace that grants a +3 b **_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. -If you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head. +If you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. @@ -15577,26 +14821,6 @@ You can also use an action to cast the _detect magic_ spell from the orb without # Monsters -A monster's 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 - -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 _Player's Handbook_ for more information on creature size and space. - -**Size Categories (table)** - -| Size | Space | Examples | -| ---------- | ---------------------- | ------------------- | -| Tiny | 2½ by 2½ ft. | Imp, sprite | -| Small | 5 by 5 ft. | Giant rat, goblin | -| Medium | 5 by 5 ft. | Orc, werewolf | -| Large | 10 by 10 ft. | Hippogriff, ogre | -| Huge | 15 by 15 ft. | Fire giant, treant | -| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm | #### Type @@ -15753,7 +14977,8 @@ A skill bonus is the sum of a monster's relevant ability modifier and its profic #### 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. +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 @@ -15779,13 +15004,13 @@ A monster with tremorsense can detect and pinpoint the origin of vibrations with 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. -> **Armor, Weapon, and Tool Proficiencies** +>**Armor, Weapon, and Tool Proficiencies** > -> 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. +>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. +>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 _Player's Handbook_ for rules on using armor or weapons without proficiency. +>See the _Player's Handbook_ for rules on using armor or weapons without proficiency. #### Languages @@ -15904,11 +15129,11 @@ For example, "Recharge 5–6" means a monster can use the special ability once. **_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** +>**Grapple Rules for Monsters** > -> Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. +>Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. > -> A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. +>A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. #### Equipment @@ -17385,7 +16610,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons **Damage Immunities** fire, poison @@ -20073,7 +19298,7 @@ _Large elemental, lawful evil_ **_Innate Spellcasting_**. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: _detect magic_ -3/day: _enlarge/reduce_, _tongues_ +3/day each: _enlarge/reduce_, _tongues_ 1/day each: _conjure elemental_ (fire elemental only), _gaseous form, invisibility_, _major image_, _plane shift_, _wall of fire_ **Actions** @@ -21417,7 +20642,7 @@ _Medium undead, any evil alignment_ **Saving Throws** Con +10, Int +12, Wis +9 -**Skills** Arcana +18, History +12, Insight +9, Perception +9 +**Skills** Arcana +19, History +12, Insight +9, Perception +9 **Damage Resistances** cold, lightning, necrotic @@ -21464,7 +20689,7 @@ The lich can take 3 legendary actions, choosing from the options below. Only one **Frightening Gaze (Costs 2 Actions)_**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. -**Disrupt Life (Costs 3 Actions)_**. Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. +**Disrupt Life (Costs 3 Actions)_**. Each nonundead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. #### Lizardfolk @@ -21690,7 +20915,7 @@ _Medium humanoid (human, shapechanger), chaotic evil_ **Actions** -**_Multiattack (Humanoid or Hybrid Form Only)_**. The werewolf makes two attacks: one with its bite and one with its claws or spear. +**_Multiattack (Humanoid or Hybrid Form Only)_**. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). **_Bite (Wolf or Hybrid Form Only)_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. @@ -22739,11 +21964,11 @@ _Gargantuan monstrosity, unaligned_ **_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 worm's turns. +**_Bite_**. _Melee Weapon Attack:_ +14 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 worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. -**_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. +**_Tail Stinger_**. _Melee Weapon Attack:_ +14 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) @@ -24094,7 +23319,7 @@ _Large undead, neutral evil_ **_Morningstar_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) bludgeoning damage. -# Miscellaneous Creatures +# Creatures This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. @@ -24328,9 +23553,9 @@ _Medium beast, unaligned_ **_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. +**_Bite_**. _Melee Weapon Attack:_ +4 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. +**_Claws_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) slashing damage. #### Blink Dog @@ -24452,9 +23677,9 @@ _Large beast, unaligned_ **_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. +**_Bite_**. _Melee Weapon Attack:_ +6 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. +**_Claws_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) slashing damage. #### Camel @@ -27482,13 +26707,13 @@ _Medium humanoid (any race), any alignment_ **Hit Points** 27 (5d8 + 5) -**Speed** 25 ft. +**Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | | ------- | ------- | ------- | ------- | ------- | ------- | | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | -**Skills** Medicine +7, Persuasion +3, Religion +4 +**Skills** Medicine +7, Persuasion +3, Religion +5 **Senses** passive Perception 13 diff --git a/exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.pages b/exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.pages similarity index 50% rename from exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.pages rename to exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.pages index 113d528..72e4f87 100644 Binary files a/exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-10-19) BETA.pages and b/exported formats/pages/D&D 5E SRD v5.1 Full Compile (10-30-19) BETA.pages differ