D&D 5E SRD Full Compile-v0.4.4
RACES
Racial Traits
The description of each race includes racial traits that are
common to members of that race. The following entries appear
among the traits of most races.
Ability Score Increase
Every race increases one or more of a character’s ability
scores.
Age
The age entry notes the age when a member of the race is
considered an adult, as well as the race’s expected lifespan.
This information can help you decide how old your character is
at the start of the game. You can choose any age for your
character, which could provide an explanation for some of your
ability scores. For example, if you play a young or very old
character, your age could explain a particularly low Strength
or Constitution score, while advanced age could account for a
high Intelligence or Wisdom.
Alignment
Most races have tendencies toward certain alignments,
described in this entry. These are not binding for player
characters, but considering why your dwarf is chaotic, for
example, in defiance of lawful dwarf society can help you
better define your character.
Size
Characters of most races are Medium, a size category including
creatures that are roughly 4 to 8 feet tall. Members of a few
races are Small (between 2 and 4 feet tall), which means that
certain rules of the game affect them differently. The most
important of these rules is that Small characters have trouble
wielding heavy weapons.
Speed
Your speed determines how far you can move when traveling and
fighting.
Languages
By virtue of your race, your character can speak, read, and
write certain languages.
Subraces
Some races have subraces. Members of a subrace have the traits
of the parent race in addition to the traits specified for
their subrace. Relationships among subraces vary significantly
from race to race and world to world.
Dwarf
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part
and parcel of dwarven nature.
Ability Score
Increase. Your Constitution score
increases by 2.
Age.
Dwarves mature at the same rate as humans, but they’re
considered young until they reach the age of 50. On average,
they live about 350 years.
Alignment.
Most dwarves are lawful, believing firmly in the benefits of a
well-ordered society. They tend toward good as well, with a
strong sense of fair play and a belief that everyone deserves to
share in the benefits of a just order.
Size.
Dwarves stand between 4 and 5 feet tall and average about 150
pounds. Your size is Medium.
Speed.
Your base walking speed is 25 feet. Your speed is not reduced by
wearing heavy armor.
Darkvision.
Accustomed to life underground, you have superior vision in dark
and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of
gray.
Dwarven
Resilience. You have advantage on saving
throws against poison, and you have resistance against poison
damage.
Dwarven Combat
Training. You have proficiency with the
battleaxe, handaxe, light hammer, and warhammer.
Tool
Proficiency. You gain proficiency with the
artisan’s tools of your choice: smith’s tools, brewer’s
supplies, or mason’s tools.
Stonecunning.
Whenever you make an Intelligence (History) check related to the
origin of stonework, you are considered proficient in the
History skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
Languages.
You can speak, read, and write Common and Dwarvish. Dwarvish is
full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf
might speak.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and
remarkable resilience.
Ability Score
Increase. Your Wisdom score increases by
1.
Dwarven
Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time you gain a
level.
Elf
Elf Traits
Your elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Ability Score
Increase. Your Dexterity score increases
by 2.
Age.
Although elves reach physical maturity at about the same age as
humans, the elven understanding of adulthood goes beyond
physical growth to encompass worldly experience. An elf
typically claims adulthood and an adult name around the age of
100 and can live to be 750 years old.
Alignment.
Elves love freedom, variety, and self- expression, so they lean
strongly toward the gentler aspects of chaos. They value and
protect others’ freedom as well as their own, and they are more
often good than not. The drow are an exception; their exile has
made them vicious and dangerous. Drow are more often evil than
not.
Size.
Elves range from under 5 to over 6 feet tall and have slender
builds. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Keen
Senses. You have proficiency in the
Perception skill.
Fey
Ancestry. You have advantage on saving
throws against being charmed, and magic can’t put you to sleep.
Trance.
Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for
such meditation is trance.
) While meditating, you
can dream after a fashion; such dreams are actually mental
exercises that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that a
human does from 8 hours of sleep.
Languages.
You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven
literature is rich and varied, and their songs and poems are
famous among other races. Many bards learn their language so
they can add Elvish ballads to their repertoires.
High Elf
As a high elf, you have a keen mind and a mastery of at least
the basics of magic. In many fantasy gaming worlds, there are
two kinds of high elves. One type is haughty and reclusive,
believing themselves to be superior to non-elves and even other
elves. The other type is more common and more friendly, and
often encountered among humans and other races.
Ability Score
Increase. Your Intelligence score
increases by 1.
Elf Weapon
Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow.
Cantrip.
You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it.
Extra
Language. You can speak, read, and write
one extra language of your choice.
Halfling
Halfling Traits
Your halfling character has a number of traits in common with
all other halflings.
Ability Score
Increase. Your Dexterity score increases
by 2.
Age. A
halfling reaches adulthood at the age of 20 and generally lives
into the middle of his or her second century.
Alignment.
Most halflings are lawful good. As a rule, they are good-hearted
and kind, hate to see others in pain, and have no tolerance for
oppression. They are also very orderly and traditional, leaning
heavily on the support of their community and the comfort of
their old ways.
Size.
Halflings average about 3 feet tall and weigh about 40 pounds.
Your size is Small.
Speed.
Your base walking speed is 25 feet.
Lucky.
When you roll a 1 on the d20 for an attack roll, ability check,
or saving throw, you can reroll the die and must use the new
roll.
Brave.
You have advantage on saving throws against being frightened.
Halfling
Nimbleness. You can move through the space
of any creature that is of a size larger than yours.
Languages.
You can speak, read, and write Common and Halfling. The Halfling
language isn’t secret, but halflings are loath to share it with
others. They write very little, so they don’t have a rich body
of literature. Their oral tradition, however, is very strong.
Almost all halflings speak Common to converse with the people in
whose lands they dwell or through which they are traveling.
Lightfoot
As a lightfoot halfling, you can easily hide from notice, even
using other people as cover. You’re inclined to be affable and
get along well with others.
Lightfoots are more prone to wanderlust than other halflings,
and often dwell alongside other races or take up a nomadic life.
Ability Score
Increase. Your Charisma score increases by
1.
Naturally
Stealthy. You can attempt to hide even
when you are obscured only by a creature that is at least one
size larger than you.
Human
Human Traits
It’s hard to make generalizations about humans, but your human
character has these traits.
Ability Score
Increase. Your ability scores each
increase by 1.
Age.
Humans reach adulthood in their late teens and live less than a
century.
Alignment.
Humans tend toward no particular alignment. The best and the
worst are found among them.
Size.
Humans vary widely in height and build, from barely 5 feet to
well over 6 feet tall. Regardless of your position in that
range, your size is Medium.
Speed.
Your base walking speed is 30 feet.
Languages.
You can speak, read, and write Common and one extra language of
your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are
fond of sprinkling their speech with words borrowed from other
tongues: Orc curses, Elvish musical expressions, Dwarvish
military phrases, and so on.
Dragonborn
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you
share with other dragonborn.
Ability Score
Increase. Your Strength score increases by
2, and your Charisma score increases by 1.
Age.
Young dragonborn grow quickly. They walk hours after hatching,
attain the size and development of a 10-year-old human child by
the age of 3, and reach adulthood by 15. They live to be around
80.
Alignment.
Dragonborn tend to extremes, making a conscious choice for one
side or the other in the cosmic war between good and evil. Most
dragonborn are good, but those who side with evil can be
terrible villains.
Size.
Dragonborn are taller and heavier than humans, standing well
over 6 feet tall and averaging almost 250 pounds. Your size is
Medium.
Speed.
Your base walking speed is 30 feet.
Table- Draconic Ancestry
Dragon
Damage Type
Breath Weapon
Black
Acid
5 by 30 ft. line (Dex. save)
Blue
Lightning
5 by 30 ft. line (Dex. save)
Brass
Fire
5 by 30 ft. line (Dex. save)
Bronze
Lightning
5 by 30 ft. line (Dex. save)
Copper
Acid
5 by 30 ft. line (Dex. save)
Gold
Fire
15 ft. cone (Dex. save)
Green
Poison
15 ft. cone (Con. save)
Red
Fire
15 ft. cone (Dex. save)
Silver
Cold
15 ft. cone (Con. save)
White
Cold
15 ft. cone (Con. save)
Draconic
Ancestry. You have draconic ancestry.
Choose one type of dragon from the Draconic Ancestry table. Your
breath weapon and damage resistance are determined by the dragon
type, as shown in the table.
Breath
Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines the size,
shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of
the exhalation must make a saving throw, the type of which is
determined by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier + your proficiency
bonus. A creature takes 2d6 damage on a failed save, and half as
much damage on a successful one. The damage increases to 3d6 at
6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until
you complete a short or long rest.
Damage
Resistance. You have resistance to the
damage type associated with your draconic ancestry.
Languages.
You can speak, read, and write Common and Draconic. Draconic is
thought to be one of the oldest languages and is often used in
the study of magic. The language sounds harsh to most other
creatures and includes numerous hard consonants and sibilants.
Gnome
Gnome Traits
Your gnome character has certain characteristics in common with
all other gnomes.
Ability Score
Increase. Your Intelligence score
increases by 2.
Age.
Gnomes mature at the same rate humans do, and most are expected
to settle down into an adult life by around age 40. They can
live 350 to almost 500 years.
Alignment.
Gnomes are most often good. Those who tend toward law are sages,
engineers, researchers, scholars, investigators, or inventors.
Those who tend toward chaos are minstrels, tricksters,
wanderers, or fanciful jewelers. Gnomes are good-hearted, and
even the tricksters among them are more playful than vicious.
Size.
Gnomes are between 3 and 4 feet tall and average about 40
pounds. Your size is Small.
Speed.
Your base walking speed is 25 feet.
Darkvision.
Accustomed to life underground, you have superior vision in dark
and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of
gray.
Gnome
Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws against magic.
Languages.
You can speak, read, and write Common and Gnomish. The Gnomish
language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the
natural world.
Rock Gnome
As a rock gnome, you have a natural inventiveness and hardiness
beyond that of other gnomes.
Ability Score
Increase. Your Constitution score
increases by 1.
Artificer’s
Lore. Whenever you make an Intelligence
(History) check related to magic items, alchemical objects, or
technological devices, you can add twice your proficiency bonus,
instead of any proficiency bonus you normally apply.
Tinker.
You have proficiency with artisan’s tools (tinker’s tools).
Using those tools, you can spend 1 hour and 10 gp worth of
materials to construct a Tiny clockwork device (AC 5, 1 hp). The
device ceases to function after 24 hours (unless you spend 1
hour repairing it to keep the device functioning), or when you
use your action to dismantle it; at that time, you can reclaim
the materials used to create it. You can have up to three such
devices active at a time.
When you create a device, choose one of the following options:
Clockwork
Toy. This toy is a clockwork animal,
monster, or person, such as a frog, mouse, bird, dragon, or
soldier. When placed on the ground, the toy moves 5 feet across
the ground on each of your turns in a random direction. It makes
noises as appropriate to the creature it represents.
Fire
Starter. The device produces a miniature
flame, which you can use to light a candle, torch, or campfire.
Using the device requires your action.
Music
Box. When opened, this music box plays a
single song at a moderate volume. The box stops playing when it
reaches the song’s end or when it is closed.
Half-Elf
Half-Elf Traits
Your half-elf character has some qualities in common with elves
and some that are unique to half-elves.
Ability Score
Increase. Your Charisma score increases by
2, and two other ability scores of your choice increase by 1.
Age.
Half-elves mature at the same rate humans do and reach adulthood
around the age of 20. They live much longer than humans,
however, often exceeding 180 years.
Alignment.
Half-elves share the chaotic bent of their elven heritage. They
value both personal freedom and creative expression,
demonstrating neither love of leaders nor desire for followers.
They chafe at rules, resent others’ demands, and sometimes prove
unreliable, or at least unpredictable.
Size.
Half-elves are about the same size as humans, ranging from 5 to
6 feet tall. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fey
Ancestry. You have advantage on saving
throws against being charmed, and magic can’t put you to sleep.
Skill
Versatility. You gain proficiency in two
skills of your choice.
Languages.
You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Half-Orc
Half-Orc Traits
Your half-orc character has certain traits deriving from your
orc ancestry.
Ability Score
Increase. Your Strength score increases by
2, and your Constitution score increases by 1.
Age.
Half-orcs mature a little faster than humans, reaching adulthood
around age 14. They age noticeably faster and rarely live longer
than 75 years.
Alignment.
Half-orcs inherit a tendency toward chaos from their orc parents
and are not strongly inclined toward good. Half-orcs raised
among orcs and willing to live out their lives among them are
usually evil.
Size.
Half-orcs are somewhat larger and bulkier than humans, and they
range from 5 to well over 6 feet tall. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Thanks to your orc blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Menacing.
You gain proficiency in the Intimidation skill.
Relentless
Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can’t use this feature again until you finish a
long rest.
Savage
Attacks. When you score a critical hit
with a melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the extra damage
of the critical hit.
Languages.
You can speak, read, and write Common and Orc. Orc is a harsh,
grating language with hard consonants. It has no script of its
own but is written in the Dwarvish script.
Tiefling
Tiefling Traits
Tieflings share certain racial traits as a result of their
infernal descent.
Ability Score
Increase. Your Intelligence score
increases by 1, and your Charisma score increases by 2.
Age.
Tieflings mature at the same rate as humans but live a few years
longer.
Alignment.
Tieflings might not have an innate tendency toward evil, but
many of them end up there. Evil or not, an independent nature
inclines many tieflings toward a chaotic alignment.
Size.
Tieflings are about the same size and build as humans. Your size
is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Thanks to your infernal heritage, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of
gray.
Hellish
Resistance. You have resistance to fire
damage.
Infernal
Legacy. You know the
thaumaturgy cantrip. When you reach 3rd
level, you can cast the hellish rebuke
spell as a 2nd-level spell once with this trait and regain the
ability to do so when you finish a long rest. When you reach 5th
level, you can cast the darkness spell once
with this trait and regain the ability to do so when you finish
a long rest. Charisma is your spellcasting ability for these
spells.
Languages.
You can speak, read, and write Common and Infernal.
Barbarian
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per
barbarian level
Hit Points at 1st Level: 12
+ your Constitution modifier
Hit Points at Higher
Levels: 1d12 (or 7) + your Constitution modifier
per barbarian level after 1st
Proficiencies
Armor: Light armor, medium
armor, shields
Weapons: Simple weapons,
martial weapons
Tools: None
Saving Throws: Strength,
Constitution
Skills: Choose two from
Animal Handling, Athletics, Intimidation, Nature, Perception,
and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a greataxe or
(b) any martial melee weapon
(a) two handaxes or
(b) any simple weapon
An explorer’s pack and four javelins
Table- The Barbarian
Level
Proficiency Bonus
Features
Rages
Rage Damage
1st
+2
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score Improvement
3
+2
5th
+3
Extra Attack, Fast Movement
3
+2
6th
+3
Path feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path feature
4
+3
11th
+4
Relentless
4
+3
12th
+4
Ability Score Improvement
5
+3
13th
+5
Brutal Critical (2 dice)
5
+3
14th
+5
Path feature
5
+3
15th
+5
Persistent Rage
5
+3
16th
+5
Ability Score Improvement
5
+4
17th
+6
Brutal Critical (3 dice)
6
+4
18th
+6
Indomitable Might
6
+4
19th
+6
Ability Score Improvement
6
+4
20th
+6
Primal Champion
Unlimited
+4
Rage
In battle, you fight with primal ferocity. On your turn, you can
enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t
wearing heavy armor:
You have advantage on Strength checks and Strength saving
throws.
When you make a melee weapon attack using Strength, you gain
a bonus to the damage roll that increases as you gain levels
as a barbarian, as shown in the Rage Damage column of the
Barbarian table.
You have resistance to bludgeoning, piercing, and slashing
damage.
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked
unconscious or if your turn ends and you haven’t attacked a
hostile creature since your last turn or taken damage since
then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian
level in the Rages column of the Barbarian table, you must
finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10
+ your Dexterity modifier + your Constitution modifier. You can
use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation. When you make your
first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against you have
advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby
aren’t as they should be, giving you an edge when you dodge away
from danger.
You have advantage on Dexterity saving throws against effects
that you can see, such as traps and spells. To gain this
benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path
At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Totem
Warrior, both detailed at the end of the class description. Your
choice grants you features at 3rd level and again at 6th, 10th,
and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you
aren’t wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have
advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat
and aren’t incapacitated, you can act normally on your first
turn, but only if you enter your rage before doing anything else
on that turn.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a critical hit
with a melee attack.
This increases to two additional dice at 13th level and three
additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite
grievous wounds. If you drop to 0 hit points while you’re raging
and don’t die outright, you can make a DC 10 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases
by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends
early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is
less than your Strength score, you can use that score in place
of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength
and Constitution scores increase by 4. Your maximum for those
scores is now 24.
Barbarian Paths
Path of the Berserker
For some barbarians, rage is a means to an end- that end being
violence. The Path of the Berserker is a path of untrammeled
fury, slick with blood. As you enter the berserker’s rage, you
thrill in the chaos of battle, heedless of your own health or
well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go
into a frenzy when you rage. If you do so, for the duration
of your rage you can make a single melee weapon attack as a
bonus action on each of your turns after this one. When your
rage ends, you suffer one level of exhaustion (as described
in appendix A).
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened
while raging. If you are charmed or frightened when you
enter your rage, the effect is suspended for the duration of
the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten
someone with your menacing presence. When you do so, choose
one creature that you can see within 30 feet of you. If the
creature can see or hear you, it must succeed on a Wisdom
saving throw (DC equal to 8 + your proficiency bonus + your
Charisma modifier) or be frightened of you until the end of
your next turn. On subsequent turns, you can use your action
to extend the duration of this effect on the frightened
creature until the end of your next turn. This effect ends
if the creature ends its turn out of line of sight or more
than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use
this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction to
make a melee weapon attack against that creature.
Bard
Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons,
hand crossbows, longswords, rapiers, shortswords
Tools: Three musical
instruments of your choice
Saving Throws: Dexterity,
Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a rapier,
(b) a longsword, or
(c) any simple weapon
(a) a diplomat’s pack or
(b) an entertainer’s pack
(a) a lute or
(b) any other musical instrument
Leather armor and a dagger
Table- The Bard
Level
Proficiency Bonus
Features
Spells Known
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Bardic Inspiration (d6)
2
4
2
-
-
-
-
-
-
-
-
2nd
+2
Jack of All Trades, Song of Rest (d6)
2
5
3
-
-
-
-
-
-
-
-
3rd
+2
Bard College, Expertise
2
6
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
3
7
4
3
-
-
-
-
-
-
-
5th
+3
Bardic Inspiration (d8), Font of Inspiration
3
8
4
3
2
-
-
-
-
-
-
6th
+3
Countercharm, Bard College Feature
3
9
4
3
3
-
-
-
-
-
-
7th
+3
-
3
10
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
3
11
4
3
3
2
-
-
-
-
-
9th
+4
Song of Rest (d8)
3
12
4
3
3
3
1
-
-
-
-
10th
+4
Bardic Inspiration (d10), Expertise, Magical Secrets
4
14
4
3
3
3
2
-
-
-
-
11th
+4
-
4
15
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
4
15
4
3
3
3
2
1
-
-
-
13th
+5
Song of Rest (d10)
4
16
4
3
3
3
2
1
1
-
-
14th
+5
Magical Secrets, Bard College Feature
4
18
4
3
3
3
2
1
1
-
-
15th
+5
Bardic Inspiration (d12)
4
19
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
4
19
4
3
3
3
2
1
1
1
-
17th
+6
Song of Rest (d12)
4
20
4
3
3
3
2
1
1
1
1
18th
+6
Magical Secrets
4
22
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
22
4
3
3
3
3
2
1
1
1
20th
+6
Superior Inspiration
4
22
4
3
3
3
3
2
2
1
1
Spellcasting
You have learned to untangle and reshape the fabric of reality
in harmony with your wishes and music.
Your spells are part of your vast repertoire, magic that you can
tune to different situations.
Cantrips
You know two cantrips of your choice from the bard spell list.
You learn additional bard cantrips of your choice at higher
levels, as shown in the Cantrips Known column of the Bard
table.
Spell Slots
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.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard
spell list.
The Spells Known column of the Bard table shows when you learn
more bard spells of your choice. Each of these spells must be
of a level for which you have spell slots, as shown on the
table. For instance, when you reach 3rd level in this class,
you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the bard spells you know and replace it with
another spell from the bard spell list, which also must be of
a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells.
Your magic comes from the heart and soul you pour into the
performance of your music or oration. You use your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the
saving throw DC for a bard spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Charisma modifier
Spell attack modifier =
your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell
has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for
your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do
so, you use a bonus action on your turn to choose one creature
other than yourself within 60 feet of you who can hear you. That
creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die
and add the number rolled to one ability check, attack roll, or
saving throw it makes. The creature can wait until after it
rolls the d20 before deciding to use the Bardic Inspiration die,
but must decide before the GM says whether the roll succeeds or
fails. Once the Bardic Inspiration die is rolled, it is lost. A
creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any expended
uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain
levels in this class. The die becomes a d8 at 5th level, a d10
at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus,
rounded down, to any ability check you make that doesn’t already
include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to
help revitalize your wounded allies during a short rest. If you
or any friendly creatures who can hear your performance regain
hit points at the end of the short rest by spending one or more
Hit Dice, each of those creatures regains an extra 1d6 hit
points.
The extra hit points increase when you reach certain levels in
this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques of a bard
college of your choice: the College of Lore or the College of
Valor, both detailed at the end of the class description. Your
choice grants you features at 3rd level and again at 6th and
14th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to
gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your
expended uses of Bardic Inspiration when you finish a short or
long rest.
Countercharm
At 6th level, you gain the ability to use musical notes or words
of power to disrupt mind-influencing effects. As an action, you
can start a performance that lasts until the end of your next
turn. During that time, you and any friendly creatures within 30
feet of you have advantage on saving throws against being
frightened or charmed. A creature must be able to hear you to
gain this benefit. The performance ends early if you are
incapacitated or silenced or if you voluntarily end it (no
action required).
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide
spectrum of disciplines. Choose two spells from any classes,
including this one. A spell you choose must be of a level you
can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included
in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level
and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of
Bardic Inspiration left, you regain one use.
Bard Colleges
College of Lore
Bards of the College of Lore know something about most things,
collecting bits of knowledge from sources as diverse as
scholarly tomes and peasant tales. Whether singing folk
ballads in taverns or elaborate compositions in royal courts,
these bards use their gifts to hold audiences spellbound. When
the applause dies down, the audience members might find
themselves questioning everything they held to be true, from
their faith in the priesthood of the local temple to their
loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and
truth, not in fealty to a monarch or following the tenets of a
deity. A noble who keeps such a bard as a herald or advisor
knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in
actual colleges, complete with classrooms and dormitories, to
share their lore with one another. They also meet at festivals
or affairs of state, where they can expose corruption, unravel
lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain
proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to
distract, confuse, and otherwise sap the confidence and
competence of others. When a creature that you can see
within 60 feet of you makes an attack roll, an ability
check, or a damage roll, you can use your reaction to expend
one of your uses of Bardic Inspiration, rolling a Bardic
Inspiration die and subtracting the number rolled from the
creature’s roll. You can choose to use this feature after
the creature makes its roll, but before the GM determines
whether the attack roll or ability check succeeds or fails,
or before the creature deals its damage. The creature is
immune if it can’t hear you or if it’s immune to being
charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any
class. A spell you choose must be of a level you can cast,
as shown on the Bard table, or a cantrip. The chosen spells
count as bard spells for you but don’t count against the
number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you
can expend one use of Bardic Inspiration. Roll a Bardic
Inspiration die and add the number rolled to your ability
check. You can choose to do so after you roll the die for
the ability check, but before the GM tells you whether you
succeed or fail.
Cleric
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
cleric level after 1st
Proficiencies
Armor: Light armor, medium
armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom,
Charisma
Skills: Choose two from
History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a mace or
(b) a warhammer (if proficient)
(a) scale mail,
(b) leather armor, or
(c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or
(b) any simple weapon
(a) a priest’s pack or
(b) an explorer’s pack
A shield and a holy symbol
Table- The Cleric
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Divine Domain
3
2
-
-
-
-
-
-
-
-
2nd
+2
Channel Divinity (1/rest), Divine Domain Feature
3
3
-
-
-
-
-
-
-
-
3rd
+2
-
3
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
4
3
-
-
-
-
-
-
-
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
-
-
-
-
-
-
6th
+3
Channel Divinity (2/rest), Divine Domain Feature
4
4
3
3
-
-
-
-
-
-
7th
+3
-
4
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement, Destroy Undead (CR 1),
Divine Domain Feature
4
4
3
3
2
-
-
-
-
-
9th
+4
-
4
4
3
3
3
1
-
-
-
-
10th
+4
Divine Intervention
5
4
3
3
3
2
-
-
-
-
11th
+4
Destroy Undead (CR 2)
5
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
-
-
-
13th
+5
-
5
4
3
3
3
2
1
1
-
-
14th
+5
Destroy Undead (CR 3)
5
4
3
3
3
2
1
1
-
-
15th
+5
-
5
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
-
17th
+6
Destroy Undead (CR 4), Divine Domain Feature
5
4
3
3
3
2
1
1
1
1
18th
+6
Channel Divinity (3/rest)
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Divine Intervention improvement
5
4
3
3
3
3
2
2
1
1
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the
cleric spell list. You learn additional cleric cantrips of
your choice at higher levels, as shown in the Cantrips Known
column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast
your cleric spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You prepare the list of cleric spells that are available for
you to cast, choosing from the cleric spell list. When you do
so, choose a number of cleric spells equal to your Wisdom
modifier + your cleric level (minimum of one spell). The
spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16,
your list of prepared spells can include six spells of 1st or
2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using
a 1st-level or 2nd-level slot. Casting the spell doesn’t
remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a
long rest. Preparing a new list of cleric spells requires time
spent in prayer and meditation: at least 1 minute per spell
level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells.
The power of your spells comes from your devotion to your
deity. You use your Wisdom whenever a cleric spell refers to
your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a cleric spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Wisdom modifier
Spell attack modifier =
your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
cleric spells.
Divine Domain
Choose one domain related to your deity: Knowledge, Life, Light,
Nature, Tempest, Trickery, or War. Each domain is detailed at
the end of the class description, and each one provides examples
of gods associated with it. Your choice grants you domain spells
and other features when you choose it at 1st level. It also
grants you additional ways to use Channel Divinity when you gain
that feature at 2nd level, and additional benefits at 6th, 8th,
and 17th levels.
Domain Spells
Each domain has a list of spells - its domain spells - that
you gain at the cleric levels noted in the domain description.
Once you gain a domain spell, you always have it prepared, and
it doesn’t count against the number of spells you can prepare
each day.
If you have a domain spell that doesn’t appear on the cleric
spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy
directly from your deity, using that energy to fuel magical
effects. You start with two such effects: Turn Undead and an
effect determined by your domain. Some domains grant you
additional effects as you advance in levels, as noted in the
domain description.
When you use your Channel Divinity, you choose which effect to
create. You must then finish a short or long rest to use your
Channel Divinity again.
Some Channel Divinity effects require saving throws. When you
use such an effect from this class, the DC equals your cleric
spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice
between rests, and beginning at 18th level, you can use it three
times between rests. When you finish a short or long rest, you
regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer
censuring the undead. Each undead that can see or hear you
within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or
until it takes any damage.
A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For
its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw
against your Turn Undead feature, the creature is instantly
destroyed if its challenge rating is at or below a certain
threshold, as shown in the Destroy Undead table.
Table- Destroy Undead
Cleric Level
Destroys Undead of CR …
5th
1/2 or lower
8th
1 or lower
11th
2 or lower
14th
3 or lower
17th
4 or lower
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene
on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action.
Describe the assistance you seek, and roll percentile dice. If
you roll a number equal to or lower than your cleric level, your
deity intervenes. The GM chooses the nature of the intervention;
the effect of any cleric spell or cleric domain spell would be
appropriate.
If your deity intervenes, you can’t use this feature again for 7
days. Otherwise, you can use it again after you finish a long
rest.
At 20th level, your call for intervention succeeds
automatically, no roll required.
Cleric Domains
Life Domain
The Life domain focuses on the vibrant positive energy-one of
the fundamental forces of the universe-that sustains all life.
The gods of life promote vitality and health through healing
the sick and wounded, caring for those in need, and driving
away the forces of death and undeath. Almost any non-evil
deity can claim influence over this domain, particularly
agricultural deities (such as Chauntea, Arawai, and Demeter),
sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of
healing or endurance (such as Ilmater, Mishakal, Apollo, and
Diancecht), and gods of home and community (such as Hestia,
Hathor, and Boldrei).
Table- Life Domain Spells
Cleric Level
Spells
1st
bless, cure wounds
3rd
lesser restoration, spiritual weapon
5th
beacon of hope, revivify
7th
death ward, guardian of faith
9th
mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to
heal the badly injured.
As an action, you present your holy symbol and evoke healing
energy that can restore a number of hit points equal to five
times your cleric level. Choose any creatures within 30 feet
of you, and divide those hit points among them. This feature
can restore a creature to no more than half of its hit point
maximum. You can’t use this feature on an undead or a
construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on
others heal you as well. When you cast a spell of 1st level
or higher that restores hit points to a creature other than
you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when
you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 radiant damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or
more dice to restore hit points with a spell, you instead
use the highest number possible for each die. For example,
instead of restoring 2d6 hit points to a creature, you
restore 12.
Druid
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
druid level after 1st
Proficiencies
Armor: Light armor, medium
armor, shields (druids will not wear armor or use shields made
of metal)
Weapons: Clubs, daggers,
darts, javelins, maces, quarterstaffs, scimitars, sickles,
slings, spears
Tools: Herbalism kit
Saving Throws:
Intelligence, Wisdom
Skills: Choose two from
Arcana, Animal Handling, Insight, Medicine, Nature,
Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a wooden shield or
(b) any simple weapon
(a) a scimitar or
(b) any simple melee weapon
Leather armor, an explorer’s pack, and a druidic focus
Table- The Druid
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Druidic, Spellcasting
2
2
-
-
-
-
-
-
-
-
2nd
+2
Wild Shape, Druid Circle
2
3
-
-
-
-
-
-
-
-
3rd
+2
-
2
4
2
-
-
-
-
-
-
-
4th
+2
Wild Shape Improvement, Ability Score Improvement
3
4
3
-
-
-
-
-
-
-
5th
+3
-
3
4
3
2
-
-
-
-
-
-
6th
+3
Druid Circle feature
3
4
3
3
-
-
-
-
-
-
7th
+3
-
3
4
3
3
1
-
-
-
-
-
8th
+3
Wild Shape Improvement, Ability Score Improvement
3
4
3
3
2
-
-
-
-
-
9th
+4
-
3
4
3
3
3
1
-
-
-
-
10th
+4
Druid Circle feature
4
4
3
3
3
2
-
-
-
-
11th
+4
-
4
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
-
-
-
13th
+5
-
4
4
3
3
3
2
1
1
-
-
14th
+5
Druid Circle feature
4
4
3
3
3
2
1
1
-
-
15th
+5
-
4
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
4
4
3
3
3
2
1
1
1
-
17th
+6
-
4
4
3
3
3
2
1
1
1
1
18th
+6
Timeless Body, Beast Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Druidic
You know Druidic, the secret language of druids. You can speak
the language and use it to leave hidden messages. You and others
who know this language automatically spot such a message. Others
spot the message’s presence with a successful DC 15 Wisdom
(Perception) check but can’t decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast
spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the
druid spell list. You learn additional druid cantrips of your
choice at higher levels, as shown in the Cantrips Known column
of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast
your druid spells of 1st level and higher. To cast one of
these druid spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots when you
finish a long rest.
You prepare the list of druid spells that are available for
you to cast, choosing from the druid spell list. When you do
so, choose a number of druid spells equal to your Wisdom
modifier + your druid level (minimum of one spell). The spells
must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16,
your list of prepared spells can include six spells of 1st or
2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using
a 1st-level or 2nd-level slot. Casting the spell doesn’t
remove it from your list of prepared spells.
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of druid spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since
your magic draws upon your devotion and attunement to nature.
You use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when setting
the saving throw DC for a druid spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Wisdom modifier
Spell attack modifier = your
proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your
druid spells.
Wild Shape
Starting at 2nd level, you can use your action to magically
assume the shape of a beast that you have seen before. You can
use this feature twice. You regain expended uses when you finish
a short or long rest.
Your druid level determines the beasts you can transform into,
as shown in the Beast Shapes table. At 2nd level, for example,
you can transform into any beast that has a challenge rating of
1/4 or lower that doesn’t have a flying or swimming speed.
Table- Beast Shapes
Level
Max. CR
Limitations
Example
2nd
1/4
No flying or swimming speed
Wolf
4th
1/2
No flying speed
Crocodile
8th
1
-
Giant eagle
You can stay in a beast shape for a number of hours equal to
half your druid level (rounded down). You then revert to your
normal form unless you expend another use of this feature. You
can revert to your normal form earlier by using a bonus action
on your turn. You automatically revert if you fall unconscious,
drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the
beast, but you retain your alignment, personality, and
Intelligence, Wisdom, and Charisma scores. You also retain
all of your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the creature
has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature’s bonus instead
of yours. If the creature has any legendary or lair actions,
you can’t use them.
When you transform, you assume the beast’s hit points and
Hit Dice. When you revert to your normal form, you return to
the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit
points, any excess damage carries over to your normal form.
For example, if you take 10 damage in animal form and have
only 1 hit point left, you revert and take 9 damage. As long
as the excess damage doesn’t reduce your normal form to 0
hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any
action that requires hands is limited to the capabilities of
your beast form. Transforming doesn’t break your
concentration on a spell you’ve already cast, however, or
prevent you from taking actions that are part of a spell,
such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any
of your special senses, such as darkvision, unless your new
form also has that sense.
You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the GM decides
whether it is practical for the new form to wear a piece of
equipment, based on the creature’s shape and size. Your
equipment doesn’t change size or shape to match the new
form, and any equipment that the new form can’t wear must
either fall to the ground or merge with it. Equipment that
merges with the form has no effect until you leave the form.
Druid Circle
At 2nd level, you choose to identify with a circle of druids:
the Circle of the Land or the Circle of the Moon, both detailed
at the end of the class description. Your choice grants you
features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Timeless Body
Starting at 18th level, the primal magic that you wield causes
you to age more slowly. For every 10 years that pass, your body
ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells
in any shape you assume using Wild Shape. You can perform the
somatic and verbal components of a druid spell while in a beast
shape, but you aren’t able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number
of times.
Additionally, you can ignore the verbal and somatic components
of your druid spells, as well as any material components that
lack a cost and aren’t consumed by a spell. You gain this
benefit in both your normal shape and your beast shape from Wild
Shape.
Druid Circles
Circle of the Land
The Circle of the Land is made up of mystics and sages who
safeguard ancient knowledge and rites through a vast oral
tradition. These druids meet within sacred circles of trees or
standing stones to whisper primal secrets in Druidic. The
circle’s wisest members preside as the chief priests of
communities that hold to the Old Faith and serve as advisors
to the rulers of those folk. As a member of this circle, your
magic is influenced by the land where you were initiated into
the circle’s mysterious rites.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical
energy by sitting in meditation and communing with nature.
During a short rest, you choose expended spell slots to
recover. The spell slots can have a combined level that is
equal to or less than half your druid level (rounded up),
and none of the slots can be 6th level or higher. You can’t
use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover
up to two levels worth of spell slots. You can recover
either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th
level you gain access to circle spells connected to the land
where you became a druid. Choose that land-arctic, coast,
desert, forest, grassland, mountain, or swamp-and consult
the associated list of spells.
Once you gain access to a circle spell, you always have it
prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Table- Arctic Circle
Spells
Druid Level
Circle Spells
3rd
hold person, spike growth
5th
sleet storm, slow
7th
freedom of movement, ice storm
9th
commune with nature, cone of cold
Table- Coast Circle
Spells
Druid Level
Circle Spells
3rd
mirror image, misty step
5th
water breathing, water walk
7th
control water, freedom of movement
9th
conjure elemental, scrying
Table- Desert Circle
Spells
Druid Level
Circle Spells
3rd
blur, silence
5th
create food and water, protection from energy
7th
blight, hallucinatory terrain
9th
insect plague, wall of stone
Table- Forest Circle
Spells
Druid Level
Circle Spells
3rd
barkskin, spider climb
5th
call lightning, plant growth
7th
divination, freedom of movement
9th
commune with nature, tree stride
Table- Grassland Circle
Spells
Druid Level
Circle Spells
3rd
invisibility, pass without trace
5th
daylight, haste
7th
divination, freedom of movement
9th
dream, insect plague
Table- Mountain Circle
Spells
Druid Level
Circle Spells
3rd
spider climb, spike growth
5th
lightning bolt, meld into stone
7th
stone shape, stoneskin
9th
passwall, wall of stone
Table- Swamp Circle
Spells
Druid Level
Circle Spells
3rd
acid arrow, darkness
5th
water walk, stinking cloud
7th
freedom of movement, locate creature
9th
insect plague, scrying
Land’s Stride
Starting at 6th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass
through nonmagical plants without being slowed by them and
without taking damage from them if they have thorns, spines,
or a similar hazard.
In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
movement, such those created by the
entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or
frightened by elementals or fey, and you are immune to
poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world
sense your connection to nature and become hesitant to
attack you. When a beast or plant creature attacks you, that
creature must make a Wisdom saving throw against your druid
spell save DC. On a failed save, the creature must choose a
different target, or the attack automatically misses. On a
successful save, the creature is immune to this effect for
24 hours.
The creature is aware of this effect before it makes its
attack against you.
Sacred Plants and Wood
A druid holds certain plants to be sacred, particularly
alder, ash, birch, elder, hazel, holly, juniper,
mistletoe, oak, rowan, willow, and yew. Druids often use
such plants as part of a spellcasting focus, incorporating
lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects,
such as weapons and shields. Yew is associated with death
and rebirth, so weapon handles for scimitars or sickles
might be fashioned from it. Ash is associated with life
and oak with strength. These woods make excellent hafts or
whole weapons, such as clubs or quarterstaffs, as well as
shields. Alder is associated with air, and it might be
used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here
have chosen other plants to take on similar uses. For
instance, a druid of a desert region might value the yucca
tree and cactus plants.
Druids and the Gods
Some druids venerate the forces of nature themselves, but
most druids are devoted to one of the many nature deities
worshiped in the multiverse (the lists of gods in appendix
B include many such deities). The worship of these deities
is often considered a more ancient tradition than the
faiths of clerics and urbanized peoples.
Fighter
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter
level
Hit Points at 1st Level: 10
+ your Constitution modifier
Hit Points at Higher
Levels: 1d10 (or 6) + your Constitution modifier
per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons,
martial weapons
Tools: None
Saving Throws: Strength,
Constitution
Skills: Choose two skills
from Acrobatics, Animal, Handling, Athletics, History,
Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) chain mail or
(b) leather armor, longbow, and 20
arrows
(a) a martial weapon and a shield or
(b) two martial weapons
(a) a light crossbow and 20 bolts or
(b) two handaxes
(a) a dungeoneer’s pack or
(b) an explorer’s pack
Table- The Fighter
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge (one use)
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Martial Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
Indomitable (one use)
10th
+4
Martial Archetype Feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (two uses)
14th
+5
Ability Score Improvement
15th
+5
Martial Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
Action Surge (two uses), Indomitable (three uses)
18th
+6
Martial Archetype Feature
19th
+6
Ability Score Improvement
20th
+6
Extra Attack (3)
Fighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose
again.
Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you
can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding a
shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus
action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest
before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus
action.
Once you use this feature, you must finish a short or long rest
before you can use it again. Starting at 17th level, you can use
it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate
in your combat styles and techniques. Choose Champion, Battle
Master, or Eldritch Knight, all detailed at the end of the class
description. The archetype you choose grants you features at 3rd
level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th
level in this class and to four when you reach 20th level in
this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use
this feature again until you finish a long rest.
You can use this feature twice between long rests starting at
13th level and three times between long rests starting at 17th
level.
Martial Archetypes
Different fighters choose different approaches to perfecting
their fighting prowess. The martial archetype you choose to
emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model
themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution
check you make that doesn’t already use your proficiency
bonus.
In addition, when you make a running long jump, the distance
you can cover increases by a number of feet equal to your
Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the
Fighting Style class feature.
Superior Critical
Starting at 15th level, your weapon attacks score a critical
hit on a roll of 18-20.
Survivor
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you have
no more than half of your hit points left. You don’t gain
this benefit if you have 0 hit points.
Monk
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons,
shortswords
Tools: Choose one type of
artisan’s tools or one musical instrument
Saving Throws: Strength,
Dexterity
Skills: Choose two from
Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a shortsword or
(b) any simple weapon
(a) a dungeoneer’s pack or
(b) an explorer’s pack
10 darts
Table- The Monk
Level
Proficiency Bonus
Martial Arts
Ki Points
Unarmored Movement
Features
1st
+2
1d4
-
-
Unarmored Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect Missiles
4th
+2
1d4
4
+10 ft.
Ability Score Improvement, Slow Fall
5th
+3
1d6
5
+10 ft.
Extra Attack, Stunning Strike
6th
+3
1d6
6
+15 ft.
Ki-Empowered Strikes, Monastic Tradition Feature
7th
+3
1d6
7
+15 ft.
Evasion, Stillness of Mind
8th
+3
1d6
8
+15 ft.
Ability Score Improvement
9th
+4
1d6
9
+15 ft.
Unarmored Movement improvement
10th
+4
1d6
10
+20 ft.
Purity of Body
11th
+4
1d8
11
+20 ft.
Monastic Tradition Feature
12th
+4
1d8
12
+20 ft.
Ability Score Improvement
13th
+5
1d8
13
+20 ft.
Tongue of the Sun and Moon
14th
+5
1d8
14
+25 ft.
Diamond Soul
15th
+5
1d8
15
+25 ft.
Timeless Body
16th
+5
1d8
16
+25 ft.
Ability Score Improvement
17th
+6
1d10
17
+25 ft.
Monastic Tradition Feature
18th
+6
1d10
18
+30 ft.
Empty Body
19th
+6
1d10
19
+30 ft.
Ability Score Improvement
20th
+6
1d10
20
+30 ft.
Perfect Self
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not
wielding a shield, your AC equals 10 + your Dexterity modifier +
your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of
combat styles that use unarmed strikes and monk weapons, which
are shortswords and any simple melee weapons that don’t have the
two- handed or heavy property.
You gain the following benefits while you are unarmed or
wielding only monk weapons and you aren’t wearing armor or
wielding a shield:
You can use Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon. This die changes as you gain
monk levels, as shown in the Martial Arts column of the Monk
table.
When you use the Attack action with an unarmed strike or a
monk weapon on your turn, you can make one unarmed strike as
a bonus action. For example, if you take the Attack action
and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven’t already taken
a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons.
For example, you might use a club that is two lengths of wood
connected by a short chain (called a nunchaku) or a sickle with
a shorter, straighter blade (called a kama). Whatever name you
use for a monk weapon, you can use the game statistics provided
for the weapon.
Ki
Starting at 2nd level, your training allows you to harness the
mystic energy of ki. Your access to this energy is represented
by a number of ki points. Your monk level determines the number
of points you have, as shown in the Ki Points column of the Monk
table.
You can spend these points to fuel various ki features. You
start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as you
gain levels in this class.
When you spend a ki point, it is unavailable until you finish a
short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30
minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving
throw to resist the feature’s effects. The saving throw DC is
calculated as follows:
Ki save DC = 8 + your
proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes as a bonus
action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus
action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action
as a bonus action on your turn, and your jump distance is
doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you
are not wearing armor or wielding a shield. This bonus increases
when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling during
the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic
tradition: the Way of the Open Hand, the Way of Shadow, or the
Way of the Four Elements, all detailed at the end of the class
description. Your tradition grants you features at 3rd level and
again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or
catch the missile when you are hit by a ranged weapon attack.
When you do so, the damage you take from the attack is reduced
by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it
is small enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this way, you can
spend 1 ki point to make a ranged attack with the weapon or
piece of ammunition you just caught, as part of the same
reaction. You make this attack with proficiency, regardless of
your weapon proficiencies, and the missile counts as a monk
weapon for the attack, which has a normal range of 20 feet and a
long range of 60 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall
to reduce any falling damage you take by an amount equal to five
times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in
an opponent’s body. When you hit another creature with a melee
weapon attack, you can spend 1 ki point to attempt a stunning
strike. The target must succeed on a Constitution saving throw
or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for
the purpose of overcoming resistance and immunity to nonmagical
attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a blue dragon’s lightning
breath or a fireball spell. When you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage
if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect
on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes
you immune to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds
so that you understand all spoken languages. Moreover, any
creature that can understand a language can understand what you
say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can
spend 1 ki point to reroll it and take the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of
the frailty of old age, and you can’t be aged magically. You can
still die of old age, however. In addition, you no longer need
food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki
points to become invisible for 1 minute. During that time, you
also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the
astral projection spell, without needing
material components. When you do so, you can’t take any other
creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no ki
points remaining, you regain 4 ki points.
Monastic Traditions
Three traditions of monastic pursuit are common in the
monasteries scattered across the multiverse. Most monasteries
practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her
aptitude and interest. All three traditions rely on the same
basic techniques, diverging as the student grows more adept.
Thus, a monk need choose a tradition only upon reaching 3rd
level.
Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of
martial arts combat, whether armed or unarmed. They learn
techniques to push and trip their opponents, manipulate ki to
heal damage to their bodies, and practice advanced meditation
that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you
can manipulate your enemy’s ki when you harness your own.
Whenever you hit a creature with one of the attacks granted
by your Flurry of Blows, you can impose one of the following
effects on that target:
It must succeed on a Dexterity saving throw or be
knocked prone.
It must make a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an
action, you can regain hit points equal to three times your
monk level. You must finish a long rest before you can use
this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation
that surrounds you with an aura of peace. At the end of a
long rest, you gain the effect of a
sanctuary spell that lasts until the
start of your next long rest (the spell can end early as
normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal
vibrations in someone’s body. When you hit a creature with
an unarmed strike, you can spend 3 ki points to start these
imperceptible vibrations, which last for a number of days
equal to your monk level. The vibrations are harmless unless
you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you use
this action, the creature must make a Constitution saving
throw. If it fails, it is reduced to 0 hit points. If it
succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Paladin
Class Features
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin
level
Hit Points at 1st Level: 10
+ your Constitution modifier
Hit Points at Higher
Levels: 1d10 (or 6) + your Constitution modifier
per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons,
martial weapons
Tools: None
Saving Throws: Wisdom,
Charisma
Skills: Choose two from
Athletics, Insight, Intimidation, Medicine, Persuasion, and
Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon and a shield or
(b) two martial weapons
(a) five javelins or
(b) any simple melee weapon
(a) a priest’s pack or
(b) an explorer’s pack
Chain mail and a holy symbol
Table- The Paladin
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Divine Sense, Lay on Hands
-
-
-
-
-
2nd
+2
Fighting Style, Spellcasting, Divine Smite
2
-
-
-
-
3rd
+2
Divine Health, Sacred Oath
3
-
-
-
-
4th
+2
Ability Score Improvement
3
-
-
-
-
5th
+3
Extra Attack
4
2
-
-
-
6th
+3
Aura of Protection
4
2
-
-
-
7th
+3
Sacred Oath feature
4
3
-
-
-
8th
+3
Ability Score Improvement
4
3
-
-
-
9th
+4
-
4
3
2
-
-
10th
+4
Aura of Courage
4
3
2
-
-
11th
+4
Improved Divine Smite
4
3
3
-
-
12th
+4
Ability Score Improvement
4
3
3
-
-
13th
+5
-
4
3
3
1
-
14th
+5
Cleansing Touch
4
3
3
1
-
15th
+5
Sacred Oath feature
4
3
3
2
-
16th
+5
Ability Score Improvement
4
3
3
2
-
17th
+6
-
4
3
3
3
1
18th
+6
Aura improvements
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Sacred Oath feature
4
3
3
3
2
Divine Sense
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to detect
such forces. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of
you that is not behind total cover. You know the type
(celestial, fiend, or undead) of any being whose presence you
sense, but not its identity (the vampire Count Strahd von
Zarovich, for instance). Within the same radius, you also detect
the presence of any place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your
Charisma modifier. When you finish a long rest, you regain all
expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing
power that replenishes when you take a long rest. With that
pool, you can restore a total number of hit points equal to your
paladin level × 5.
As an action, you can touch a creature and draw power from the
pool to restore a number of hit points to that creature, up to
the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
neutralize multiple poisons with a single use of Lay on Hands,
expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose
again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you
can reroll the die and must use the new roll. The weapon must
have the two-handed or versatile property for you to gain this
benefit.
Protection
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding a
shield.
Spellcasting
By 2nd level, you have learned to draw on divine magic through
meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast
your paladin spells. To cast one of your paladin spells of 1st
level or higher, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you finish
a long rest.
You prepare the list of paladin spells that are available for
you to cast, choosing from the paladin spell list. When you do
so, choose a number of paladin spells equal to your Charisma
modifier + half your paladin level, rounded down (minimum of
one spell). The spells must be of a level for which you have
spell slots.
For example, if you are a 5th-level paladin, you have four
1st-level and two 2nd-level spell slots. With a Charisma of
14, your list of prepared spells can include four spells of
1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast
it using a 1st-level or a 2nd- level slot. Casting the spell
doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a
long rest. Preparing a new list of paladin spells requires
time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells,
since their power derives from the strength of your
convictions. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a paladin spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Charisma modifier
Spell attack modifier =
your proficiency bonus + your Charisma modifier
Spellcasting Focus
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,
to a maximum of 6d8.
Divine Health
By 3rd level, the divine magic flowing through you makes you
immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a
paladin forever. Up to this time you have been in a preparatory
stage, committed to the path but not yet sworn to it. Now you
choose the Oath of Devotion, the Oath of the Ancients, or the
Oath of Vengeance, all detailed at the end of the class
description.
Your choice grants you features at 3rd level and again at 7th,
15th, and 20th level. Those features include oath spells and the
Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to
these spells at the levels specified in the oath description.
Once you gain access to an oath spell, you always have it
prepared. Oath spells don’t count against the number of spells
you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin
spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical
effects. Each Channel Divinity option provided by your oath
explains how to use it.
When you use your Channel Divinity, you choose which option to
use. You must then finish a short or long rest to use your
Channel Divinity again.
Some Channel Divinity effects require saving throws. When you
use such an effect from this class, the DC equals your paladin
spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to
grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10
feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all
your melee weapon strikes carry divine power with them. Whenever
you hit a creature with a melee weapon, the creature takes an
extra 1d8 radiant damage. If you also use your Divine Smite with
an attack, you add this damage to the extra damage of your
Divine Smite.
Cleansing Touch
Beginning at 14th level, you can use your action to end one
spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain expended uses
when you finish a long rest.
Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin
to the cause of righteousness, an active path of fighting
wickedness. The final oath, taken when he or she reaches 3rd
level, is the culmination of all the paladin’s training. Some
characters with this class don’t consider themselves true
paladins until they have reached 3rd level and made this oath.
For others, the actual swearing of the oath is a formality, an
official stamp on what has always been true in the paladin’s
heart.
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals of
justice, virtue, and order. Sometimes called cavaliers, white
knights, or holy warriors, these paladins meet the ideal of
the knight in shining armor, acting with honor in pursuit of
justice and the greater good. They hold themselves to the
highest standards of conduct, and some, for better or worse,
hold the rest of the world to the same standards. Many who
swear this oath are devoted to gods of law and good and use
their gods’ tenets as the measure of their devotion. They hold
angels-the perfect servants of good-as their ideals, and
incorporate images of angelic wings into their helmets or
coats of arms.
Tenets of Devotion
Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these tenets.
Honesty.
Don’t lie or cheat. Let your word be your promise.
Courage.
Never fear to act, though caution is wise.
Compassion.
Aid others, protect the weak, and punish those who threaten
them. Show mercy to your foes, but temper it with wisdom.
Honor.
Treat others with fairness, and let your honorable deeds be
an example to them. Do as much good as possible while
causing the least amount of harm.
Duty.
Be responsible for your actions and their consequences,
protect those entrusted to your care, and obey those who
have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Table- Oath of Devotion
Spells
Level
Paladin Spells
3rd
protection from evil and good, sanctuary
5th
lesser restoration, zone of truth
9th
beacon of hope, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Sacred
Weapon. As an action, you can imbue
one weapon that you are holding with positive energy, using
your Channel Divinity. For 1 minute, you add your Charisma
modifier to attack rolls made with that weapon (with a
minimum bonus of +1). The weapon also emits bright light in
a 20-foot radius and dim light 20 feet beyond that. If the
weapon is not already magical, it becomes magical for the
duration.
You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this
weapon, or if you fall unconscious, this effect ends.
Turn the
Unholy. As an action, you present your
holy symbol and speak a prayer censuring fiends and undead,
using your Channel Divinity. Each fiend or undead that can
see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions.
For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If
there’s nowhere to move, the creature can use the Dodge
action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10
feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects
of a protection from evil and good
spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of
sunlight. For 1 minute, bright light shines from you in a
30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright
light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving
throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you
finish a long rest.
Breaking Your Oath
A paladin tries to hold to the highest standards of
conduct, but even the most virtuous paladin is fallible.
Sometimes the right path proves too demanding, sometimes a
situation calls for the lesser of two evils, and sometimes
the heat of emotion causes a paladin to transgress his or
her oath.
A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
paladin of the same order. The paladin might spend an all-
night vigil in prayer as a sign of penitence, or undertake
a fast or similar act of self-denial. After a rite of
confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows
no sign of repentance, the consequences can be more
serious. At the GM’s discretion, an impenitent paladin
might be forced to abandon this class and adopt another.
Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger
level
Hit Points at 1st Level: 10
+ your Constitution modifier
Hit Points at Higher
Levels: 1d10 (or 6) + your Constitution modifier
per ranger level after 1st
Proficiencies
Armor: Light armor, medium
armor, shields
Weapons: Simple weapons,
martial weapons
Tools: None
Saving Throws: Strength,
Dexterity
Skills: Choose three from
Animal Handling, Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) scale mail or
(b) leather armor
(a) two shortswords or
(b) two simple melee weapons
(a) a dungeoneer’s pack or
(b) an explorer’s pack
A longbow and a quiver of 20 arrows
Table- The Ranger
Level
Proficiency Bonus
Features
Spells Known
1st
2nd
3rd
4th
5th
1st
+2
Favored Enemy, Natural Explorer
-
-
-
-
-
-
2nd
+2
Fighting Style, Spellcasting
2
2
-
-
-
-
3rd
+2
Ranger Archetype, Primeval Awareness
3
3
-
-
-
-
4th
+2
Ability Score Improvement
3
3
-
-
-
-
5th
+3
Extra Attack
4
4
2
-
-
-
6th
+3
Favored Enemy and Natural Explorer improvements
4
4
2
-
-
-
7th
+3
Ranger Archetype feature
5
4
3
-
-
-
8th
+3
Ability Score Improvement, Land’s Stride
5
4
3
-
-
-
9th
+4
-
6
4
3
2
-
-
10th
+4
Natural Explorer improvement, Hide in Plain Sight
6
4
3
2
-
-
11th
+4
Ranger Archetype feature
7
4
3
3
-
-
12th
+4
Ability Score Improvement
7
4
3
3
-
-
13th
+5
-
8
4
3
3
1
-
14th
+5
Favored Enemy improvement, Vanish
8
4
3
3
1
-
15th
+5
Ranger Archetype feature
9
4
3
3
2
-
16th
+5
Ability Score Improvement
9
4
3
3
2
-
17th
+6
-
10
4
3
3
3
1
18th
+6
Feral Senses
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Foe Slayer
11
4
3
3
3
2
Favored Enemy
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type
of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants,
monstrosities, oozes, plants, or undead. Alternatively, you can
select two races of humanoid (such as gnolls and orcs) as
favored enemies.
You have advantage on Wisdom (Survival) checks to track your
favored enemies, as well as on Intelligence checks to recall
information about them.
When you gain this feature, you also learn one language of your
choice that is spoken by your favored enemies, if they speak one
at all.
You choose one additional favored enemy, as well as an
associated language, at 6th and 14th level. As you gain levels,
your choices should reflect the types of monsters you have
encountered on your adventures.
Natural Explorer
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such
regions. Choose one type of favored terrain: arctic, coast,
desert, forest, grassland, mountain, or swamp. When you make an
Intelligence or Wisdom check related to your favored terrain,
your proficiency bonus is doubled if you are using a skill that
you’re proficient in.
While traveling for an hour or more in your favored terrain, you
gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you normally
would.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed through
the area.
You choose additional favored terrain types at 6th and 10th
level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later get to
choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the
magical essence of nature to cast spells, much as a druid does.
See the general rules for spellcasting and the ranger spell
list.
Spell Slots
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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger
spell list.
The Spells Known column of the Ranger table shows when you
learn more ranger spells of your choice. Each of these spells
must be of a level for which you have spell slots. For
instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the ranger spells you know and replace it with
another spell from the ranger spell list, which also must be
of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells,
since your magic draws on your attunement to nature. You use
your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when
setting the saving throw DC for a ranger spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Wisdom modifier
Spell attack modifier =
your proficiency bonus + your Wisdom modifier
Ranger Archetype
At 3rd level, you choose an archetype that you strive to
emulate: Hunter or Beast Master, both detailed at the end of the
class description. Your choice grants you features at 3rd level
and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one
ranger spell slot to focus your awareness on the region around
you. For 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are present
within 1 mile of you (or within up to 6 miles if you are in your
favored terrain): aberrations, celestials, dragons, elementals,
fey, fiends, and undead. This feature doesn’t reveal the
creatures’ location or number.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Land’s Stride
Starting at 8th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a
similar hazard.
In addition, you have advantage on saving throws against plants
that are magically created or manipulated to impede movement,
such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating
camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials with
which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface, such as a tree or
wall, that is at least as tall and wide as you are. You gain a
+10 bonus to Dexterity (Stealth) checks as long as you remain
there without moving or taking actions. Once you move or take an
action or a reaction, you must camouflage yourself again to gain
this benefit.
Vanish
Starting at 14th level, you can use the Hide action as a bonus
action on your turn. Also, you can’t be tracked by nonmagical
means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t
see, your inability to see it doesn’t impose disadvantage on
your attack rolls against it.
You are also aware of the location of any invisible creature
within 30 feet of you, provided that the creature isn’t hidden
from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your
enemies. Once on each of your turns, you can add your Wisdom
modifier to the attack roll or the damage roll of an attack you
make against one of your favored enemies. You can choose to use
this feature before or after the roll, but before any effects of
the roll are applied.
Ranger Archetypes
The ideal of the ranger has two classic expressions: the Hunter
and the Beast Master.
Hunter
Emulating the Hunter archetype means accepting your place as a
bulwark between civilization and the terrors of the
wilderness. As you walk the Hunter’s path, you learn
specialized techniques for fighting the threats you face, from
rampaging ogres and hordes of orcs to towering giants and
terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of your
choice.
Colossus
Slayer. Your tenacity can wear down
the most potent foes. When you hit a creature with a weapon
attack, the creature takes an extra 1d8 damage if it’s below
its hit point maximum. You can deal this extra damage only
once per turn.
Giant
Killer. When a Large or larger
creature within 5 feet of you hits or misses you with an
attack, you can use your reaction to attack that creature
immediately after its attack, provided that you can see the
creature.
Horde
Breaker. Once on each of your turns
when you make a weapon attack, you can make another attack
with the same weapon against a different creature that is
within 5 feet of the original target and within range of
your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your
choice.
Escape the
Horde. Opportunity attacks against you
are made with disadvantage.
Multiattack
Defense. When a creature hits you with
an attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel
Will. You have advantage on saving
throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of
your choice.
Volley.
You can use your action to make a ranged attack against any
number of creatures within 10 feet of a point you can see
within your weapon’s range. You must have ammunition for
each target, as normal, and you make a separate attack roll
for each target.
Whirlwind
Attack. You can use your action to
make a melee attack against any number of creatures within 5
feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of
your choice.
Evasion.
When you are subjected to an effect, such as a red dragon’s
fiery breath or a lightning bolt spell,
that allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Stand Against the
Tide. When a hostile creature misses
you with a melee attack, you can use your reaction to force
that creature to repeat the same attack against another
creature (other than itself) of your choice.
Uncanny
Dodge. When an attacker that you can
see hits you with an attack, you can use your reaction to
halve the attack’s damage against you.
Rogue
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons,
hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity,
Intelligence
Skills: Choose four from
Acrobatics, Athletics, Deception, Insight, Intimidation,
Investigation, Perception, Performance, Persuasion, Sleight of
Hand, and Stealth
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a rapier or
(b) a shortsword
(a) a shortbow and quiver of 20
arrows or (b) a shortsword
(a) a burglar’s pack,
(b) a dungeoneer’s pack, or
(c) an explorer’s pack
Leather armor, two daggers, and thieves’ tools
Table- The Rogue
Level
Proficiency Bonus
Sneak Attack
Features
1st
+2
1d6
Expertise, Sneak Attack, Thieves’ Cant
2nd
+2
1d6
Cunning Action
3rd
+2
2d6
Roguish Archetype
4th
+2
2d6
Ability Score Improvement
5th
+3
3d6
Uncanny Dodge
6th
+3
3d6
Expertise
7th
+3
4d6
Evasion
8th
+3
4d6
Ability Score Improvement
9th
+4
5d6
Roguish Archetype feature
10th
+4
5d6
Ability Score Improvement
11th
+4
6d6
Reliable Talent
12th
+4
6d6
Ability Score Improvement
13th
+5
7d6
Roguish Archetype Feature
14th
+5
7d6
Blindsense
15th
+5
8d6
Slippery Mind
16th
+5
8d6
Ability Score Improvement
17th
+6
9d6
Roguish Archetype Feature
18th
+6
9d6
Elusive
19th
+6
10d6
Ability Score Improvement
20th
+6
10d6
Stroke of Luck
Expertise
At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in
skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if you
have advantage on the attack roll. The attack must use a finesse
or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
roll.
The amount of the extra damage increases as you gain levels in
this class, as shown in the Sneak Attack column of the Rogue
table.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret
mix of dialect, jargon, and code that allows you to hide
messages in seemingly normal conversation. Only another creature
that knows thieves’ cant understands such messages. It takes
four times longer to convey such a message than it does to speak
the same idea plainly.
In addition, you understand a set of secret signs and symbols
used to convey short, simple messages, such as whether an area
is dangerous or the territory of a thieves’ guild, whether loot
is nearby, or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you
to move and act quickly. You can take a bonus action on each of
your turns in combat. This action can be used only to take the
Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Thief, Assassin, or Arcane
Trickster, all detailed at the end of the class description.
Your archetype choice grants you features at 3rd level and then
again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an
ice storm spell. When you are subjected to
an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that
lets you add your proficiency bonus, you can treat a d20 roll of
9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware
of the location of any hidden or invisible creature within 10
feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren’t incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you
need to. If your attack misses a target within range, you can
turn the miss into a hit. Alternatively, if you fail an ability
check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Roguish Archetypes
Rogues have many features in common, including their emphasis on
perfecting their skills, their precise and deadly approach to
combat, and their increasingly quick reflexes. But different
rogues steer those talents in varying directions, embodied by
the rogue archetypes. Your choice of archetype is a reflection
of your focus-not necessarily an indication of your chosen
profession, but a description of your preferred techniques.
Thief
You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this
archetype, but so do rogues who prefer to think of themselves
as professional treasure seekers, explorers, delvers, and
investigators. In addition to improving your agility and
stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you
normally couldn’t employ.
Fast Hands
Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand)
check, use your thieves’ tools to disarm a trap or open a
lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer
costs you extra movement.
In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to your Dexterity
modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of
magic that you can improvise the use of items even when they
are not intended for you. You ignore all class, race, and
level requirements on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two turns
during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can’t use this feature when you are
surprised.
Sorcerer
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer
level
Hit Points at 1st Level: 6
+ your Constitution modifier
Hit Points at Higher
Levels: 1d6 (or 4) + your Constitution modifier per
sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts,
slings, quarterstaffs, light crossbows
Tools: None
Saving Throws:
Constitution, Charisma
Skills: Choose two from
Arcana, Deception, Insight, Intimidation, Persuasion, and
Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a light crossbow and 20 bolts or
(b) any simple weapon
(a) a component pouch or
(b) an arcane focus
(a) a dungeoneer’s pack or
(b) an explorer’s pack
Two daggers
Table- The Sorcerer
Level
Proficiency Bonus
Sorcery Points
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
-
Spellcasting, Sorcerous Origin
4
2
2
-
-
-
-
-
-
-
-
2nd
+2
2
Font of Magic
4
3
3
-
-
-
-
-
-
-
-
3rd
+2
3
Metamagic
4
4
4
2
-
-
-
-
-
-
-
4th
+2
4
Ability Score Improvement
5
5
4
3
-
-
-
-
-
-
-
5th
+3
5
-
5
6
4
3
2
-
-
-
-
-
-
6th
+3
6
Sorcerous Origin Feature
5
7
4
3
3
-
-
-
-
-
-
7th
+3
7
-
5
8
4
3
3
1
-
-
-
-
-
8th
+3
8
Ability Score Improvement
5
9
4
3
3
2
-
-
-
-
-
9th
+4
9
-
5
10
4
3
3
3
1
-
-
-
-
10th
+4
10
Metamagic
6
11
4
3
3
3
2
-
-
-
-
11th
+4
11
-
6
12
4
3
3
3
2
1
-
-
-
12th
+4
12
Ability Score Improvement
6
12
4
3
3
3
2
1
-
-
-
13th
+5
13
-
6
13
4
3
3
3
2
1
1
-
-
14th
+5
14
Sorcerous Origin Feature
6
13
4
3
3
3
2
1
1
-
-
15th
+5
15
-
6
14
4
3
3
3
2
1
1
1
-
16th
+5
16
Ability Score Improvement
6
14
4
3
3
3
2
1
1
1
-
17th
+6
17
Metamagic
6
15
4
3
3
3
2
1
1
1
1
18th
+6
18
Sorcerous Origin Feature
6
15
4
3
3
3
3
1
1
1
1
19th
+6
19
Ability Score Improvement
6
15
4
3
3
3
3
2
1
1
1
20th
+6
20
Sorcerous Restoration
6
15
4
3
3
3
3
2
2
1
1
Spellcasting
An event in your past, or in the life of a parent or ancestor,
left an indelible mark on you, infusing you with arcane magic.
This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the
sorcerer spell list. You learn additional sorcerer cantrips of
your choice at higher levels, as shown in the Cantrips Known
column of the Sorcerer table.
Spell Slots
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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer
spell list.
The Spells Known column of the Sorcerer table shows when you
learn more sorcerer spells of your choice. Each of these
spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the sorcerer spells you know and replace it with
another spell from the sorcerer spell list, which also must be
of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer
spells, since the power of your magic relies on your ability
to project your will into the world. You use your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the
saving throw DC for a sorcerer spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Charisma modifier
Spell attack modifier =
your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your
innate magical power: Draconic Bloodline or Wild Magic, both
detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level
and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within
yourself. This wellspring is represented by sorcery points,
which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach
higher levels, as shown in the Sorcery Points column of the
Sorcerer table. You can never have more sorcery points than
shown on the table for your level. You regain all spent
sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
points. You learn other ways to use your sorcery points as you
reach higher levels. Any spell slot you create with this
feature vanishes when you finish a long rest.
Creating Spell
Slots. You can transform unexpended
sorcery points into one spell slot as a bonus action on your
turn. The Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can create spell
slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you
finish a long rest.
Table- Creating Spell Slots
Spell Slot Level
Sorcery Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting a Spell Slot to
Sorcery Points. As a bonus action on
your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic options of
your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast
it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from the
spell’s full force. To do so, you spend 1 sorcery point and
choose a number of those creatures up to your Charisma
modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater,
you can spend 1 sorcery point to double the range of the
spell.
When you cast a spell that has a range of touch, you can spend
1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery
point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You must use the new
rolls.
You can use Empowered Spell even if you have already used a
different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or
longer, you can spend 1 sorcery point to double its duration,
to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 3 sorcery points to
give one target of the spell disadvantage on its first saving
throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you
can spend 2 sorcery points to change the casting time to 1
bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast
it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and
doesn’t have a range of self, you can spend a number of
sorcery points equal to the spell’s level to target a second
creature in range with the same spell (1 sorcery point if the
spell is a cantrip).
To be eligible, a spell must be incapable of targeting more
than one creature at the spell’s current level. For example,
magic missile and scorching
ray aren’t eligible, but ray of
frost and chromatic orb are.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you
finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate
magic. Although many variations exist, most of these origins
fall into two categories: a draconic bloodline and wild magic.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled
with your blood or that of your ancestors. Most often,
sorcerers with this origin trace their descent back to a
mighty sorcerer of ancient times who made a bargain with a
dragon or who might even have claimed a dragon parent. Some of
these bloodlines are well established in the world, but most
are obscure. Any given sorcerer could be the first of a new
bloodline, as a result of a pact or some other exceptional
circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your
ancestor. The damage type associated with each dragon is
used by features you gain later.
Table- Draconic Ancestry
Dragon
Damage Type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
You can speak, read, and write Draconic. Additionally,
whenever you make a Charisma check when interacting with
dragons, your proficiency bonus is doubled if it applies to
the check.
Draconic Resilience
As magic flows through your body, it causes physical traits
of your dragon ancestors to emerge. At 1st level, your hit
point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen
of dragon-like scales. When you aren’t wearing armor, your
AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals
damage of the type associated with your draconic ancestry,
you can add your Charisma modifier to one damage roll of
that spell. At the same time, you can spend 1 sorcery point
to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of
dragon wings from your back, gaining a flying speed equal to
your current speed. You can create these wings as a bonus
action on your turn. They last until you dismiss them as a
bonus action on your turn.
You can’t manifest your wings while wearing armor unless the
armor is made to accommodate them, and clothing not made to
accommodate your wings might be destroyed when you manifest
them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence
of your dragon ancestor, causing those around you to become
awestruck or frightened. As an action, you can spend 5
sorcery points to draw on this power and exude an aura of
awe or fear (your choice) to a distance of 60 feet. For 1
minute or until you lose your concentration (as if you were
casting a concentration spell), each hostile creature that
starts its turn in this aura must succeed on a Wisdom saving
throw or be charmed (if you chose awe) or frightened (if you
chose fear) until the aura ends. A creature that succeeds on
this saving throw is immune to your aura for 24 hours.
Warlock
Class Features
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock
level
Hit Points at 1st Level: 8
+ your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per
warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom,
Charisma
Skills: Choose two skills
from Arcana, Deception, History, Intimidation, Investigation,
Nature, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a light crossbow and 20 bolts or
(b) any simple weapon
(a) a component pouch or
(b) an arcane focus
(a) a scholar’s pack or
(b) a dungeoneer’s pack
Leather armor, any simple weapon, and two daggers
Table- The Warlock
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Invocations Known
1st
+2
Otherworldly Patron, Pact Magic
2
2
1
1st
-
2nd
+2
Eldritch Invocations
2
3
2
1st
2
3rd
+2
Pact Boon
2
4
2
2nd
2
4th
+2
Ability Score Improvement
3
5
2
2nd
2
5th
+3
-
3
6
2
3rd
3
6th
+3
Otherworldly Patron feature
3
7
2
3rd
3
7th
+3
-
3
8
2
4th
4
8th
+3
Ability Score Improvement
3
9
2
4th
4
9th
+4
-
3
10
2
5th
5
10th
+4
Otherworldly Patron feature
4
10
2
5th
5
11th
+4
Mystic Arcanum (6th level)
4
11
3
5th
5
12th
+4
Ability Score Improvement
4
11
3
5th
6
13th
+5
Mystic Arcanum (7th level)
4
12
3
5th
6
14th
+5
Otherworldly Patron feature
4
12
3
5th
6
15th
+5
Mystic Arcanum (8th level)
4
13
3
5th
7
16th
+5
Ability Score Improvement
4
13
3
5th
7
17th
+6
Mystic Arcanum (9th level)
4
14
4
5th
7
18th
+6
-
4
14
4
5th
8
19th
+6
Ability Score Improvement
4
15
4
5th
8
20th
+6
Eldritch Master
4
15
4
5th
8
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly
being of your choice: the Archfey, the Fiend, or the Great Old
One, each of which is detailed at the end of the class
description. Your choice grants you features at 1st level and
again at 6th, 10th, and 14th level.
Pact Magic
Your arcane research and the magic bestowed on you by your
patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell
list. You learn additional warlock cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Warlock table.
Spell Slots
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 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
At 1st level, you know two 1st-level spells of your choice
from the warlock spell list.
The Spells Known column of the Warlock table shows when you
learn more warlock spells of your choice of 1st level and
higher. A spell you choose must be of a level no higher than
what’s shown in the table’s Slot Level column for your level.
When you reach 6th level, for example, you learn a new warlock
spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can
choose one of the warlock spells you know and replace it with
another spell from the warlock spell list, which also must be
of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells,
so you use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a warlock spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Charisma modifier
Spell attack modifier =
your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
warlock spells.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch
invocations, fragments of forbidden knowledge that imbue you
with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice.
Your invocation options are detailed at the end of the class
description. When you gain certain warlock levels, you gain
additional invocations of your choice, as shown in the
Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can
choose one of the invocations you know and replace it with
another invocation that you could learn at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you
for your loyal service. You gain one of the following features
of your choice.
Pact of the Chain
You learn the find familiar spell and can
cast it as a ritual. The spell doesn’t count against your
number of spells known.
When you cast the spell, you can choose one of the normal
forms for your familiar or one of the following special forms:
imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo
one of your own attacks to allow your familiar to make one
attack with its reaction.
Pact of the Blade
You can use your action to create a pact weapon in your empty
hand. You can choose the form that this melee weapon takes
each time you create it. You are proficient with it while you
wield it. This weapon counts as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and
damage.
Your pact weapon disappears if it is more than 5 feet away
from you for 1 minute or more. It also disappears if you use
this feature again, if you dismiss the weapon (no action
required), or if you die.
You can transform one magic weapon into your pact weapon by
performing a special ritual while you hold the weapon. You
perform the ritual over the course of 1 hour, which can be
done during a short rest. You can then dismiss the weapon,
shunting it into an extradimensional space, and it appears
whenever you create your pact weapon thereafter. You can’t
affect an artifact or a sentient weapon in this way. The
weapon ceases being your pact weapon if you die, if you
perform the 1-hour ritual on a different weapon, or if you use
a 1-hour ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space when the
bond breaks.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows.
When you gain this feature, choose three cantrips from any
class’s spell list (the three needn’t be from the same list).
While the book is on your person, you can cast those cantrips
at will. They don’t count against your number of cantrips
known. If they don’t appear on the warlock spell list, they
are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour
ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest, and it
destroys the previous book. The book turns to ash when you
die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret
called an arcanum. Choose one 6th- level spell from the warlock
spell list as this arcanum.
You can cast your arcanum spell once without expending a spell
slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice
that can be cast in this way: one 7th- level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level
spell at 17th level. You regain all uses of your Mystic Arcanum
when you finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical
power while entreating your patron to regain expended spell
slots. You can spend 1 minute entreating your patron for aid to
regain all your expended spell slots from your Pact Magic
feature. Once you regain spell slots with this feature, you must
finish a long rest before you can do so again.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them
to learn it. You can learn the invocation at the same time that
you meet its prerequisites. A level prerequisite refers to your
level in this class.
Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast eldritch blast, add your
Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at
will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at
will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will,
without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a
warlock spell slot. You can’t do so again until you finish a
long rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows.
Choose two 1st-level spells that have the ritual tag from any
class’s spell list (the two needn’t be from the same list).
The spells appear in the book and don’t count against the
number of spells you know. With your Book of Shadows in hand,
you can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, unless you’ve learned them by some
other means. You can also cast a warlock spell you know as a
ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your
Book of Shadows. When you find such a spell, you can add it to
the book if the spell’s level is equal to or less than half
your warlock level (rounded up) and if you can spare the time
to transcribe the spell. For each level of the spell, the
transcription process takes 2 hours and costs 50 gp for the
rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain
feature
You can cast hold monster at
will-targeting a celestial, fiend, or elemental-without
expending a spell slot or material components. You must finish
a long rest before you can use this invocation on the same
creature again.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical,
to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a
warlock spell slot. You can’t do so again until you finish a
long rest.
Eldritch Sight
You can cast detect magic at will,
without expending a spell slot.
Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast eldritch blast, its range
is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at
will as a 1st-level spell, without expending a spell slot or
material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and
perceive through its senses until the end of your next turn.
As long as the creature is on the same plane of existence as
you, you can use your action on subsequent turns to maintain
this connection, extending the duration until the end of your
next turn. While perceiving through the other creature’s
senses, you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your own
surroundings.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade
feature
When you hit a creature with your pact weapon, the creature
takes extra necrotic damage equal to your Charisma modifier
(minimum 1).
Mask of Many Faces
You can cast disguise self at will,
without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without
expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using
a warlock spell slot. You can’t do so again until you finish a
long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock
spell slot. You can’t do so again until you finish a long
rest.
Misty Visions
You can cast silent image at will,
without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use
your action to become invisible until you move or take an
action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will,
without expending a spell slot or material components.
Repelling Blast
Prerequisite: Eldritch Blast cantrip
When you hit a creature with eldritch
blast, you can push the creature up to 10 feet away
from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a
warlock spell slot. You can’t do so again until you finish a
long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a
warlock spell slot. You can’t do so again until you finish a
long rest.
Thief of Five Fates
You can cast bane once using a warlock
spell slot. You can’t do so again until you finish a long
rest.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade
feature
You can attack with your pact weapon twice, instead of once,
whenever you take the Attack action on your turn.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without
expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and
perceive through your familiar’s senses as long as you are on
the same plane of existence. Additionally, while perceiving
through your familiar’s senses, you can also speak through
your familiar in your own voice, even if your familiar is
normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will,
without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty
inhabitants of other planes of existence-not gods, but almost
godlike in their power. Various patrons give their warlocks
access to different powers and invocations, and expect
significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge
relatively freely or boasting of their ability to bind mortals
to their will. Other patrons bestow their power only grudgingly,
and might make a pact with only one warlock. Warlocks who serve
the same patron might view each other as allies, siblings, or
rivals.
The Fiend
You have made a pact with a fiend from the lower planes of
existence, a being whose aims are evil, even if you strive
against those aims. Such beings desire the corruption or
destruction of all things, ultimately including you. Fiends
powerful enough to forge a pact include demon lords such as
Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such
as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends
and balors that are especially mighty; and ultroloths and
other lords of the yugoloths.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Table- Fiend Expanded
Spells
Spell Level
Spells
1st
burning hands, command
2nd
blindness/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to
0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level (minimum of 1).
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to alter
fate in your favor. When you make an ability check or a
saving throw, you can use this feature to add a d10 to your
roll. You can do so after seeing the initial roll but before
any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when
you finish a short or long rest. You gain resistance to that
damage type until you choose a different one with this
feature. Damage from magical weapons or silver weapons
ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an
attack, you can use this feature to instantly transport the
target through the lower planes. The creature disappears and
hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the
space it previously occupied, or the nearest unoccupied
space. If the target is not a fiend, it takes 10d10 psychic
damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you
finish a long rest.
Your Pact Boon
Each Pact Boon option produces a special creature or an
object that reflects your patron’s nature.
Pact of the
Chain. Your familiar is more cunning
than a typical familiar. Its default form can be a
reflection of your patron, with sprites and pseudodragons
tied to the Archfey and imps and quasits tied to the
Fiend. Because the Great Old One’s nature is inscrutable,
any familiar form is suitable for it.
Pact of the
Blade. If your patron is the
Archfey, your weapon might be a slender blade wrapped in
leafy vines. If you serve the Fiend, your weapon could be
an axe made of black metal and adorned with decorative
flames. If your patron is the Great Old One, your weapon
might be an ancient-looking spear, with a gemstone
embedded in its head, carved to look like a terrible
unblinking eye.
Pact of the
Tome. Your Book of Shadows might be
a fine, gilt-edged tome with spells of enchantment and
illusion, gifted to you by the lordly Archfey. It could be
a weighty tome bound in demon hide studded with iron,
holding spells of conjuration and a wealth of forbidden
lore about the sinister regions of the cosmos, a gift of
the Fiend. Or it could be the tattered diary of a lunatic
driven mad by contact with the Great Old One, holding
scraps of spells that only your own burgeoning insanity
allows you to understand and cast.
Wizard
Class Features
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard
level
Hit Points at 1st Level: 6
+ your Constitution modifier
Hit Points at Higher
Levels: 1d6 (or 4) + your Constitution modifier per
wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts,
slings, quarterstaffs, light crossbows
Tools: None
Saving Throws:
Intelligence, Wisdom
Skills: Choose two from
Arcana, History, Insight, Investigation, Medicine, and
Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or
(b) a dagger
(a) a component pouch or
(b) an arcane focus
(a) a scholar’s pack or
(b) an explorer’s pack
A spellbook
Table- The Wizard
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
-
-
-
-
-
-
-
-
2nd
+2
Arcane Tradition
3
3
-
-
-
-
-
-
-
-
3rd
+2
-
3
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
4
3
-
-
-
-
-
-
-
5th
+3
-
4
4
3
2
-
-
-
-
-
-
6th
+3
Arcane Tradition Feature
4
4
3
3
-
-
-
-
-
-
7th
+3
-
4
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
4
4
3
3
2
-
-
-
-
-
9th
+4
-
4
4
3
3
3
1
-
-
-
-
10th
+4
Arcane Tradition Feature
5
4
3
3
3
2
-
-
-
-
11th
+4
-
5
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
-
-
-
13th
+5
-
5
4
3
3
3
2
1
1
-
-
14th
+5
Arcane Tradition Feature
5
4
3
3
3
2
1
1
-
-
15th
+5
-
5
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
-
17th
+6
-
5
4
3
3
3
2
1
1
1
1
18th
+6
Spell Mastery
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Signature Spell
5
4
3
3
3
3
2
2
1
1
Spellcasting
As a student of arcane magic, you have a spellbook containing
spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the
wizard spell list. You learn additional wizard cantrips of
your choice at higher levels, as shown in the Cantrips Known
column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st- level
wizard spells of your choice. Your spellbook is the repository
of the wizard spells you know, except your cantrips, which are
fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast
your wizard spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You prepare the list of wizard spells that are available for
you to cast. To do so, choose a number of wizard spells from
your spellbook equal to your Intelligence modifier + your
wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots.
For example, if you’re a 3rd-level wizard, you have four
1st-level and two 2nd-level spell slots. With an Intelligence
of 16, your list of prepared spells can include six spells of
1st or 2nd level, in any combination, chosen from your
spellbook. If you prepare the 1st-level spell magic
missile, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn’t remove it from your
list of prepared spells.
You can change your list of prepared spells when you finish a
long rest. Preparing a new list of wizard spells requires time
spent studying your spellbook and memorizing the incantations
and gestures you must make to cast the spell: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard
spells, since you learn your spells through dedicated study
and memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your
proficiency bonus + your Intelligence modifier
Spell attack modifier =
your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t
need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard
spells of your choice to your spellbook for free. Each of
these spells must be of a level for which you have spell
slots, as shown on the Wizard table. On your adventures, you
might find other spells that you can add to your spellbook.
Arcane Recovery
You have learned to regain some of your magical energy by
studying your spellbook. Once per day when you finish a short
rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than
half your wizard level (rounded up), and none of the slots can
be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to
two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition,
shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation,
Illusion, Necromancy, or Transmutation, all detailed at the end
of the class description.
Your choice grants you features at 2nd level and again at 6th,
10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.
Spell Mastery
At 18th level, you have achieved such mastery over certain
spells that you can cast them at will. Choose a 1st-level wizard
spell and a 2nd-level wizard spell that are in your spellbook.
You can cast those spells at their lowest level without
expending a spell slot when you have them prepared. If you want
to cast either spell at a higher level, you must expend a spell
slot as normal.
By spending 8 hours in study, you can exchange one or both of
the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful
spells and can cast them with little effort. Choose two
3rd-level wizard spells in your spellbook as your signature
spells. You always have these spells prepared, they don’t count
against the number of spells you have prepared, and you can cast
each of them once at 3rd level without expending a spell slot.
When you do so, you can’t do so again until you finish a short
or long rest.
If you want to cast either spell at a higher level, you must
expend a spell slot as normal.
Arcane Traditions
The study of wizardry is ancient, stretching back to the
earliest mortal discoveries of magic. It is firmly established
in fantasy gaming worlds, with various traditions dedicated to
its complex study.
The most common arcane traditions in the multiverse revolve
around the schools of magic. Wizards through the ages have
cataloged thousands of spells, grouping them into eight
categories called schools. In some places, these traditions are
literally schools; a wizard might study at the School of
Illusion while another studies across town at the School of
Enchantment. In other institutions, the schools are more like
academic departments, with rival faculties competing for
students and funding. Even wizards who train apprentices in the
solitude of their own towers use the division of magic into
schools as a learning device, since the spells of each school
require mastery of different techniques.
School of Evocation
You focus your study on magic that creates powerful elemental
effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find
employment in military forces, serving as artillery to blast
enemy armies from afar. Others use their spectacular power to
protect the weak, while some seek their own gain as bandits,
adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level, the gold
and time you must spend to copy an evocation spell into your
spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you
cast an evocation spell that affects other creatures that
you can see, you can choose a number of them equal to 1 +
the spell’s level. The chosen creatures automatically
succeed on their saving throws against the spell, and they
take no damage if they would normally take half damage on a
successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a
creature succeeds on a saving throw against your cantrip,
the creature takes half the cantrip’s damage (if any) but
suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence
modifier to one damage roll of any wizard evocation spell
you cast.
Overchannel
Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 1st through
5th level that deals damage, you can deal maximum damage
with that spell.
The first time you do so, you suffer no adverse effect. If
you use this feature again before you finish a long rest,
you take 2d12 necrotic damage for each level of the spell,
immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic
damage per spell level increases by 1d12. This damage
ignores resistance and immunity.
Your Spellbook
The spells that you add to your spellbook as you gain
levels reflect the arcane research you conduct on your
own, as well as intellectual breakthroughs you have had
about the nature of the multiverse. You might find other
spells during your adventures. You could discover a spell
recorded on a scroll in an evil wizard’s chest, for
example, or in a dusty tome in an ancient library.
Copying a Spell into the
Book. When you find a wizard spell
of 1st level or higher, you can add it to your spellbook
if it is of a spell level you can prepare and if you can
spare the time to decipher and copy it.
Copying that spell into your spellbook involves
reproducing the basic form of the spell, then deciphering
the unique system of notation used by the wizard who wrote
it. You must practice the spell until you understand the
sounds or gestures required, then transcribe it into your
spellbook using your own notation.
For each level of the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you
expend as you experiment with the spell to master it, as
well as the fine inks you need to record it. Once you have
spent this time and money, you can prepare the spell just
like your other spells.
Replacing the
Book. You can copy a spell from your
own spellbook into another book-for example, if you want
to make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and
easier, since you understand your own notation and already
know how to cast the spell. You need spend only 1 hour and
10 gp for each level of the copied spell.
*If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared
into a new spellbook. Filling out the remainder of your
spellbook requires you to find new spells to do so, as
normal. For this reason, many wizards keep backup
spellbooks in a safe place.
The Book’s
Appearance. Your spellbook is a
unique compilation of spells, with its own decorative
flourishes and margin notes. It might be a plain,
functional leather volume that you received as a gift from
your master, a finely bound gilt-edged tome you found in
an ancient library, or even a loose collection of notes
scrounged together after you lost your previous spellbook
in a mishap.
Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing
so lets you mix the abilities of those classes to realize a
character concept that might not be reflected in one of the
standard class options.
With this rule, you have the option of gaining a level in a new
class whenever you advance in level, instead of gaining a level in
your current class. Your levels in all your classes are added
together to determine your character level. For example, if you
have three levels in wizard and two in fighter, you’re a 5th-level
character.
As you advance in levels, you might primarily remain a member of
your original class with just a few levels in another class, or
you might change course entirely, never looking back at the class
you left behind. You might even start progressing in a third or
fourth class. Compared to a single-class character of the same
level, you’ll sacrifice some focus in exchange for versatility.
Prerequisites
To qualify for a new class, you must meet the ability score
prerequisites for both your current class and your new one, as
shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must
have both Strength and Wisdom scores of 13 or higher. Without
the full training that a beginning character receives, you must
be a quick study in your new class, having a natural aptitude
that is reflected by higher- than-average ability scores.
Table- Multiclassing
Prerequisites
Class
Ability Score Min.
Barbarian
Strength 13
Bard
Charisma 13
Cleric
Wisdom 13
Druid
Wisdom 13
Fighter
Strength 13 or Dexterity 13
Monk
Dexterity 13 and Wisdom 13
Paladin
Strength 13 and Charisma 13
Ranger
Dexterity 13 and Wisdom 13
Rogue
Dexterity 13
Sorcerer
Charisma 13
Warlock
Charisma 13
Wizard
Intelligence 13
Experience Points
The experience point cost to gain a level is always based on
your total character level, as shown in the Character
Advancement table, not your level in a particular class. So, if
you are a cleric 6/fighter 1, you must gain enough XP to reach
8th level before you can take your second level as a fighter or
your seventh level as a cleric.
Hit Points and Hit Dice
You gain the hit points from your new class as described for
levels after 1st. You gain the 1st-level hit points for a class
only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to
form your pool of Hit Dice. If the Hit Dice are the same die
type, you can simply pool them together. For example, both the
fighter and the paladin have a d10, so if you are a paladin
5/fighter 5, you have ten d10 Hit Dice. If your classes give you
Hit Dice of different types, keep track of them separately. If
you are a paladin 5/cleric 5, for example, you have five d10 Hit
Dice and five d8 Hit Dice.
Proficiency Bonus
Your proficiency bonus is always based on your total character
level, as shown in the Character Advancement table in chapter 1,
not your level in a particular class. For example, if you are a
fighter 3/rogue 2, you have the proficiency bonus of a 5th-
level character, which is +3.
Proficiencies
When you gain your first level in a class other than your
initial class, you gain only some of new class’s starting
proficiencies, as shown in the Multiclassing Proficiencies
table.
Table- Multiclassing
Proficiencies
Class
Proficiencies Gained
Barbarian
Shields, simple weapons, martial weapons
Bard
Light armor, one skill of your choice, one musical
instrument of your choice
Cleric
Light armor, medium armor, shields
Druid
Light armor, medium armor, shields (druids will not wear
armor or use shields made of metal)
Fighter
Light armor, medium armor, shields, simple weapons,
martial weapons
Monk
Simple weapons, shortswords
Paladin
Light armor, medium armor, shields, simple weapons,
martial weapons
Ranger
Light armor, medium armor, shields, simple weapons,
martial weapons, one skill from the class’s skill list
Rogue
Light armor, one skill from the class’s skill list,
thieves’ tools
Sorcerer
-
Warlock
Light armor, simple weapons
Wizard
-
Class Features
When you gain a new level in a class, you get its features for
that level. You don’t, however, receive the class’s starting
equipment, and a few features have additional rules when you’re
multiclassing: Channel Divinity, Extra Attack, Unarmored Defense,
and Spellcasting.
Channel Divinity
If you already have the Channel Divinity feature and gain a
level in a class that also grants the feature, you gain the
Channel Divinity effects granted by that class, but getting the
feature again doesn’t give you an additional use of it. You gain
additional uses only when you reach a class level that
explicitly grants them to you. For example, if you are a cleric
6/paladin 4, you can use Channel Divinity twice between rests
because you are high enough level in the cleric class to have
more uses. Whenever you use the feature, you can choose any of
the Channel Divinity effects available to you from your two
classes.
Extra Attack
If you gain the Extra Attack class feature from more than one
class, the features don’t add together. You can’t make more than
two attacks with this feature unless it says you do (as the
fighter’s version of Extra Attack does). Similarly, the
warlock’s eldritch invocation Thirsting Blade doesn’t give you
additional attacks if you also have Extra Attack.
Unarmored Defense
If you already have the Unarmored Defense feature, you can’t
gain it again from another class.
Spellcasting
Your capacity for spellcasting depends partly on your combined
levels in all your spellcasting classes and partly on your
individual levels in those classes. Once you have the
Spellcasting feature from more than one class, use the rules
below. If you multiclass but have the Spellcasting feature from
only one class, you follow the rules as described in that class.
Spells Known and
Prepared. You determine what spells you
know and can prepare for each class individually, as if you were
a single-classed member of that class. If you are a ranger
4/wizard 3, for example, you know three 1st-level ranger spells
based on your levels in the ranger class. As 3rd-level wizard,
you know three wizard cantrips, and your spellbook contains ten
wizard spells, two of which (the two you gained when you reached
3rd level as a wizard) can be 2nd-level spells. If your
Intelligence is 16, you can prepare six wizard spells from your
spellbook.
Each spell you know and prepare is associated with one of your
classes, and you use the spellcasting ability of that class when
you cast the spell. Similarly, a spellcasting focus, such as a
holy symbol, can be used only for the spells from the class
associated with that focus.
If a cantrip of yours increases in power at higher levels, the
increase is based on your character level, not your level in a
particular class
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.
For example, if you are the aforementioned ranger 4/wizard 3,
you count as a 5th-level character when determining your spell
slots: you have four 1st-level slots, three 2nd-level slots, and
two 3rd-level slots. However, you don’t know any 3rd-level
spells, nor do you know any 2nd-level ranger spells. You can use
the spell slots of those levels to cast the spells you do
know-and potentially enhance their effects.
Pact
Magic. If you have both the Spellcasting
class feature and the Pact Magic class feature from the warlock
class, you can use the spell slots you gain from the Pact Magic
feature to cast spells you know or have prepared from classes
with the Spellcasting class feature, and you can use the spell
slots you gain from the Spellcasting class feature to cast
warlock spells you know.
Table- Multiclass Spellcaster: Spell
Slots per Spell Level
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
-
-
-
-
-
-
-
-
2nd
3
-
-
-
-
-
-
-
-
3rd
4
2
-
-
-
-
-
-
-
4th
4
3
-
-
-
-
-
-
-
5th
4
3
2
-
-
-
-
-
-
6th
4
3
3
-
-
-
-
-
-
7th
4
3
3
1
-
-
-
-
-
8th
4
3
3
2
-
-
-
-
-
9th
4
3
3
3
1
-
-
-
-
10th
4
3
3
3
2
-
-
-
-
11th
4
3
3
3
2
1
-
-
-
12th
4
3
3
3
2
1
-
-
-
13th
4
3
3
3
2
1
1
-
-
14th
4
3
3
3
2
1
1
-
-
15th
4
3
3
3
2
1
1
1
-
16th
4
3
3
3
2
1
1
1
-
17th
4
3
3
3
2
1
1
1
1
18th
4
3
3
3
3
1
1
1
1
19th
4
3
3
3
3
2
1
1
1
20th
4
3
3
3
3
2
2
1
1
Feats
A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training, experience,
and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can forgo
taking that feature to take a feat of your choice instead. You can
take each feat only once, unless the feat’s description says
otherwise.
You must meet any prerequisite specified in a feat to take that
feat. If you ever lose a feat’s prerequisite, you can’t use that
feat until you regain the prerequisite. For example, the Grappler
feat requires you to have a Strength of 13 or higher. If your
Strength is reduced below 13 somehow-perhaps by a withering
curse-you can’t benefit from the Grappler feat until your Strength
is restored.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in
close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you
are grappling.
You can use your action to try to pin a creature grappled by
you. To do so, make another grapple check. If you succeed,
you and the creature are both restrained until the grapple
ends.
Alignment
A typical creature in the game world has an alignment, which
broadly describes its moral and personal attitudes. Alignment is a
combination of two factors: one identifies morality (good, evil,
or neutral), and the other describes attitudes toward society and
order (lawful, chaotic, or neutral). Thus, nine distinct
alignments define the possible combinations.
These brief summaries of the nine alignments describe the typical
behavior of a creature with that alignment. Individuals might vary
significantly from that typical behavior, and few people are
perfectly and consistently faithful to the precepts of their
alignment.
Lawful good (LG) creatures can
be counted on to do the right thing as expected by society. Gold
dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) folk do the
best they can to help others according to their needs. Many
celestials, some cloud giants, and most gnomes are neutral good.
Chaotic good (CG) creatures act
as their conscience directs, with little regard for what others
expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful neutral (LN) individuals
act in accordance with law, tradition, or personal codes. Many
monks and some wizards are lawful neutral.
Neutral (N) is the alignment of
those who prefer to steer clear of moral questions and don’t take
sides, doing what seems best at the time. Lizardfolk, most druids,
and many humans are neutral.
Chaotic neutral (CN) creatures
follow their whims, holding their personal freedom above all else.
Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) creatures
methodically take what they want, within the limits of a code of
tradition, loyalty, or order. Devils, blue dragons, and hobgoblins
are lawful evil.
Neutral evil (NE) is the
alignment of those who do whatever they can get away with, without
compassion or qualms. Many drow, some cloud giants, and goblins
are neutral evil.
Chaotic evil (CE) creatures act
with arbitrary violence, spurred by their greed, hatred, or
bloodlust. Demons, red dragons, and orcs are chaotic evil.
Alignment in the Multiverse
For many thinking creatures, alignment is a moral choice.
Humans, dwarves, elves, and other humanoid races can choose
whether to follow the paths of good or evil, law or chaos.
According to myth, the good- aligned gods who created these
races gave them free will to choose their moral paths, knowing
that good without free will is slavery.
The evil deities who created other races, though, made those
races to serve them. Those races have strong inborn tendencies
that match the nature of their gods. Most orcs share the
violent, savage nature of the orc gods, and are thus inclined
toward evil. Even if an orc chooses a good alignment, it
struggles against its innate tendencies for its entire life.
(Even half-orcs feel the lingering pull of the orc god’s
influence.)
Alignment is an essential part of the nature of celestials and
fiends. A devil does not choose to be lawful evil, and it
doesn’t tend toward lawful evil, but rather it is lawful evil in
its essence. If it somehow ceased to be lawful evil, it would
cease to be a devil.
Most creatures that lack the capacity for rational thought do
not have alignments-they are
unaligned. Such a creature is
incapable of making a moral or ethical choice and acts according
to its bestial nature. Sharks are savage predators, for example,
but they are not evil; they have no alignment.
Languages
Your race indicates the languages your character can speak by
default, and your background might give you access to one or more
additional languages of your choice. Note these languages on your
character sheet.
Choose your languages from the Standard Languages table, or choose
one that is common in your campaign. With your GM’s permission,
you can instead choose a language from the Exotic Languages table
or a secret language, such as thieves’ cant or the tongue of
druids.
Some of these languages are actually families of languages with
many dialects. For example, the Primordial language includes the
Auran, Aquan, Ignan, and Terran dialects, one for each of the four
elemental planes. Creatures that speak different dialects of the
same language can communicate with one another.
Table- Standard Languages
Language
Typical Speakers
Script
Common
Humans
Common
Dwarvish
Dwarves
Dwarvish
Elvish
Elves
Elvish
Giant
Ogres, giants
Dwarvish
Gnomish
Gnomes
Dwarvish
Goblin
Goblinoids
Dwarvish
Halfling
Halflings
Common
Orc
Orcs
Dwarvish
Table- Exotic Languages
Language
Typical Speakers
Script
Abyssal
Demons
Infernal
Celestial
Celestials
Celestial
Draconic
Dragons, dragonborn
Draconic
Deep Speech
Aboleths, cloakers
-
Infernal
Devils
Infernal
Primordial
Elementals
Dwarvish
Sylvan
Fey creatures
Elvish
Undercommon
Underworld traders
Elvish
Inspiration
Inspiration is a rule the game master can use to reward you for
playing your character in a way that’s true to his or her
personality traits, ideal, bond, and flaw. By using inspiration,
you can draw on your personality trait of compassion for the
downtrodden to give you an edge in negotiating with the Beggar
Prince. Or inspiration can let you call on your bond to the
defense of your home village to push past the effect of a spell
that has been laid on you.
Gaining Inspiration
Your GM can choose to give you inspiration for a variety of
reasons. Typically, GMs award it when you play out your
personality traits, give in to the drawbacks presented by a flaw
or bond, and otherwise portray your character in a compelling
way. Your GM will tell you how you can earn inspiration in the
game.
You either have inspiration or you don’t - you can’t stockpile
multiple inspirations
for later use.
Using Inspiration
If you have inspiration, you can expend it when you make an
attack roll, saving throw, or ability check. Spending your
inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another
player for good roleplaying, clever thinking, or simply doing
something exciting in the game. When another player character
does something that really contributes to the story in a fun and
interesting way, you can give up your inspiration to give that
character inspiration.
Backgrounds
Every story has a beginning. Your character’s background reveals
where you came from, how you became an adventurer, and your place
in the world. Your fighter might have been a courageous knight or
a grizzled soldier. Your wizard could have been a sage or an
artisan. Your rogue might have gotten by as a guild thief or
commanded audiences as a jester.
Choosing a background provides you with important story cues about
your character’s identity. The most important question to ask
about your background is what changed? Why
did you stop doing whatever your background describes and start
adventuring? Where did you get the money to purchase your starting
gear, or, if you come from a wealthy background, why don’t you
have more money? How did you learn the skills
of your class? What sets you apart from ordinary people who share
your background?
The sample backgrounds in this chapter provide both concrete
benefits (features, proficiencies, and languages) and roleplaying
suggestions.
Proficiencies
Each background gives a character proficiency in two skills
(described in Using Ability Scores
).
In addition, most backgrounds give a character proficiency with
one or more tools (detailed in Equipment
).
If a character would gain the same proficiency from two
different sources, he or she can choose a different proficiency
of the same kind (skill or tool) instead.
Languages
Some backgrounds also allow characters to learn additional
languages beyond those given by race. See
Languages.
Equipment
Each background provides a package of starting equipment. If you
use the optional rule to spend coin on gear, you do not receive
the starting equipment from your background.
Suggested Characteristics
A background contains suggested personal characteristics based
on your background. You can pick characteristics, roll dice to
determine them randomly, or use the suggestions as inspiration
for characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a background so
it better fits your character or the campaign setting. To
customize a background, you can replace one feature with any
other one, choose any two skills, and choose a total of two tool
proficiencies or languages from the sample backgrounds. You can
either use the equipment package from your background or spend
coin on gear as described in the equipment section. (If you
spend coin, you can’t also take the equipment package suggested
for your class.) Finally, choose two personality traits, one
ideal, one bond, and one flaw. If you can’t find a feature that
matches your desired background, work with your GM to create
one.
Acolyte
You have spent your life in the service of a temple to a
specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing
sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not
necessarily a cleric - performing sacred rites is not the same
thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine
being from among those listed in Fantasy-Historical
Pantheons
or those specified by your GM, and work with
your GM to detail the nature of your religious service. Were you
a lesser functionary in a temple, raised from childhood to
assist the priests in the sacred rites? Or were you a high
priest who suddenly experienced a call to serve your god in a
different way? Perhaps you were the leader of a small cult
outside of any established temple structure, or even an occult
group that served a fiendish master that you now deny.
Skill Proficiencies: Insight,
Religion
Languages: Two of your choice
Equipment: A holy symbol (a
gift to you when you entered the priesthood), a prayer book or
prayer wheel, 5 sticks of incense, vestments, a set of common
clothes, and a pouch containing 15 gp
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your
deity. You and your adventuring companions can expect to
receive free healing and care at a temple, shrine, or other
established presence of your faith, though you must provide
any material components needed for spells. Those who share
your religion will support you (but only you) at a modest
lifestyle.
You might also have ties to a specific temple dedicated to
your chosen deity or pantheon, and you have a residence there.
This could be the temple where you used to serve, if you
remain on good terms with it, or a temple where you have found
a new home. While near your temple, you can call upon the
priests for assistance, provided the assistance you ask for is
not hazardous and you remain in good standing with your
temple.
Suggested Characteristics
Acolytes are shaped by their experience in temples or other
religious communities. Their study of the history and tenets
of their faith and their relationships to temples, shrines, or
hierarchies affect their mannerisms and ideals. Their flaws
might be some hidden hypocrisy or heretical idea, or an ideal
or bond taken to an extreme.
Table- Suggested Acolyte
Characteristics
d8
Personality Trait
1
I idolize a particular hero of my faith, and
constantly refer to that person’s deeds and example.
2
I can find common ground between the fiercest enemies,
empathizing with them and always working toward peace.
3
I see omens in every event and action. The gods try to
speak to us, we just need to listen
4
Nothing can shake my optimistic attitude.
5
I quote (or misquote) sacred texts and proverbs in
almost every situation.
6
I am tolerant (or intolerant) of other faiths and
respect (or condemn) the worship of other gods.
7
I’ve enjoyed fine food, drink, and high society among
my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little
practical experience dealing with people in the
outside world.
d6
Ideal
1
Tradition. The
ancient traditions of worship and sacrifice must be
preserved and upheld. (Lawful)
2
Charity. I always
try to help those in need, no matter what the personal
cost. (Good)
3
Change. We must
help bring about the changes the gods are constantly
working in the world. (Chaotic)
4
Power. I hope to
one day rise to the top of my faith’s religious
hierarchy. (Lawful)
5
Faith. I trust that
my deity will guide my actions. I have faith that if I
work hard, things will go well. (Lawful)
6
Aspiration. I seek
to prove myself worthy of my god’s favor by matching
my actions against his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient relic of my faith
that was lost long ago.
2
I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
3
I owe my life to the priest who took me in when my
parents died.
4
Everything I do is for the common people.
5
I will do anything to protect the temple where I
served.
6
I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
d6
Flaw
1
I judge others harshly, and myself even more severely.
2
I put too much trust in those who wield power within
my temple’s hierarchy.
3
My piety sometimes leads me to blindly trust those
that profess faith in my god.
4
I am inflexible in my thinking.
5
I am suspicious of strangers and expect the worst of
them.
6
Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
EQUIPMENT
Coinage
Common coins come in several different denominations based on
the relative worth of the metal from which they are made. The
three most common coins are the gold piece (gp), the silver
piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a bedroll, 50 feet of
good rope, or a goat. A skilled (but not exceptional) artisan
can earn one gold piece a day. The old piece is the standard
unit of measure for wealth, even if the coin itself is not
commonly used. When merchants discuss deals that involve goods
or services worth hundreds or thousands of gold pieces, the
transactions don’t usually involve the exchange of individual
coins. Rather, the gold piece is a standard measure of value,
and the actual exchange is in gold bars, letters of credit, or
valuable goods.
One gold piece is worth ten silver pieces, the most prevalent
coin among commoners. A silver piece buys a laborer’s work for
half a day, a flask of lamp oil, or a night’s rest in a poor
inn.
One silver piece is worth ten copper pieces, which are common
among laborers and beggars. A single copper piece buys a candle,
a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals
sometimes appear in treasure hoards. The electrum piece (ep) and
the platinum piece (pp) originate from fallen empires and lost
kingdoms, and they sometimes arouse suspicion and skepticism
when used in transactions. An electrum piece is worth five
silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins
weigh a pound.
Table- Standard Exchange
Rates
Coin
CP
SP
EP
GP
PP
Copper (cp)
1
1/10
1/50
1/100
1/1,000
Silver (sp)
10
1
1/5
1/10
1/100
Electrum (ep)
50
5
1
1/2
1/20
Gold (gp)
100
10
2
1
1/10
Platinum (pp)
1,000
100
20
10
1
Selling Treasure
Opportunities abound to find treasure, equipment, weapons,
armor, and more in the dungeons you explore. Normally, you can
sell your treasures and trinkets when you return to a town or
other settlement, provided that you can find buyers and
merchants interested in your loot.
Arms, Armor, and Other
Equipment. As a general rule, undamaged
weapons, armor, and other equipment fetch half their cost when
sold in a market. Weapons and armor used by monsters are rarely
in good enough condition to sell.
Magic
Items. Selling magic items is problematic.
Finding someone to buy a potion or a scroll isn’t too hard, but
other items are out of the realm of most but the wealthiest
nobles. Likewise, aside from a few common magic items, you won’t
normally come across magic items or spells to purchase. The
value of magic is far beyond simple gold and should always be
treated as such.
Gems, Jewelry, and Art
Objects. These items retain their full
value in the marketplace, and you can either trade them in for
coin or use them as currency for other transactions. For
exceptionally valuable treasures, the GM might require you to
find a buyer in a large town or larger community first.
Trade
Goods. On the borderlands, many people
conduct transactions through barter. Like gems and art objects,
trade goods-bars of iron, bags of salt, livestock, and so
on-retain their full value in the market and can be used as
currency.
Armor
Fantasy gaming worlds are a vast tapestry made up of many
different cultures, each with its own technology level. For this
reason, adventurers have access to a variety of armor types,
ranging from leather armor to chain mail to costly plate armor,
with several other kinds of armor in between. The Armor table
collects the most commonly available types of armor found in the
game and separates them into three categories: light armor, medium
armor, and heavy armor. Many warriors supplement their armor with
a shield.
The Armor table shows the cost, weight, and other properties of
the common types of armor worn in fantasy gaming worlds.
Armor
Proficiency. Anyone can put on a suit of
armor or strap a shield to an arm. Only those proficient in the
armor’s use know how to wear it effectively, however. Your class
gives you proficiency with certain types of armor. If you wear
armor that you lack proficiency with, you have disadvantage on any
ability check, saving throw, or attack roll that involves Strength
or Dexterity, and you can’t cast spells.
Armor Class
(AC). Armor protects its wearer from
attacks. The armor (and shield) you wear determines your base
Armor Class.
Heavy
Armor. Heavier armor interferes with the
wearer’s ability to move quickly, stealthily, and freely. If the
Armor table shows Str 13
or Str 15
in the Strength column for an armor type, the armor reduces the
wearer’s speed by 10 feet unless the wearer has a Strength score
equal to or higher than the listed score.
Stealth.
If the Armor table shows Disadvantage
in the
Stealth column, the wearer has disadvantage on Dexterity (Stealth)
checks.
Shields. A
shield is made from wood or metal and is carried in one hand.
Wielding a shield increases your Armor Class by 2. You can benefit
from only one shield at a time.
Light Armor
Made from supple and thin materials, light armor favors agile
adventurers since it offers some protection without sacrificing
mobility. If you wear light armor, you add your Dexterity
modifier to the base number from your armor type to determine
your Armor Class.
Padded.
Padded armor consists of quilted layers of cloth and batting.
Leather.
The breastplate and shoulder protectors of this armor are made
of leather that has been stiffened by being boiled in oil. The
rest of the armor is made of softer and more flexible materials.
Studded
Leather. Made from tough but flexible
leather, studded leather is reinforced with close-set rivets or
spikes.
Medium Armor
Medium armor offers more protection than light armor, but it
also impairs movement more. If you wear medium armor, you add
your Dexterity modifier, to a maximum of +2, to the base number
from your armor type to determine your Armor Class.
Hide.
This crude armor consists of thick furs and pelts. It is
commonly worn by barbarian tribes, evil humanoids, and other
folk who lack access to the tools and materials needed to create
better armor.
Chain
Shirt. Made of interlocking metal rings, a
chain shirt is worn between layers of clothing or leather. This
armor offers modest protection to the wearer’s upper body and
allows the sound of the rings rubbing against one another to be
muffled by outer layers.
Scale
Mail. This armor consists of a coat and
leggings (and perhaps a separate skirt) of leather covered with
overlapping pieces of metal, much like the scales of a fish. The
suit includes gauntlets.
Breastplate.
This armor consists of a fitted metal chest piece worn with
supple leather. Although it leaves the legs and arms relatively
unprotected, this armor provides good protection for the
wearer’s vital organs while leaving the wearer relatively
unencumbered.
Half
Plate. Half plate consists of shaped metal
plates that cover most of the wearer’s body. It does not include
leg protection beyond simple greaves that are attached with
leather straps.
Heavy Armor
Of all the armor categories, heavy armor offers the best
protection. These suits of armor cover the entire body and are
designed to stop a wide range of attacks. Only proficient
warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your
Armor Class, but it also doesn’t penalize you if your Dexterity
modifier is negative.
Ring
Mail. This armor is leather armor with
heavy rings sewn into it. The rings help reinforce the armor
against blows from swords and axes. Ring mail is inferior to
chain mail, and it’s usually worn only by those who can’t afford
better armor.
Chain
Mail. Made of interlocking metal rings,
chain mail includes a layer of quilted fabric worn underneath
the mail to prevent chafing and to cushion the impact of blows.
The suit includes gauntlets.
Splint.
This armor is made of narrow vertical strips of metal riveted to
a backing of leather that is worn over cloth padding. Flexible
chain mail protects the joints.
Plate.
Plate consists of shaped, interlocking metal plates to cover the
entire body. A suit of plate includes gauntlets, heavy leather
boots, a visored helmet, and thick layers of padding underneath
the armor. Buckles and straps distribute the weight over the
body.
Table- Armor
Armor
Cost
Armor Class (AC)
Strength
Stealth
Weight
Light Armor
Padded
5 gp
11 + Dex modifier
-
Disadvantage
8 lb.
Leather
10 gp
11 + Dex modifier
-
-
10 lb.
Studded leather
45 gp
12 + Dex modifier
-
-
13 lb.
Medium Armor
Hide
10 gp
12 + Dex modifier (max 2)
-
-
12 lb.
Chain shirt
50 gp
13 + Dex modifier (max 2)
-
-
20 lb.
Scale mail
50 gp
14 + Dex modifier (max 2)
-
Disadvantage
45 lb.
Breastplate
400 gp
14 + Dex modifier (max 2)
-
-
20 lb.
Half plate
750 gp
15 + Dex modifier (max 2)
-
Disadvantage
40 lb.
Heavy Armor
Ring mail
30 gp
14
-
Disadvantage
40 lb.
Chain mail
75 gp
16
Str 13
Disadvantage
55 lb.
Splint
200 gp
17
Str 15
Disadvantage
60 lb.
Plate
1,500 gp
18
Str 15
Disadvantage
65 lb.
Shield
Shield
10 gp
+2
-
-
6 lb.
Getting Into and Out of Armor
The time it takes to don or doff armor depends on the armor’s
category.
Don.
This is the time it takes to put on armor. You benefit from the
armor’s AC only if you take the full time to don the suit of
armor.
Doff.
This is the time it takes to take off armor. If you have help,
reduce this time by half.
Table- Donning and Doffing
Armor
Category
Don
Doff
Light Armor
1 minute
1 minute
Medium Armor
5 minutes
1 minute
Heavy Armor
10 minutes
5 minutes
Shield
1 action
1 action
Weapons
Your class grants proficiency in certain weapons, reflecting both
the class’s focus and the tools you are most likely to use.
Whether you favor a longsword or a longbow, your weapon and your
ability to wield it effectively can mean the difference between
life and death while adventuring.
The Weapons table shows the most common weapons used in the
fantasy gaming worlds, their price and weight, the damage they
deal when they hit, and any special properties they possess. Every
weapon is classified as either melee or ranged. A
melee weapon is used to attack
a target within 5 feet of you, whereas a
ranged weapon is used to attack
a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you proficiency with
certain weapons or categories of weapons. The two categories are
simple and
martial. Most people can use
simple weapons with proficiency. These weapons include clubs,
maces, and other weapons often found in the hands of commoners.
Martial weapons, including swords, axes, and polearms, require
more specialized training to use effectively. Most warriors use
martial weapons because these weapons put their fighting style
and training to best use.
Proficiency with a weapon allows you to add your proficiency
bonus to the attack roll for any attack you make with that
weapon. If you make an attack roll using a weapon with which you
lack proficiency, you do not add your proficiency bonus to the
attack roll.
Weapon Properties
Many weapons have special properties related to their use, as
shown in the Weapons table.
Ammunition.
You can use a weapon that has the ammunition property to make a
ranged attack only if you have ammunition to fire from the
weapon. Each time you attack with the weapon, you expend one
piece of ammunition. Drawing the ammunition from a quiver, case,
or other container is part of the attack (you need a free hand
to load a one-handed weapon). At the end of the battle, you can
recover half your expended ammunition by taking a minute to
search the battlefield.
If you use a weapon that has the ammunition property to make a
melee attack, you treat the weapon as an improvised weapon (see
Improvised Weapons
later in the section). A sling
must be loaded to deal any damage when used in this way.
Finesse.
When making an attack with a finesse weapon, you use your choice
of your Strength or Dexterity modifier for the attack and damage
rolls. You must use the same modifier for both rolls.
Heavy.
Small creatures have disadvantage on attack rolls with heavy
weapons. A heavy weapon’s size and bulk make it too large for a
Small creature to use effectively.
Light. A
light weapon is small and easy to handle, making it ideal for
use when fighting with two weapons.
Loading.
Because of the time required to load this weapon, you can fire
only one piece of ammunition from it when you use an action,
bonus action, or reaction to fire it, regardless of the number
of attacks you can normally make.
Range. A
weapon that can be used to make a ranged attack has a range in
parentheses after the ammunition or thrown property. The range
lists two numbers. The first is the 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.
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).
Thrown.
If a weapon has the thrown property, you can throw the weapon to
make a ranged attack. If the weapon is a melee weapon, you use
the same ability modifier for that attack roll and damage roll
that you would use for a melee attack with the weapon. For
example, if you throw a handaxe, you use your Strength, but if
you throw a dagger, you can use either your Strength or your
Dexterity, since the dagger has the finesse property.
Two-Handed.
This weapon requires two hands when you attack with it.
Versatile.
This weapon can be used with one or two hands. A damage value in
parentheses appears with the property-the damage when the weapon
is used with two hands to make a melee attack.
Improvised Weapons
Sometimes characters don’t have their weapons and have to
attack with whatever is at hand. An improvised weapon includes
any object you can wield in one or two hands, such as broken
glass, a table leg, a frying pan, a wagon wheel, or a dead
goblin.
Often, an improvised weapon is similar to an actual weapon and
can be treated as such. For example, a table leg is akin to a
club. At the GM’s option, a character proficient with a weapon
can use a similar object as if it were that weapon and use his
or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4
damage (the GM assigns a damage type appropriate to the
object). If a character uses a ranged weapon to make a melee
attack, or throws a melee weapon that does not have the thrown
property, it also deals 1d4 damage. An improvised thrown
weapon has a normal range of 20 feet and a long range of 60
feet.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical
weapons are susceptible to silver weapons, so cautious
adventurers invest extra coin to plate their weapons with
silver. You can silver a single weapon or ten pieces of
ammunition for 100 gp. This cost represents not only the
price of the silver, but the time and expertise needed to
add silver to the weapon without making it less effective.
Special Weapons
Weapons with special rules are described here.
Lance.
You have disadvantage when you use a lance to attack a
target within 5 feet of you. Also, a lance requires two
hands to wield when you aren’t mounted.
Net.
A Large or smaller creature hit by a net is restrained until
it is freed. A net has no effect on creatures that are
formless, or creatures that are Huge or larger. A creature
can use its action to make a DC 10 Strength check, freeing
itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the
creature without harming it, ending the effect and
destroying the net.
When you use an action, bonus action, or reaction to attack
with a net, you can make only one attack regardless of the
number of attacks you can normally make.
Table- Weapons
Name
Cost
Damage
Weight
Properties
Simple Melee
Weapons
Club
1 sp
1d4 bludgeoning
2 lb.
Light
Dagger
2 gp
1d4 piercing
1 lb.
Finesse, light, thrown (range 20/60)
Greatclub
2 sp
1d8 bludgeoning
10 lb.
Two-handed
Handaxe
5 gp
1d6 slashing
2 lb.
Light, thrown (range 20/60)
Javelin
5 sp
1d6 piercing
2 lb.
Thrown (range 30/120)
Light hammer
2 gp
1d4 bludgeoning
2 lb.
Light, thrown (range 20/60)
Mace
5 gp
1d6 bludgeoning
4 lb.
-
Quarterstaff
2 sp
1d6 bludgeoning
4 lb.
Versatile (1d8)
Sickle
1 gp
1d4 slashing
2 lb.
Light
Spear
1 gp
1d6 piercing
3 lb.
Thrown (range 20/60), versatile (1d8)
Simple Ranged
Weapons
Crossbow, light
25 gp
1d8 piercing
5 lb.
Ammunition (range 80/320), loading, two-handed
Dart
5 cp
1d4 piercing
1/4 lb.
Finesse, thrown (range 20/60)
Shortbow
25 gp
1d6 piercing
2 lb.
Ammunition (range 80/320), two-handed
Sling
1 sp
1d4 bludgeoning
-
Ammunition (range 30/120)
Martial Melee
Weapons
Battleaxe
10 gp
1d8 slashing
4 lb.
Versatile (1d10)
Flail
10 gp
1d8 bludgeoning
2 lb.
-
Glaive
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Greataxe
30 gp
1d12 slashing
7 lb.
Heavy, two-handed
Greatsword
50 gp
2d6 slashing
6 lb.
Heavy, two-handed
Halberd
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Lance
10 gp
1d12 piercing
6 lb.
Reach, special
Longsword
15 gp
1d8 slashing
3 lb.
Versatile (1d10)
Maul
10 gp
2d6 bludgeoning
10 lb.
Heavy, two-handed
Morningstar
15 gp
1d8 piercing
4 lb.
-
Pike
5 gp
1d10 piercing
18 lb.
Heavy, reach, two-handed
Rapier
25 gp
1d8 piercing
2 lb.
Finesse
Scimitar
25 gp
1d6 slashing
3 lb.
Finesse, light
Shortsword
10 gp
1d6 piercing
2 lb.
Finesse, light
Trident
5 gp
1d6 piercing
4 lb.
Thrown (range 20/60), versatile (1d8)
War pick
5 gp
1d8 piercing
2 lb.
-
Warhammer
15 gp
1d8 bludgeoning
2 lb.
Versatile (1d10)
Whip
2 gp
1d4 slashing
3 lb.
Finesse, reach
Martial Ranged
Weapons
Blowgun
10 gp
1 piercing
1 lb.
Ammunition (range 25/100), loading
Crossbow, hand
75 gp
1d6 piercing
3 lb.
Ammunition (range 30/120), light, loading
Crossbow, heavy
50 gp
1d10 piercing
18 lb.
Ammunition (range 100/400), heavy, loading,
two-handed
Longbow
50 gp
1d8 piercing
2 lb.
Ammunition (range 150/600), heavy, two-handed
Net
1 gp
-
3 lb.
Special, thrown (range 5/15)
Adventuring Gear
This section describes items that have special rules or require
further explanation.
Acid. As
an action, you can splash the contents of this vial onto a
creature within 5 feet of you or throw the vial up to 20 feet,
shattering it on impact. In either case, make a ranged attack
against a creature or object, treating the acid as an improvised
weapon. On a hit, the target takes 2d6 acid damage.
Alchemist’s
Fire. This sticky, adhesive fluid ignites
when exposed to air. As an action, you can throw this flask up to
20 feet, shattering it on impact. Make a ranged attack against a
creature or object, treating the alchemist’s fire as an improvised
weapon. On a hit, the target takes 1d4 fire damage at the start of
each of its turns. A creature can end this damage by using its
action to make a DC 10 Dexterity check to extinguish the flames.
Antitoxin.
A creature that drinks this vial of liquid gains advantage on
saving throws against poison for 1 hour. It confers no benefit to
undead or constructs.
Arcane
Focus. An arcane focus is a special item-an
orb, a crystal, a rod, a specially constructed staff, a wand-like
length of wood, or some similar item- designed to channel the
power of arcane spells. A sorcerer, warlock, or wizard can use
such an item as a spellcasting focus.
Ball
Bearings. As an action, you can spill these
tiny metal balls from their pouch to cover a level, square area
that is 10 feet on a side. A creature moving across the covered
area must succeed on a DC 10 Dexterity saving throw or fall prone.
A creature moving through the area at half speed doesn’t need to
make the save.
Block and
Tackle. A set of pulleys with a cable
threaded through them and a hook to attach to objects, a block and
tackle allows you to hoist up to four times the weight you can
normally lift.
Book. A
book might contain poetry, historical accounts, information
pertaining to a particular field of lore, diagrams and notes on
gnomish contraptions, or just about anything else that can be
represented using text or pictures. A book of spells is a
spellbook (described later in this section).
Caltrops.
As an action, you can spread a bag of caltrops to cover a square
area that is 5 feet on a side. Any creature that enters the area
must succeed on a DC 15 Dexterity saving throw or stop moving this
turn and take 1 piercing damage. Taking this damage reduces the
creature’s walking speed by 10 feet until the creature regains at
least 1 hit point. A creature moving through the area at half
speed doesn’t need to make the save.
Candle.
For 1 hour, a candle sheds bright light in a 5-foot radius and dim
light for an additional 5 feet.
Case, Crossbow
Bolt. This wooden case can hold up to twenty
crossbow bolts.
Case, Map or
Scroll. This cylindrical leather case can
hold up to ten rolled-up sheets of paper or five rolled-up sheets
of parchment.
Chain. A
chain has 10 hit points. It can be burst with a successful DC 20
Strength check.
Climber’s
Kit. A climber’s kit includes special
pitons, boot tips, gloves, and a harness. You can use the
climber’s kit as an action to anchor yourself; when you do, you
can’t fall more than 25 feet from the point where you anchored
yourself, and you can’t climb more than 25 feet away from that
point without undoing the anchor.
Component
Pouch. A component pouch is a small,
watertight leather belt pouch that has compartments to hold all
the material components and other special items you need to cast
your spells, except for those components that have a specific cost
(as indicated in a spell’s description).
Crowbar.
Using a crowbar grants advantage to Strength checks where the
crowbar’s leverage can be applied.
Druidic
Focus. A druidic focus might be a sprig of
mistletoe or holly, a wand or scepter made of yew or another
special wood, a staff drawn whole out of a living tree, or a totem
object incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting focus.
Fishing
Tackle. This kit includes a wooden rod,
silken line, corkwood bobbers, steel hooks, lead sinkers, velvet
lures, and narrow netting. Healer’s Kit. This kit is a leather
pouch containing bandages, salves, and splints. The kit has ten
uses. As an action, you can expend one use of the kit to stabilize
a creature that has 0 hit points, without needing to make a Wisdom
(Medicine) check.
Holy
Symbol. A holy symbol is a representation of
a god or pantheon. It might be an amulet depicting a symbol
representing a deity, the same symbol carefully engraved or inlaid
as an emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B Fantasy-Historical
Pantheons
lists the symbols commonly associated with many
gods in the multiverse. A cleric or paladin can use a holy symbol
as a spellcasting focus. To use the symbol in this way, the caster
must hold it in hand, wear it visibly, or bear it on a shield.
Holy
Water. As an action, you can splash the
contents of this flask onto a creature within 5 feet of you or
throw it up to 20 feet, shattering it on impact. In either case,
make a ranged attack against a target creature, treating the holy
water as an improvised weapon. If the target is a fiend or undead,
it takes 2d6 radiant damage. A cleric or paladin may create holy
water by performing a special ritual. The ritual takes 1 hour to
perform, uses 25 gp worth of powdered silver, and requires the
caster to expend a 1st-level spell slot.
Hunting
Trap. When you use your action to set it,
this trap forms a saw-toothed steel ring that snaps shut when a
creature steps on a pressure plate in the center. The trap is
affixed by a heavy chain to an immobile object, such as a tree or
a spike driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take 1d4
piercing damage and stop moving. Thereafter, until the creature
breaks free of the trap, its movement is limited by the length of
the chain (typically 3 feet long). A creature can use its action
to make a DC 13 Strength check, freeing itself or another creature
within its reach on a success. Each failed check deals 1 piercing
damage to the trapped creature.
Lamp. A
lamp casts bright light in a 15-foot radius and dim light for an
additional 30 feet. Once lit, it burns for 6 hours on a flask (1
pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
light in a 60-foot cone and dim light for an additional 60 feet.
Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright light in a 30-foot
radius and dim light for an additional 30 feet. Once lit, it burns
for 6 hours on a flask (1 pint) of oil. As an action, you can
lower the hood, reducing the light to dim light in a 5-foot
radius.
Lock. A
key is provided with the lock. Without the key, a creature
proficient with thieves’ tools can pick this lock with a
successful DC 15 Dexterity check. Your GM may decide that better
locks are available for higher prices.
Magnifying
Glass. This lens allows a closer look at
small objects. It is also useful as a substitute for flint and
steel when starting fires. Lighting a fire with a magnifying glass
requires light as bright as sunlight to focus, tinder to ignite,
and about 5 minutes for the fire to ignite. A magnifying glass
grants advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.
Manacles.
These metal restraints can bind a Small or Medium creature.
Escaping the manacles requires a successful DC 20 Dexterity check.
Breaking them requires a successful DC 20 Strength check. Each set
of manacles comes with one key. Without the key, a creature
proficient with thieves’ tools can pick the manacles’ lock with a
successful DC 15 Dexterity check. Manacles have 15 hit points.
Mess Kit.
This tin box contains a cup and simple cutlery. The box clamps
together, and one side can be used as a cooking pan and the other
as a plate or shallow bowl.
Oil. Oil
usually comes in a clay flask that holds 1 pint. As an action, you
can splash the oil in this flask onto a creature within 5 feet of
you or throw it up to 20 feet, shattering it on impact. Make a
ranged attack against a target creature or object, treating the
oil as an improvised weapon. On a hit, the target is covered in
oil. If the target takes any fire damage before the oil dries
(after 1 minute), the target takes an additional 5 fire damage
from the burning oil. You can also pour a flask of oil on the
ground to cover a 5-foot square area, provided that the surface is
level. If lit, the oil burns for 2 rounds and deals 5 fire damage
to any creature that enters the area or ends its turn in the area.
A creature can take this damage only once per turn.
Poison,
Basic. You can use the poison in this vial
to coat one slashing or piercing weapon or up to three pieces of
ammunition. Applying the poison takes an action. A creature hit by
the poisoned weapon or ammunition must make a DC 10 Constitution
saving throw or take 1d4 poison damage. Once applied, the poison
retains potency for 1 minute before drying.
Potion of
Healing. A character who drinks the magical
red fluid in this vial regains 2d4 + 2 hit points. Drinking or
administering a potion takes an action.
Pouch. A
cloth or leather pouch can hold up to 20 sling bullets or 50
blowgun needles, among other things. A compartmentalized pouch for
holding spell components is called a component pouch (described
earlier in this section). Quiver. A quiver can hold up to 20
arrows. Ram, Portable. You can use a portable ram to break down
doors. When doing so, you gain a +4 bonus on the Strength check.
One other character can help you use the ram, giving you advantage
on this check.
Rations.
Rations consist of dry foods suitable for extended travel,
including jerky, dried fruit, hardtack, and nuts.
Rope.
Rope, whether made of hemp or silk, has 2 hit points and can be
burst with a DC 17 Strength check.
Scale,
Merchant’s. A scale includes a small
balance, pans, and a suitable assortment of weights up to 2
pounds. With it, you can measure the exact weight of small
objects, such as raw precious metals or trade goods, to help
determine their worth.
Spellbook.
Essential for wizards, a spellbook is a leather-bound tome with
100 blank vellum pages suitable for recording spells.
Spyglass.
Objects viewed through a spyglass are magnified to twice their
size.
Tent. A
simple and portable canvas shelter, a tent sleeps two.
Tinderbox.
This small container holds flint, fire steel, and tinder (usually
dry cloth soaked in light oil) used to kindle a fire. Using it to
light a torch-or anything else with abundant, exposed fuel-takes
an action. Lighting any other fire takes 1 minute.
Torch. A
torch burns for 1 hour, providing bright light in a 20-foot radius
and dim light for an additional 20 feet. If you make a melee
attack with a burning torch and hit, it deals 1 fire damage.
Equipment Packs
The starting equipment you get from your class includes a
collection of useful adventuring gear, put together in a pack. The
contents of these packs are listed here. If you are buying your
starting equipment, you can purchase a pack for the price shown,
which might be cheaper than buying the items individually.
Burglar’s Pack (16
gp). Includes a backpack, a bag of 1,000
ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
rations, a tinderbox, and a waterskin. The pack also has 50 feet
of hempen rope strapped to the side of it.
Diplomat’s Pack (39
gp). Includes a chest, 2 cases for maps and
scrolls, a set of fine clothes, a bottle of ink, an ink pen, a
lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
sealing wax, and soap.
Dungeoneer’s Pack (12
gp). Includes a backpack, a crowbar, a
hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations,
and a waterskin. The pack also has 50 feet of hempen rope strapped
to the side of it.
Entertainer’s Pack (40
gp). Includes a backpack, a bedroll, 2
costumes, 5 candles, 5 days of rations, a waterskin, and a
disguise kit.
Explorer’s Pack (10
gp). Includes a backpack, a bedroll, a mess
kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the side of
it.
Priest’s Pack (19
gp). Includes a backpack, a blanket, 10
candles, a tinderbox, an alms box, 2 blocks of incense, a censer,
vestments, 2 days of rations, and a waterskin.
Scholar’s Pack (40
gp). Includes a backpack, a book of lore, a
bottle of ink, an ink pen, 10 sheets of parchment, a little bag of
sand, and a small knife.
Table- Adventuring Gear
Item
Cost
Weight
Abacus
2 gp
2 lb.
Acid (vial)
25 gp
1 lb.
Alchemist’s fire (flask)
50 gp
1 lb.
Ammunition
~ Arrows (20)
1 gp
1 lb.
~ Blowgun needles (50)
1 gp
1 lb.
~ Crossbow bolts (20)
1 gp
1½ lb.
~ Sling bullets (20)
4 cp
1½ lb.
Antitoxin (vial)
50 gp
-
Arcane focus
~ Crystal
10 gp
1 lb.
~ Orb
20 gp
3 lb.
~ Rod
10 gp
2 lb.
~ Staff
5 gp
4 lb.
~ Wand
10 gp
1 lb.
Backpack
2 gp
5 lb.
Ball bearings (bag of 1,000)
1 gp
2 lb.
Barrel
2 gp
70 lb.
Basket
4 sp
2 lb.
Bedroll
1 gp
7 lb.
Bell
1 gp
-
Blanket
5 sp
3 lb.
Block and tackle
1 gp
5 lb.
Book
25 gp
5 lb.
Bottle, glass
2 gp
2 lb.
Bucket
5 cp
2 lb.
Caltrops (bag of 20)
1 gp
2 lb.
Candle
1 cp
-
Case, crossbow bolt
1 gp
1 lb.
Case, map or scroll
1 gp
1 lb.
Chain (10 feet)
5 gp
10 lb.
Chalk (1 piece)
1 cp
-
Chest
5 gp
25 lb.
Climber’s kit
25 gp
12 lb.
Clothes, common
5 sp
3 lb.
Clothes, costume
5 gp
4 lb.
Clothes, fine
15 gp
6 lb.
Clothes, traveler’s
2 gp
4 lb.
Component pouch
25 gp
2 lb.
Crowbar
2 gp
5 lb.
Druidic focus
~ Sprig of mistletoe
1 gp
-
~ Totem
1 gp
-
~ Wooden staff
5 gp
4 lb.
~ Yew wand
10 gp
1 lb.
Fishing tackle
1 gp
4 lb.
Flask or tankard
2 cp
1 lb.
Grappling hook
2 gp
4 lb.
Hammer
1 gp
3 lb.
Hammer, sledge
2 gp
10 lb.
Healer’s kit
5 gp
3 lb.
Holy symbol
~ Amulet
5 gp
1 lb.
~ Emblem
5 gp
-
~ Reliquary
5 gp
2 lb.
Holy water (flask)
25 gp
1 lb.
Hourglass
25 gp
1 lb.
Hunting trap
5 gp
25 lb.
Ink (1 ounce bottle)
10 gp
-
Ink pen
2 cp
-
Jug or pitcher
2 cp
4 lb.
Ladder (10-foot)
1 sp
25 lb.
Lamp
5 sp
1 lb.
Lantern, bullseye
10 gp
2 lb.
Lantern, hooded
5 gp
2 lb.
Lock
10 gp
1 lb.
Magnifying glass
100 gp
-
Manacles
2 gp
6 lb.
Mess kit
2 sp
1 lb.
Mirror, steel
5 gp
1/2 lb.
Oil (flask)
1 sp
1 lb.
Paper (one sheet)
2 sp
-
Parchment (one sheet)
1 sp
-
Perfume (vial)
5 gp
-
Pick, miner’s
2 gp
10 lb.
Piton
5 cp
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing 5
0 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram, portable
4 gp
35 lb.
Rations (1 day)
5 sp
2 lb.
Robes
1 gp
4 lb.
Rope, hempen (50 feet)
1 gp
10 lb.
Rope, silk (50 feet)
10 gp
5 lb.
Sack
1 cp
1/2 lb.
Scale, merchant’s
5 gp
3 lb.
Sealing wax
5 sp
-
Shovel
2 gp
5 lb.
Signal whistle
5 cp
-
Signet ring
5 gp
-
Soap
2 cp
-
Spellbook
50 gp
3 lb.
Spikes, iron (10)
1 gp
5 lb.
Spyglass
1,000 gp
1 lb.
Tent, two-person
2 gp
20 lb.
Tinderbox
5 sp
1 lb.
Torch
1 cp
1 lb.
Vial
1 gp
-
Waterskin
2 sp
5 lb. (full)
Whetstone
1 cp
1 lb.
Table- Container Capacity
Container
Capacity
Backpack*
1 cubic foot/30 pounds of gear
Barrel
40 gallons liquid, 4 cubic feet solid
Basket
2 cubic feet/40 pounds of gear
Bottle
1½ pints liquid
Bucket
3 gallons liquid, 1/2 cubic foot solid
Chest
12 cubic feet/300 pounds of gear
Flask or tankard
1 pint liquid
Jug or pitcher
1 gallon liquid
Pot, iron
1 gallon liquid
Pouch
1/5 cubic foot/6 pounds of gear
Sack
1 cubic foot/30 pounds of gear
Vial
4 ounces liquid
Waterskin
4 pints liquid
* You can also strap items, such as a bedroll or a coil of rope,
to the outside of a backpack.
Tools
A tool helps you to do something you couldn’t otherwise do, such
as craft or repair an item, forge a document, or pick a lock. Your
race, class, background, or feats give you proficiency with
certain tools. Proficiency with a tool allows you to add your
proficiency bonus to any ability check you make using that tool.
Tool use is not tied to a single ability, since proficiency with a
tool represents broader knowledge of its use. For example, the GM
might ask you to make a Dexterity check to carve a fine detail
with your woodcarver’s tools, or a Strength check to make
something out of particularly hard wood.
Table- Tools
Item
Cost
Weight
Artisan’s tools
~ Alchemist’s supplies
50 gp
8 lb.
~ Brewer’s supplies
20 gp
9 lb.
~ Calligrapher’s supplies
10 gp
5 lb.
~ Carpenter’s tools
8 gp
6 lb.
~ Cartographer’s tools
15 gp
6 lb.
~ Cobbler’s tools
5 gp
5 lb.
~ Cook’s utensils
1 gp
8 lb.
~ Glassblower’s tools
30 gp
5 lb.
~ Jeweler’s tools
25 gp
2 lb.
~ Leatherworker’s tools
5 gp
5 lb.
~ Mason’s tools
10 gp
8 lb.
~ Painter’s supplies
10 gp
5 lb.
~ Potter’s tools
10 gp
3 lb.
~ Smith’s tools
20 gp
8 lb.
~ Tinker’s tools
50 gp
10 lb.
~ Weaver’s tools
1 gp
5 lb.
~ Woodcarver’s tools
1 gp
5 lb.
Disguise kit
25 gp
3 lb.
Forgery kit
15 gp
5 lb.
Gaming set
~ Dice set
1 sp
-
~ Playing card set
5 sp
-
Herbalism kit
5 gp
3 lb.
Musical instrument
~ Bagpipes
30 gp
6 lb.
~ Drum
6 gp
3 lb.
~ Dulcimer
25 gp
10 lb.
~ Flute
2 gp
1 lb.
~ Lute
35 gp
2 lb.
~ Lyre
30 gp
2 lb.
~ Horn
3 gp
2 lb.
~ Pan flute
12 gp
2 lb.
~ Shawm
2 gp
1 lb.
~ Viol
30 gp
1 lb.
Navigator’s tools
25 gp
2 lb.
Poisoner’s kit
50 gp
2 lb.
Thieves’ tools
25 gp
1 lb.
Vehicles (land or water)
*
*
* See the Mounts and Vehicles
section.
Artisan’s
Tools. These special tools include the items
needed to pursue a craft or trade. The table shows examples of the
most common types of tools, each providing items related to a
single craft. Proficiency with a set of artisan’s tools lets you
add your proficiency bonus to any ability checks you make using
the tools in your craft. Each type of artisan’s tools requires a
separate proficiency.
Disguise
Kit. This pouch of cosmetics, hair dye, and
small props lets you create disguises that change your physical
appearance. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to create a
visual disguise.
Forgery
Kit. This small box contains a variety of
papers and parchments, pens and inks, seals and sealing wax, gold
and silver leaf, and other supplies necessary to create convincing
forgeries of physical documents. Proficiency with this kit lets
you add your proficiency bonus to any ability checks you make to
create a physical forgery of a document.
Gaming
Set. This item encompasses a wide range of
game pieces, including dice and decks of cards (for games such as
Three-Dragon Ante). A few common examples appear on the Tools
table, but other kinds of gaming sets exist. If you are proficient
with a gaming set, you can add your proficiency bonus to ability
checks you make to play a game with that set. Each type of gaming
set requires a separate proficiency.
Herbalism
Kit. This kit contains a variety of
instruments such as clippers, mortar and pestle, and pouches and
vials used by herbalists to create remedies and potions.
Proficiency with this kit lets you add your proficiency bonus to
any ability checks you make to identify or apply herbs. Also,
proficiency with this kit is required to create antitoxin and
potions of healing.
Musical
Instrument. Several of the most common types
of musical instruments are shown on the table as examples. If you
have proficiency with a given musical instrument, you can add your
proficiency bonus to any ability checks you make to play music
with the instrument. A bard can use a musical instrument as a
spellcasting focus. Each type of musical instrument requires a
separate proficiency.
Navigator’s
Tools. This set of instruments is used for
navigation at sea. Proficiency with navigator’s tools lets you
chart a ship’s course and follow navigation charts. In addition,
these tools allow you to add your proficiency bonus to any ability
check you make to avoid getting lost at sea.
Poisoner’s
Kit. A poisoner’s kit includes the vials,
chemicals, and other equipment necessary for the creation of
poisons. Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to craft or use poisons.
Thieves’
Tools. This set of tools includes a small
file, a set of lock picks, a small mirror mounted on a metal
handle, a set of narrow-bladed scissors, and a pair of pliers.
Proficiency with these tools lets you add your proficiency bonus
to any ability checks you make to disarm traps or open locks.
Mounts and Vehicles
A good mount can help you move more quickly through the
wilderness, but its primary purpose is to carry the gear that
would otherwise slow you down. The Mounts and Other Animals table
shows each animal’s speed and base carrying capacity.
An animal pulling a carriage, cart, chariot, sled, or wagon can
move weight up to five times its base carrying capacity, including
the weight of the vehicle. If multiple animals pull the same
vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in fantasy
gaming worlds, but they are rare and not normally available for
purchase. These include flying mounts (pegasi, griffons,
hippogriffs, and similar animals) and even aquatic mounts (giant
sea horses, for example). Acquiring such a mount often means
securing an egg and raising the creature yourself, making a
bargain with a powerful entity, or negotiating with the mount
itself.
Barding.
Barding is armor designed to protect an animal’s head, neck,
chest, and body. Any type of armor shown on the Armor table can be
purchased as barding. The cost is four times the equivalent armor
made for humanoids, and it weighs twice as much.
Saddles. A
military saddle braces the rider, helping you keep your seat on an
active mount in battle. It gives you advantage on any check you
make to remain mounted. An exotic saddle is required for riding
any aquatic or flying mount.
Vehicle
Proficiency. If you have proficiency with a
certain kind of vehicle (land or water), you can add your
proficiency bonus to any check you make to control that kind of
vehicle in difficult circumstances.
Rowed
Vessels. Keelboats and rowboats are used on
lakes and rivers. If going downstream, add the speed of the
current (typically 3 miles per hour) to the speed of the vehicle.
These vehicles can’t be rowed against any significant current, but
they can be pulled upstream by draft animals on the shores. A
rowboat weighs 100 pounds, in case adventurers carry it over land.
Table- Mounts and Other Animals
Item
Cost
Speed
Carrying Capacity
Camel
50 gp
50 ft.
480 lb.
Donkey or mule
8 gp
40 ft.
420 lb.
Elephant
200 gp
40 ft.
1,320 lb.
Horse, draft
50 gp
40 ft.
540 lb.
Horse, riding
75 gp
60 ft.
480 lb.
Mastiff
25 gp
40 ft.
195 lb.
Pony
30 gp
40 ft.
225 lb.
Warhorse
400 gp
60 ft.
540 lb.
Table- Tack, Harness, and Drawn
Vehicles
Item
Cost
Weight
Barding
×4
×2
Bit and bridle
2 gp
1 lb.
Carriage
100 gp
600 lb.
Cart
15 gp
200 lb.
Chariot
250 gp
100 lb.
Feed (per day)
5 cp
10 lb.
Saddle
~ Exotic
60 gp
40 lb.
~ Military
20 gp
30 lb.
~ Pack
5 gp
15 lb.
~ Riding
10 gp
25 lb.
Saddlebags
4 gp
8 lb.
Sled
20 gp
300 lb.
Stabling (per day)
5 sp
-
Wagon
35 gp
400 lb.
Table- Waterborne Vehicles
Item
Cost
Speed
Galley
30,000 gp
4 mph
Keelboat
3,000 gp
1 mph
Longship
10,000 gp
3 mph
Rowboat
50 gp
1½ mph
Sailing ship
10,000 gp
2 mph
Warship
25,000 gp
2½ mph
Trade Goods
Most wealth is not in coins. It is measured in livestock, grain,
land, rights to collect taxes, or rights to resources (such as a
mine or a forest).
Guilds, nobles, and royalty regulate trade. Chartered companies
are granted rights to conduct trade along certain routes, to send
merchant ships to various ports, or to buy or sell specific goods.
Guilds set prices for the goods or services that they control, and
determine who may or may not offer those goods and services.
Merchants commonly exchange trade goods without using currency.
The Trade Goods table shows the value of commonly exchanged goods.
Table- Cost of Trade Goods
Cost
Goods
1 cp
1 lb. of wheat
2 cp
1 lb. of flour or one chicken
5 cp
1 lb. of salt
1 sp
1 lb. of iron or 1 sq. yd. of canvas
5 sp
1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp
1 lb. of ginger or one goat
2 gp
1 lb. of cinnamon or pepper, or one sheep
3 gp
1 lb. of cloves or one pig
5 gp
1 lb. of silver or 1 sq. yd. of linen
10 gp
1 sq. yd. of silk or one cow
15 gp
1 lb. of saffron or one ox
50 gp
1 lb. of gold
500 gp
1 lb. of platinum
Expenses
When not descending into the depths of the earth, exploring ruins
for lost treasures, or waging war against the encroaching
darkness, adventurers face more mundane realities. Even in a
fantastical world, people require basic necessities such as
shelter, sustenance, and clothing. These things cost money,
although some lifestyles cost more than others.
Lifestyle Expenses
Lifestyle expenses provide you with a simple way to account for
the cost of living in a fantasy world. They cover your
accommodations, food and drink, and all your other necessities.
Furthermore, expenses cover the cost of maintaining your
equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a
lifestyle from the Expenses table and pay the price to sustain
that lifestyle. The prices listed are per day, so if you wish to
calculate the cost of your chosen lifestyle over a thirty-day
period, multiply the listed price by 30. Your lifestyle might
change from one period to the next, based on the funds you have
at your disposal, or you might maintain the same lifestyle
throughout your character’s career.
Your lifestyle choice can have consequences. Maintaining a
wealthy lifestyle might help you make contacts with the rich and
powerful, though you run the risk of attracting thieves.
Likewise, living frugally might help you avoid criminals, but
you are unlikely to make powerful connections.
Table- Lifestyle Expenses
Lifestyle
Price/Day
Wretched
-
Squalid
1 sp
Poor
2 sp
Modest
1 gp
Comfortable
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Wretched.
You live in inhumane conditions. With no place to call home, you
shelter wherever you can, sneaking into barns, huddling in old
crates, and relying on the good graces of people better off than
you. A wretched lifestyle presents abundant dangers. Violence,
disease, and hunger follow you wherever you go. Other wretched
people covet your armor, weapons, and adventuring gear, which
represent a fortune by their standards. You are beneath the
notice of most people.
Squalid.
You live in a leaky stable, a mud-floored hut just outside town,
or a vermin-infested boarding house in the worst part of town.
You have shelter from the elements, but you live in a desperate
and often violent environment, in places rife with disease,
hunger, and misfortune. You are beneath the notice of most
people, and you have few legal protections. Most people at this
lifestyle level have suffered some terrible setback. They might
be disturbed, marked as exiles, or suffer from disease.
Poor. A
poor lifestyle means going without the comforts available in a
stable community. Simple food and lodgings, threadbare clothing,
and unpredictable conditions result in a sufficient, though
probably unpleasant, experience. Your accommodations might be a
room in a flophouse or in the common room above a tavern. You
benefit from some legal protections, but you still have to
contend with violence, crime, and disease. People at this
lifestyle level tend to be unskilled laborers, costermongers,
peddlers, thieves, mercenaries, and other disreputable types.
Modest.
A modest lifestyle keeps you out of the slums and ensures that
you can maintain your equipment. You live in an older part of
town, renting a room in a boarding house, inn, or temple. You
don’t go hungry or thirsty, and your living conditions are
clean, if simple. Ordinary people living modest lifestyles
include soldiers with families, laborers, students, priests,
hedge wizards, and the like.
Comfortable.
Choosing a comfortable lifestyle means that you can afford nicer
clothing and can easily maintain your equipment. You live in a
small cottage in a middle-class neighborhood or in a private
room at a fine inn. You associate with merchants, skilled
tradespeople, and military officers.
Wealthy.
Choosing a wealthy lifestyle means living a life of luxury,
though you might not have achieved the social status associated
with the old money of nobility or royalty. You live a lifestyle
comparable to that of a highly successful merchant, a favored
servant of the royalty, or the owner of a few small businesses.
You have respectable lodgings, usually a spacious home in a good
part of town or a comfortable suite at a fine inn. You likely
have a small staff of servants.
Aristocratic.
You live a life of plenty and comfort. You move in circles
populated by the most powerful people in the community. You have
excellent lodgings, perhaps a townhouse in the nicest part of
town or rooms in the finest inn. You dine at the best
restaurants, retain the most skilled and fashionable tailor, and
have servants attending to your every need. You receive
invitations to the social gatherings of the rich and powerful,
and spend evenings in the company of politicians, guild leaders,
high priests, and nobility. You must also contend with the
highest levels of deceit and treachery. The wealthier you are,
the greater the chance you will be drawn into political intrigue
as a pawn or participant.
Food, Drink, and Lodging
The Food, Drink, and Lodging table gives prices for individual
food items and a single night’s lodging. These prices are
included in your total lifestyle expenses.
Table- Food, Drink, and
Lodging
Item
Cost
Ale
~ Gallon
2 sp
~ Mug
4 cp
Banquet (per person)
10 gp
Bread, loaf
2 cp
Cheese, hunk
1 sp
Inn stay (per day)
~ Squalid
7 cp
~ Poor
1 sp
~ Modest
5 sp
~ Comfortable
8 sp
~ Wealthy
2 gp
~ Aristocratic
4 gp
Meals (per day)
~ Squalid
3 cp
~ Poor
6 cp
~ Modest
3 sp
~ Comfortable
5 sp
~ Wealthy
8 sp
~ Aristocratic
2 gp
Meat, chunk
3 sp
Wine
~ Common (pitcher)
2 sp
~ Fine (bottle)
10 gp
Self-Sufficiency
The expenses and lifestyles described here assume that you are
spending your time between adventures in town, availing
yourself of whatever services you can afford-paying for food
and shelter, paying townspeople to sharpen your sword and
repair your armor, and so on. Some characters, though, might
prefer to spend their time away from civilization, sustaining
themselves in the wild by hunting, foraging, and repairing
their own gear.
Maintaining this kind of lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend your
time between adventures practicing a profession, you can eke
out the equivalent of a poor lifestyle. Proficiency in the
Survival skill lets you live at the equivalent of a
comfortable lifestyle.
Services
Adventurers can pay nonplayer characters to assist them or act
on their behalf in a variety of circumstances. Most such
hirelings have fairly ordinary skills, while others are masters
of a craft or art, and a few are experts with specialized
adventuring skills.
Some of the most basic types of hirelings appear on the Services
table. Other common hirelings include any of the wide variety of
people who inhabit a typical town or city, when the adventurers
pay them to perform a specific task. For example, a wizard might
pay a carpenter to construct an elaborate chest (and its
miniature replica) for use in the secret
chest spell. A fighter might commission a blacksmith
to forge a special sword. A bard might pay a tailor to make
exquisite clothing for an upcoming performance in front of the
duke.
Other hirelings provide more expert or dangerous services.
Mercenary soldiers paid to help the adventurers take on a
hobgoblin army are hirelings, as are sages hired to research
ancient or esoteric lore. If a high-level adventurer establishes
a stronghold of some kind, he or she might hire a whole staff of
servants and agents to run the place, from a castellan or
steward to menial laborers to keep the stables clean. These
hirelings often enjoy a long-term contract that includes a place
to live within the stronghold as part of the offered
compensation.
Skilled hirelings include anyone hired to perform a service that
involves a proficiency (including weapon, tool, or skill): a
mercenary, artisan, scribe, and so on. The pay shown is a
minimum; some expert hirelings require more pay. Untrained
hirelings are hired for menial work that requires no particular
skill and can include laborers, porters, maids, and similar
workers.
Table- Services
Service Pay
Pay
Coach cab
~ Between towns
3 cp per mile
~ Within a city
1 cp
Hireling
~ Skilled
2 gp per day
~ Untrained
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship’s passage
1 sp per mile
Spellcasting Services
People who are able to cast spells don’t fall into the category
of ordinary hirelings. It might be possible to find someone
willing to cast a spell in exchange for coin or favors, but it
is rarely easy and no established pay rates exist. As a rule,
the higher the level of the desired spell, the harder it is to
find someone who can cast it and the more it costs.
Hiring someone to cast a relatively common spell of 1st or 2nd
level, such as cure wounds or
identify, is easy enough in a city or town,
and might cost 10 to 50 gold pieces (plus the cost of any
expensive material components). Finding someone able and willing
to cast a higher-level spell might involve traveling to a large
city, perhaps one with a university or prominent temple. Once
found, the spellcaster might ask for a service instead of
payment-the kind of service that only adventurers can provide,
such as retrieving a rare item from a dangerous locale or
traversing a monster-infested wilderness to deliver something
important to a distant settlement.
ABILITIES
Six abilities provide a quick description of every creature’s
physical and mental characteristics:
Strength, measuring
physical power
Dexterity, measuring
agility
Constitution, measuring
endurance
Intelligence, measuring
reasoning and memory
Wisdom, measuring
perception and insight
Charisma, measuring force
of personality
Is a character muscle-bound and insightful? Brilliant and
charming? Nimble and hardy? Ability scores define these
qualities-a creature’s assets as well as weaknesses.
The three main rolls of the game-the ability check, the saving
throw, and the attack roll-rely on the six ability scores. The
book’s introduction describes the basic rule behind these rolls:
roll a d20, add an ability modifier derived from one of the six
ability scores, and compare the total to a target number.
Ability Scores and Modifiers
Each of a creature’s abilities has a score, a number that
defines the magnitude of that ability. An ability score is not
just a measure of innate capabilities, but also encompasses a
creature’s training and competence in activities related to that
ability.
A score of 10 or 11 is the normal human average, but adventurers
and many monsters are a cut above average in most abilities. A
score of 18 is the highest that a person usually reaches.
Adventurers can have scores as high as 20, and monsters and
divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and
ranging from -5 (for an ability score of 1) to +10 (for a score
of 30). The Ability Scores and Modifiers table notes the ability
modifiers for the range of possible ability scores, from 1 to
30.
Table- Ability Scores and
Modifiers
Score
Modifier
1
-5
2-3
-4
4-5
-3
6-7
-2
8-9
-1
10-11
+0
12-13
+1
14-15
+2
16-17
+3
18-19
+4
20-21
+5
22-23
+6
24-25
+7
26-27
+8
28-29
+9
30
+10
To determine an ability modifier without consulting the table,
subtract 10 from the ability score and then divide the total by
2 (round down).
Because ability modifiers affect almost every attack roll,
ability check, and saving throw, ability modifiers come up in
play more often than their associated scores.
Advantage and Disadvantage
Sometimes a special ability or spell tells you that you have
advantage or disadvantage on an ability check, a saving throw, or
an attack roll. When that happens, you roll a second d20 when you
make the roll. Use the higher of the two rolls if you have
advantage, and use the lower roll if you have disadvantage. For
example, if you have disadvantage and roll a 17 and a 5, you use
the 5. If you instead have advantage and roll those numbers, you
use the 17.
If multiple situations affect a roll and each one grants advantage
or imposes disadvantage on it, you don’t roll more than one
additional d20. If two favorable situations grant advantage, for
example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and
disadvantage, you are considered to have neither of them, and you
roll one d20. This is true even if multiple circumstances impose
disadvantage and only one grants advantage or vice versa. In such
a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game,
such as the halfling’s Lucky trait, lets you reroll or replace the
d20, you can reroll or replace only one of the dice. You choose
which one. For example, if a halfling has advantage or
disadvantage on an ability check and rolls a 1 and a 13, the
halfling could use the Lucky trait to reroll the 1.
You usually gain advantage or disadvantage through the use of
special abilities, actions, or spells. Inspiration can also give a
character advantage. The
GM can also decide that circumstances influence a roll in one
direction or the other and grant advantage or impose disadvantage
as a result.
Proficiency Bonus
Characters have a proficiency bonus determined by level. Monsters
also have this bonus, which is incorporated in their stat blocks.
The bonus is used in the rules on ability checks, saving throws,
and attack rolls.
Your proficiency bonus can’t be added to a single die roll or
other number more than once. For example, if two different rules
say you can add your proficiency bonus to a Wisdom saving throw,
you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or
divided (doubled or halved, for example) before you apply it. For
example, the rogue’s Expertise feature doubles the proficiency
bonus for certain ability checks. If a circumstance suggests that
your proficiency bonus applies more than once to the same roll,
you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply
your proficiency bonus when making an ability check that wouldn’t
normally benefit from your proficiency bonus, you still don’t add
the bonus to the check. For that check your proficiency bonus is
0, given the fact that multiplying 0 by any number is still 0. For
instance, if you lack proficiency in the History skill, you gain
no benefit from a feature that lets you double your proficiency
bonus when you make Intelligence (History) checks.
In general, you don’t multiply your proficiency bonus for attack
rolls or saving throws. If a feature or effect allows you to do
so, these same rules apply.
Ability Checks
An ability check tests a character’s or monster’s innate talent
and training in an effort to overcome a challenge. The GM calls
for an ability check when a character or monster attempts an
action (other than an attack) that has a chance of failure. When
the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the six abilities
is relevant to the task at hand and the difficulty of the task,
represented by a Difficulty Class.
The more difficult a task, the higher its DC. The Typical
Difficulty Classes table shows the most common DCs.
Table- Difficulty Classes
Task Difficulty
DC
Very easy
5
Easy
10
Medium
15
Hard
20
Very hard
25
Nearly impossible
30
To make an ability check, roll a d20 and add the relevant ability
modifier. As with other d20 rolls, apply bonuses and penalties,
and compare the total to the DC. If the total equals or exceeds
the DC, the ability check is a success-the creature overcomes the
challenge at hand. Otherwise, it’s a failure, which means the
character or monster makes no progress toward the objective or
makes progress combined with a setback determined by the GM.
Contests
Sometimes one character’s or monster’s efforts are directly
opposed to another’s. This can occur when both of them are
trying to do the same thing and only one can succeed, such as
attempting to snatch up a magic ring that has fallen on the
floor. This situation also applies when one of them is trying to
prevent the other one from accomplishing a goal- for example,
when a monster tries to force open a door that an adventurer is
holding closed. In situations like these, the outcome is
determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate
to their efforts. They apply all appropriate bonuses and
penalties, but instead of comparing the total to a DC, they
compare the totals of their two checks. The participant with the
higher check total wins the contest. That character or monster
either succeeds at the action or prevents the other one from
succeeding.
If the contest results in a tie, the situation remains the same
as it was before the contest. Thus, one contestant might win the
contest by default. If two characters tie in a contest to snatch
a ring off the floor, neither character grabs it. In a contest
between a monster trying to open a door and an adventurer trying
to keep the door closed, a tie means that the door remains shut.
Skills
Each ability covers a broad range of capabilities, including
skills that a character or a monster can be proficient in. A
skill represents a specific aspect of an ability score, and an
individual’s proficiency in a skill demonstrates a focus on that
aspect. (A character’s starting skill proficiencies are
determined at character creation, and a monster’s skill
proficiencies appear in the monster’s stat block.)
For example, a Dexterity check might reflect a character’s
attempt to pull off an acrobatic stunt, to palm an object, or to
stay hidden. Each of these aspects of Dexterity has an
associated skill: Acrobatics, Sleight of Hand, and Stealth,
respectively. So a character who has proficiency in the Stealth
skill is particularly good at Dexterity checks related to
sneaking and hiding.
The skills related to each ability score are shown in the
following list. (No skills are related to Constitution.) See an
ability’s description in the later sections of this section for
examples of how to use a skill associated with an ability.
Table- Related Skills
Strength
Dexterity
Intelligence
Wisdom
Charisma
Athletics
Acrobatics
Arcana
Animal Handling
Deception
Sleight of Hand
History
Insight
Intimidation
Stealth
Investigation
Medicine
Performance
Nature
Perception
Persuasion
Religion
Survival
Sometimes, the GM might ask for an ability check using a
specific skill-for example, Make a Wisdom (Perception)
check.
At other times, a player might ask the GM if
proficiency in a particular skill applies to a check. In either
case, proficiency in a skill means an individual can add his or
her proficiency bonus to ability checks that involve that skill.
Without proficiency in the skill, the individual makes a normal
ability check.
For example, if a character attempts to climb up a dangerous
cliff, the GM might ask for a Strength (Athletics) check. If the
character is proficient in Athletics, the character’s
proficiency bonus is added to the Strength check. If the
character lacks that proficiency, he or she just makes a
Strength check.
Variant: Skills with Different Abilities
Normally, your proficiency in a skill applies only to a
specific kind of ability check. Proficiency in Athletics, for
example, usually applies to Strength checks. In some
situations, though, your proficiency might reasonably apply to
a different kind of check. In such cases, the GM might ask for
a check using an unusual combination of ability and skill, or
you might ask your GM if you can apply a proficiency to a
different check. For example, if you have to swim from an
offshore island to the mainland, your GM might call for a
Constitution check to see if you have the stamina to make it
that far. In this case, your GM might allow you to apply your
proficiency in Athletics and ask for a Constitution
(Athletics) check. So if you’re proficient in Athletics, you
apply your proficiency bonus to the Constitution check just as
you would normally do for a Strength (Athletics) check.
Similarly, when your half-orc barbarian uses a display of raw
strength to intimidate an enemy, your GM might ask for a
Strength (Intimidation) check, even though Intimidation is
normally associated with Charisma.
Passive Checks
A passive check is a special kind of ability check that doesn’t
involve any die rolls. Such a check can represent the average
result for a task done repeatedly, such as searching for secret
doors over and over again, or can be used when the GM wants to
secretly determine whether the characters succeed at something
without rolling dice, such as noticing a hidden monster.
Here’s how to determine a character’s total for a passive check:
10 + all modifiers that normally apply to the check
If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive check
total as a score.
For example, if a 1st-level character has a Wisdom of 15 and
proficiency in Perception, he or she has a passive Wisdom
(Perception) score of 14.
The rules on hiding in the Dexterity
section
below rely on passive checks, as do the exploration rules.
Working Together
Sometimes two or more characters team up to attempt a task. The
character who’s leading the effort-or the one with the highest
ability modifier-can make an ability check with advantage,
reflecting the help provided by the other characters. In combat,
this requires the Help action.
A character can only provide help if the task is one that he or
she could attempt alone. For example, trying to open a lock
requires proficiency with thieves’ tools, so a character who
lacks that proficiency can’t help another character in that
task. Moreover, a character can help only when two or more
individuals working together would actually be productive. Some
tasks, such as threading a needle, are no easier with help.
Group Checks
When a number of individuals are trying to accomplish
something as a group, the GM might ask for a group ability
check. In such a situation, the characters who are skilled at
a particular task help cover those who aren’t.
To make a group ability check, everyone in the group makes the
ability check. If at least half the group succeeds, the whole
group succeeds. Otherwise, the group fails.
Group checks don’t come up very often, and they’re most useful
when all the characters succeed or fail as a group. For
example, when adventurers are navigating a swamp, the GM might
call for a group Wisdom (Survival) check to see if the
characters can avoid the quicksand, sinkholes, and other
natural hazards of the environment. If at least half the group
succeeds, the successful characters are able to guide their
companions out of danger. Otherwise, the group stumbles into
one of these hazards.
Using Each Ability
Every task that a character or monster might attempt in the game
is covered by one of the six abilities. This section explains in
more detail what those abilities mean and the ways they are used
in the game.
Strength
Strength measures bodily power, athletic training, and the
extent to which you can exert raw physical force.
Strength Checks
A Strength check can model any attempt to lift, push, pull,
or break something, to force your body through a space, or
to otherwise apply brute force to a situation. The Athletics
skill reflects aptitude in certain kinds of Strength checks.
Athletics.
Your Strength (Athletics) check covers difficult situations
you encounter while climbing, jumping, or swimming. Examples
include the following activities:
You attempt to climb a sheer or slippery cliff, avoid
hazards while scaling a wall, or cling to a surface
while something is trying to knock you off.
You try to jump an unusually long distance or pull off a
stunt midjump.
You struggle to swim or stay afloat in treacherous
currents, storm-tossed waves, or areas of thick seaweed.
Or another creature tries to push or pull you underwater
or otherwise interfere with your swimming.
Other Strength
Checks. The GM might also call for a
Strength check when you try to accomplish tasks like the
following:
Force open a stuck, locked, or barred door
Break free of bonds
Push through a tunnel that is too small
Hang on to a wagon while being dragged behind it
Tip over a statue
Keep a boulder from rolling
Attack Rolls and Damage
You add your Strength modifier to your attack roll and your
damage roll when attacking with a melee weapon such as a
mace, a battleaxe, or a javelin. You use melee weapons to
make melee attacks in hand-to-hand combat, and some of them
can be thrown to make a ranged attack.
Lifting and Carrying
Your Strength score determines the amount of weight you can
bear. The following terms define what you can lift or carry.
Carrying
Capacity. Your carrying capacity is
your Strength score multiplied by 15. This is the weight (in
pounds) that you can carry, which is high enough that most
characters don’t usually have to worry about it.
Push, Drag, or
Lift. You can push, drag, or lift a
weight in pounds up to twice your carrying capacity (or 30
times your Strength score). While pushing or dragging weight
in excess of your carrying capacity, your speed drops to 5
feet.
Size and
Strength. Larger creatures can bear
more weight, whereas Tiny creatures can carry less. For each
size category above Medium, double the creature’s carrying
capacity and the amount it can push, drag, or lift. For a
Tiny creature, halve these weights.
Variant: Encumbrance
The rules for lifting and carrying are intentionally simple.
Here is a variant if you are looking for more detailed rules
for determining how a character is hindered by the weight of
equipment. When you use this variant, ignore the Strength
column of the Armor table.
If you carry weight in excess of 5 times your Strength
score, you are
encumbered, which means
your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength
score, up to your maximum carrying capacity, you are instead
heavily encumbered, which
means your speed drops by 20 feet and you have disadvantage
on ability checks, attack rolls, and saving throws that use
Strength, Dexterity, or Constitution.
Dexterity
Dexterity measures agility, reflexes, and balance.
Dexterity Checks
A Dexterity check can model any attempt to move nimbly,
quickly, or quietly, or to keep from falling on tricky
footing. The Acrobatics, Sleight of Hand, and Stealth skills
reflect aptitude in certain kinds of Dexterity checks.
Acrobatics.
Your Dexterity (Acrobatics) check covers your attempt to
stay on your feet in a tricky situation, such as when you’re
trying to run across a sheet of ice, balance on a tightrope,
or stay upright on a rocking ship’s deck. The GM might also
call for a Dexterity (Acrobatics) check to see if you can
perform acrobatic stunts, including dives, rolls,
somersaults, and flips.
Sleight of
Hand. Whenever you attempt an act of
legerdemain or manual trickery, such as planting something
on someone else or concealing an object on your person, make
a Dexterity (Sleight of Hand) check. The GM might also call
for a Dexterity (Sleight of Hand) check to determine whether
you can lift a coin purse off another person or slip
something out of another person’s pocket.
Stealth.
Make a Dexterity (Stealth) check when you attempt to conceal
yourself from enemies, slink past guards, slip away without
being noticed, or sneak up on someone without being seen or
heard.
Other Dexterity
Checks. The GM might call for a
Dexterity check when you try to accomplish tasks like the
following:
Control a heavily laden cart on a steep descent
Steer a chariot around a tight turn
Pick a lock
Disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
Attack Rolls and Damage
You add your Dexterity modifier to your attack roll and your
damage roll when attacking with a ranged weapon, such as a
sling or a longbow. You can also add your Dexterity modifier
to your attack roll and your damage roll when attacking with
a melee weapon that has the finesse property, such as a
dagger or a rapier.
Armor Class
Depending on the armor you wear, you might add some or all
of your Dexterity modifier to your Armor Class.
Initiative
At the beginning of every combat, you roll initiative by
making a Dexterity check. Initiative determines the order of
creatures’ turns in combat.
Hiding
The DM decides when circumstances are appropriate for
hiding. When you try to hide, make a Dexterity (Stealth)
check. Until you are discovered or you stop hiding, that
check’s total is contested by the Wisdom (Perception)
check of any creature that actively searches for signs of
your presence.
You can’t hide from a creature that can see you clearly,
and you give away your position if you make noise, such as
shouting a warning or knocking over a vase.
An invisible creature can always try to hide. Signs of its
passage might still be noticed, and it does have to stay
quiet.
In combat, most creatures stay alert for signs of danger
all around, so if you come out of hiding and approach a
creature, it usually sees you. However, under certain
circumstances, the DM might allow you to stay hidden as
you approach a creature that is distracted, allowing you
to gain advantage on an attack roll before you are seen.
Passive
Perception. When you hide, there’s a
chance someone will notice you even if they aren’t
searching. To determine whether such a creature notices
you, the DM compares your Dexterity (Stealth) check with
that creature’s passive Wisdom (Perception) score, which
equals 10 + the creature’s Wisdom modifier, as well as any
other bonuses or penalties. If the creature has advantage,
add 5. For disadvantage, subtract 5. For example, if a
1st-level character (with a proficiency bonus of +2) has a
Wisdom of 15 (a +2 modifier) and proficiency in
Perception, he or she has a passive Wisdom (Perception) of
14.
What Can You
See? One of the main factors in
determining whether you can find a hidden creature or
object is how well you can see in an area, which might be
lightly or
heavily obscured, as
explained in the Adventuring
section.
Constitution
Constitution measures health, stamina, and vital force.
Constitution Checks
Constitution checks are uncommon, and no skills apply to
Constitution checks, because the endurance this ability
represents is largely passive rather than involving a
specific effort on the part of a character or monster. A
Constitution check can model your attempt to push beyond
normal limits, however.
The GM might call for a Constitution check when you try to
accomplish tasks like the following:
Hold your breath
March or labor for hours without rest
Go without sleep
Survive without food or water
Quaff an entire stein of ale in one go
Hit Points
Your Constitution modifier contributes to your hit points.
Typically, you add your Constitution modifier to each Hit
Die you roll for your hit points.
If your Constitution modifier changes, your hit point
maximum changes as well, as though you had the new modifier
from 1st level. For example, if you raise your Constitution
score when you reach 4th level and your Constitution
modifier increases from +1 to +2, you adjust your hit point
maximum as though the modifier had always been +2. So you
add 3 hit points for your first three levels, and then roll
your hit points for 4th level using your new modifier. Or if
you’re 7th level and some effect lowers your Constitution
score so as to reduce your Constitution modifier by 1, your
hit point maximum is reduced by 7.
Intelligence
Intelligence measures mental acuity, accuracy of recall, and
the ability to reason.
Intelligence Checks
An Intelligence check comes into play when you need to draw
on logic, education, memory, or deductive reasoning. The
Arcana, History, Investigation, Nature, and Religion skills
reflect aptitude in certain kinds of Intelligence checks.
Arcana.
Your Intelligence (Arcana) check measures your ability to
recall lore about spells, magic items, eldritch symbols,
magical traditions, the planes of existence, and the
inhabitants of those planes.
History.
Your Intelligence (History) check measures your ability to
recall lore about historical events, legendary people,
ancient kingdoms, past disputes, recent wars, and lost
civilizations.
Investigation.
When you look around for clues and make deductions based on
those clues, you make an Intelligence (Investigation) check.
You might deduce the location of a hidden object, discern
from the appearance of a wound what kind of weapon dealt it,
or determine the weakest point in a tunnel that could cause
it to collapse. Poring through ancient scrolls in search of
a hidden fragment of knowledge might also call for an
Intelligence (Investigation) check.
Nature.
Your Intelligence (Nature) check measures your ability to
recall lore about terrain, plants and animals, the weather,
and natural cycles.
Religion.
Your Intelligence (Religion) check measures your ability to
recall lore about deities, rites and prayers, religious
hierarchies, holy symbols, and the practices of secret
cults.
Other Intelligence
Checks. The GM might call for an
Intelligence check when you try to accomplish tasks like the
following:
Communicate with a creature without using words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document
Recall lore about a craft or trade
Win a game of skill
Spellcasting Ability
Wizards use Intelligence as their spellcasting ability,
which helps determine the saving throw DCs of spells they
cast.
Wisdom
Wisdom reflects how attuned you are to the world around you
and represents perceptiveness and intuition.
Wisdom Checks
A Wisdom check might reflect an effort to read body
language, understand someone’s feelings, notice things about
the environment, or care for an injured person. The Animal
Handling, Insight, Medicine, Perception, and Survival skills
reflect aptitude in certain kinds of Wisdom checks.
Animal
Handling. When there is any question
whether you can calm down a domesticated animal, keep a
mount from getting spooked, or intuit an animal’s
intentions, the GM might call for a Wisdom (Animal Handling)
check. You also make a Wisdom (Animal Handling) check to
control your mount when you attempt a risky maneuver.
Insight.
Your Wisdom (Insight) check decides whether you can
determine the true intentions of a creature, such as when
searching out a lie or predicting someone’s next move. Doing
so involves gleaning clues from body language, speech
habits, and changes in mannerisms.
Medicine.
A Wisdom (Medicine) check lets you try to stabilize a dying
companion or diagnose an illness.
Perception.
Your Wisdom (Perception) check lets you spot, hear, or
otherwise detect the presence of something. It measures your
general awareness of your surroundings and the keenness of
your senses. For example, you might try to hear a
conversation through a closed door, eavesdrop under an open
window, or hear monsters moving stealthily in the forest. Or
you might try to spot things that are obscured or easy to
miss, whether they are orcs lying in ambush on a road, thugs
hiding in the shadows of an alley, or candlelight under a
closed secret door.
Survival.
The GM might ask you to make a Wisdom (Survival) check to
follow tracks, hunt wild game, guide your group through
frozen wastelands, identify signs that owlbears live nearby,
predict the weather, or avoid quicksand and other natural
hazards.
Other Wisdom
Checks. The GM might call for a Wisdom
check when you try to accomplish tasks like the following:
Get a gut feeling about what course of action to follow
Discern whether a seemingly dead or living creature is
undead
Spellcasting Ability
Clerics, druids, and rangers use Wisdom as their
spellcasting ability, which helps determine the saving throw
DCs of spells they cast.
Charisma
Charisma measures your ability to interact effectively with
others. It includes such factors as confidence and eloquence,
and it can represent a charming or commanding personality.
Charisma Checks
A Charisma check might arise when you try to influence or
entertain others, when you try to make an impression or tell
a convincing lie, or when you are navigating a tricky social
situation. The Deception, Intimidation, Performance, and
Persuasion skills reflect aptitude in certain kinds of
Charisma checks.
Deception.
Your Charisma (Deception) check determines whether you can
convincingly hide the truth, either verbally or through your
actions. This deception can encompass everything from
misleading others through ambiguity to telling outright
lies. Typical situations include trying to fast-talk a
guard, con a merchant, earn money through gambling, pass
yourself off in a disguise, dull someone’s suspicions with
false assurances, or maintain a straight face while telling
a blatant lie.
Intimidation.
When you attempt to influence someone through overt threats,
hostile actions, and physical violence, the GM might ask you
to make a Charisma (Intimidation) check. Examples include
trying to pry information out of a prisoner, convincing
street thugs to back down from a confrontation, or using the
edge of a broken bottle to convince a sneering vizier to
reconsider a decision.
Performance.
Your Charisma (Performance) check determines how well you
can delight an audience with music, dance, acting,
storytelling, or some other form of entertainment.
Persuasion.
When you attempt to influence someone or a group of people
with tact, social graces, or good nature, the GM might ask
you to make a Charisma (Persuasion) check. Typically, you
use persuasion when acting in good faith, to foster
friendships, make cordial requests, or exhibit proper
etiquette. Examples of persuading others include convincing
a chamberlain to let your party see the king, negotiating
peace between warring tribes, or inspiring a crowd of
townsfolk.
Other Charisma
Checks. The GM might call for a
Charisma check when you try to accomplish tasks like the
following:
Find the best person to talk to for news, rumors, and
gossip
Blend into a crowd to get the sense of key topics of
conversation
Spellcasting Ability
Bards, paladins, sorcerers, and warlocks use Charisma as
their spellcasting ability, which helps determine the saving
throw DCs of spells they cast.
Saving Throws
A saving throw-also called a save-represents an attempt to resist
a spell, a trap, a poison, a disease, or a similar threat. You
don’t normally decide to make a saving throw; you are forced to
make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability
modifier. For example, you use your Dexterity modifier for a
Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty
and can be affected by advantage and disadvantage, as determined
by the GM.
Each class gives proficiency in at least two saving throws. The
wizard, for example, is proficient in Intelligence saves. As with
skill proficiencies, proficiency in a saving throw lets a
character add his or her proficiency bonus to saving throws made
using a particular ability score. Some monsters have saving throw
proficiencies as well.
The Difficulty Class for a saving throw is determined by the
effect that causes it. For example, the DC for a saving throw
allowed by a spell is determined by the caster’s spellcasting
ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed
in the effect that allows the save. Usually, a successful save
means that a creature suffers no harm, or reduced harm, from an
effect.
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.
In a city or wilderness, a scale of
hours is often more
appropriate. Adventurers eager to reach the lonely tower at the
heart of the forest hurry across those fifteen miles in just under
four hours’ time.
For long journeys, a scale of
days works best.
Following the road from Baldur’s Gate to Waterdeep, the
adventurers spend four uneventful days before a goblin ambush
interrupts their journey.
In combat and other fast-paced situations, the game relies on
rounds, a 6-second span of
time.
Movement
Swimming across a rushing river, sneaking down a dungeon corridor,
scaling a treacherous mountain slope-all sorts of movement play a
key role in fantasy gaming adventures.
The GM can summarize the adventurers’ movement without calculating
exact distances or travel times: You travel through the
forest and find the dungeon entrance late in the evening of the
third day.
Even in a dungeon, particularly a large dungeon
or a cave network, the GM can summarize movement between
encounters: After killing the guardian at the entrance to
the ancient dwarven stronghold, you consult your map, which leads
you through miles of echoing corridors to a chasm bridged by a
narrow stone arch.
Sometimes it’s important, though, to know how long it takes to get
from one spot to another, whether the answer is in days, hours, or
minutes. The rules for determining travel time depend on two
factors: the speed and travel pace of the creatures moving and the
terrain they’re moving over.
Speed
Every character and monster has a speed, which is the distance
in feet that the character or monster can walk in 1 round. This
number assumes short bursts of energetic movement in the midst
of a life-threatening situation.
The following rules determine how far a character or monster can
move in a minute, an hour, or a day.
Travel Pace
While traveling, a group of adventurers can move at a normal,
fast, or slow pace, as shown on the Travel Pace table. The
table states how far the party can move in a period of time
and whether the pace has any effect. A fast pace makes
characters less perceptive, while a slow pace makes it
possible to sneak around and to search an area more carefully.
Forced
March. The Travel Pace table assumes
that characters travel for 8 hours in day. They can push on
beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the
characters cover the distance shown in the Hour column for
their pace, and each character must make a Constitution saving
throw at the end of the hour. The DC is 10 + 1 for each hour
past 8 hours. On a failed saving throw, a character suffers
one level of exhaustion (see appendix ##).
Mounts and
Vehicles. For short spans of time (up to
an hour), many animals move much faster than humanoids. A
mounted character can ride at a gallop for about an hour,
covering twice the usual distance for a fast pace. If fresh
mounts are available every 8 to 10 miles, characters can cover
larger distances at this pace, but this is very rare except in
densely populated areas.
Characters in wagons, carriages, or other land vehicles choose
a pace as normal. Characters in a waterborne vessel are
limited to the speed of the vessel, and they don’t suffer
penalties for a fast pace or gain benefits from a slow pace.
Depending on the vessel and the size of the crew, ships might
be able to travel for up to 24 hours per day.
Certain special mounts, such as a pegasus or griffon, or
special vehicles, such as a carpet of
flying, allow you to travel more swiftly.
Table- Travel Pace
Distance Traveled Per …
Pace
Minute
Hour
Day
Effect
Fast
400 feet
4 miles
30 miles
-5 penalty to passive Wisdom (Perception) scores
Normal
300 feet
3 miles
18 miles
-
Slow
200 feet
2 miles
24 miles
Able to use stealth
Difficult Terrain
The travel speeds given in the Travel Pace table assume
relatively simple terrain: roads, open plains, or clear
dungeon corridors. But adventurers often face dense forests,
deep swamps, rubble-filled ruins, steep mountains, and
ice-covered ground-all considered difficult terrain.
You move at half speed in difficult terrain- moving 1 foot in
difficult terrain costs 2 feet of speed-so you can cover only
half the normal distance in a minute, an hour, or a day.
Special Types of Movement
Movement through dangerous dungeons or wilderness areas often
involves more than simply walking. Adventurers might have to
climb, crawl, swim, or jump to get where they need to go.
Climbing, Swimming, and Crawling
While climbing or swimming, each foot of movement costs 1
extra foot (2 extra feet in difficult terrain), unless a
creature has a climbing or swimming speed. At the GM’s option,
climbing a slippery vertical surface or one with few handholds
requires a successful Strength (Athletics) check. Similarly,
gaining any distance in rough water might require a successful
Strength (Athletics) check.
Jumping
Your Strength determines how far you can jump.
Long
Jump. When you make a long jump, you
cover a number of feet up to your Strength score if you move
at least 10 feet on foot immediately before the jump. When you
make a standing long jump, you can leap only half that
distance. Either way, each foot you clear on the jump costs a
foot of movement.
This rule assumes that the height of your jump doesn’t matter,
such as a jump across a stream or chasm. At your GM’s option,
you must succeed on a DC 10 Strength (Athletics) check to
clear a low obstacle (no taller than a quarter of the jump’s
distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC
10 Dexterity (Acrobatics) check to land on your feet.
Otherwise, you land prone.
High
Jump. When you make a high jump, you
leap into the air a number of feet equal to 3 + your Strength
modifier if you move at least 10 feet on foot immediately
before the jump. When you make a standing high jump, you can
jump only half that distance. Either way, each foot you clear
on the jump costs a foot of movement. In some circumstances,
your GM might allow you to make a Strength (Athletics) check
to jump higher than you normally can.
You can extend your arms half your height above yourself
during the jump. Thus, you can reach above you a distance
equal to the height of the jump plus 1½ times your height.
The Environment
By its nature, adventuring involves delving into places that are
dark, dangerous, and full of mysteries to be explored. The rules
in this section cover some of the most important ways in which
adventurers interact with the environment in such places.
Falling
A fall from a great height is one of the most common hazards
facing an adventurer. At the end of a fall, a creature takes 1d6
bludgeoning damage for every 10 feet it fell, to a maximum of
20d6. The creature lands prone, unless it avoids taking damage
from the fall.
Suffocating
A creature can hold its breath for a number of minutes equal to
1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive
for a number of rounds equal to its Constitution modifier
(minimum of 1 round). At the start of its next turn, it drops to
0 hit points and is dying, and it can’t regain hit points or be
stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its
breath for 3 minutes. If it starts suffocating, it has 2 rounds
to reach air before it drops to 0 hit points.
Vision and Light
The most fundamental tasks of adventuring- noticing danger,
finding hidden objects, hitting an enemy in combat, and
targeting a spell, to name just a few-rely heavily on a
character’s ability to see. Darkness and other effects that
obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a
lightly obscured area, such
as dim light, patchy fog, or moderate foliage, creatures have
disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area-such
as darkness, opaque fog, or dense foliage-blocks vision
entirely. A creature effectively suffers from the blinded
condition (see appendix ##) when trying to see something in that
area.
The presence or absence of light in an environment creates three
categories of illumination: bright light, dim light, and
darkness.
Bright light lets most
creatures see normally.
Even gloomy days provide bright light, as do torches, lanterns,
fires, and other sources of illumination within a specific
radius.
Dim light, also called
shadows, creates a lightly obscured area. An area of dim light
is usually a boundary between a source of bright light, such as
a torch, and surrounding darkness. The soft light of twilight
and dawn also counts as dim light. A particularly brilliant full
moon might bathe the land in dim light.
Darkness creates a heavily
obscured area.
Characters face darkness outdoors at night (even most moonlit
nights), within the confines of an unlit dungeon or a
subterranean vault, or in an area of magical darkness.
Blindsight
A creature with blindsight can perceive its surroundings
without relying on sight, within a specific radius. Creatures
without eyes, such as oozes, and creatures with echolocation
or heightened senses, such as bats and true dragons, have this
sense.
Darkvision
Many creatures in fantasy gaming worlds, especially those that
dwell underground, have darkvision. Within a specified range,
a creature with darkvision can see in darkness as if the
darkness were dim light, so areas of darkness are only lightly
obscured as far as that creature is concerned. However, the
creature can’t discern color in darkness, only shades of gray.
Truesight
A creature with truesight can, out to a specific range, see in
normal and magical darkness, see invisible creatures and
objects, automatically detect visual illusions and succeed on
saving throws against them, and perceives the original form of
a shapechanger or a creature that is transformed by magic.
Furthermore, the creature can see into the Ethereal Plane.
Food and Water
Characters who don’t eat or drink suffer the effects of
exhaustion (see appendix ##). Exhaustion caused by lack of food
or water can’t be removed until the character eats and drinks
the full required amount.
Food
A character needs one pound of food per day and can make food
last longer by subsisting on half rations. Eating half a pound
of food in a day counts as half a day without food.
A character can go without food for a number of days equal to
3 + his or her Constitution modifier (minimum 1). At the end
of each day beyond that limit, a character automatically
suffers one level of exhaustion.
A normal day of eating resets the count of days without food
to zero.
Water
A character needs one gallon of water per day, or two gallons
per day if the weather is hot. A character who drinks only
half that much water must succeed on a DC 15 Constitution
saving throw or suffer one level of exhaustion at the end of
the day. A character with access to even less water
automatically suffers one level of exhaustion at the end of
the day.
If the character already has one or more levels of exhaustion,
the character takes two levels in either case.
Interacting with Objects
A character’s interaction with objects in an environment is
often simple to resolve in the game. The player tells the GM
that his or her character is doing something, such as moving a
lever, and the GM describes what, if anything, happens.
For example, a character might decide to pull a lever, which
might, in turn, raise a portcullis, cause a room to flood with
water, or open a secret door in a nearby wall. If the lever is
rusted in position, though, a character might need to force it.
In such a situation, the GM might call for a Strength check to
see whether the character can wrench the lever into place. The
GM sets the DC for any such check based on the difficulty of the
task.
Characters can also damage objects with their weapons and
spells. Objects are immune to poison and psychic damage, but
otherwise they can be affected by physical and magical attacks
much like creatures can. The GM determines an object’s Armor
Class and hit points, and might decide that certain objects have
resistance or immunity to certain kinds of attacks. (It’s hard
to cut a rope with a club, for example.) Objects always fail
Strength and Dexterity saving throws, and they are immune to
effects that require other saves. When an object drops to 0 hit
points, it breaks.
A character can also attempt a Strength check to break an
object. The GM sets the DC for any such check.
Resting
Heroic though they might be, adventurers can’t spend every hour of
the day in the thick of exploration, social interaction, and
combat. They need rest-time to sleep and eat, tend their wounds,
refresh their minds and spirits for spellcasting, and brace
themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring
day and a long rest to end the day.
Short Rest
A short rest is a period of downtime, at least 1 hour long,
during which a character does nothing more strenuous than
eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short
rest, up to the character’s maximum number of Hit Dice, which is
equal to the character’s level. For each Hit Die spent in this
way, the player rolls the die and adds the character’s
Constitution modifier to it. The character regains hit points
equal to the total (minimum of 0). The player can decide to
spend an additional Hit Die after each roll. A character regains
some spent Hit Dice upon finishing a long rest, as explained
below.
Long Rest
A long rest is a period of extended downtime, at least 8 hours
long, during which a character sleeps for at least 6 hours and
performs no more than 2 hours of light activity, such as
reading, talking, eating, or standing watch. If the rest is
interrupted by a period of strenuous activity-at least 1 hour of
walking, fighting, casting spells, or similar adventuring
activity-the characters must begin the rest again to gain any
benefit from it.
At the end of a long rest, a character regains all lost hit
points. The character also regains spent Hit Dice, up to a
number of dice equal to half of the character’s total number of
them (minimum of one die). For example, if a character has eight
Hit Dice, he or she can regain four spent Hit Dice upon
finishing a long rest.
A character can’t benefit from more than one long rest in a
24-hour period, and a character must have at least 1 hit point
at the start of the rest to gain its benefits.
Between Adventures
Between trips to dungeons and battles against ancient evils,
adventurers need time to rest, recuperate, and prepare for their
next adventure. Many adventurers also use this time to perform
other tasks, such as crafting arms and armor, performing research,
or spending their hard-earned gold.
In some cases, the passage of time is something that occurs with
little fanfare or description. When starting a new adventure, the
GM might simply declare that a certain amount of time has passed
and allow you to describe in general terms what your character has
been doing. At other times, the GM might want to keep track of
just how much time is passing as events beyond your perception
stay in motion.
Lifestyle Expenses
Between adventures, you choose a particular quality of life and
pay the cost of maintaining that lifestyle.
Living a particular lifestyle doesn’t have a huge effect on your
character, but your lifestyle can affect the way other
individuals and groups react to you. For example, when you lead
an aristocratic lifestyle, it might be easier for you to
influence the nobles of the city than if you live in poverty.
Downtime Activities
Between adventures, the GM might ask you what your character is
doing during his or her downtime. Periods of downtime can vary
in duration, but each downtime activity requires a certain
number of days to complete before you gain any benefit, and at
least 8 hours of each day must be spent on the downtime activity
for the day to count. The days do not need to be consecutive. If
you have more than the minimum amount of days to spend, you can
keep doing the same thing for a longer period of time, or switch
to a new downtime activity.
Downtime activities other than the ones presented below are
possible. If you want your character to spend his or her
downtime performing an activity not covered here, discuss it
with your GM.
Crafting
You can craft nonmagical objects, including adventuring
equipment and works of art. You must be proficient with tools
related to the object you are trying to create (typically
artisan’s tools). You might also need access to special
materials or locations necessary to create it. For example,
someone proficient with smith’s tools needs a forge in order
to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft
one or more items with a total market value not exceeding 5
gp, and you must expend raw materials worth half the total
market value. If something you want to craft has a market
value greater than 5 gp, you make progress every day in 5 gp
increments until you reach the market value of the item. For
example, a suit of plate armor (market value 1,500 gp) takes
300 days to craft by yourself.
Multiple characters can combine their efforts toward the
crafting of a single item, provided that the characters all
have proficiency with the requisite tools and are working
together in the same place. Each character contributes 5 gp
worth of effort for every day spent helping to craft the item.
For example, three characters with the requisite tool
proficiency and the proper facilities can craft a suit of
plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without
having to pay 1 gp per day, or a comfortable lifestyle at half
the normal cost.
Practicing a Profession
You can work between adventures, allowing you to maintain a
modest lifestyle without having to pay 1 gp per day. This
benefit lasts as long you continue to practice your
profession.
If you are a member of an organization that can provide
gainful employment, such as a temple or a thieves’ guild, you
earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your
performance skill to use during your downtime, you earn enough
to support a wealthy lifestyle instead.
Recuperating
You can use downtime between adventures to recover from a
debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make
a DC 15 Constitution saving throw. On a successful save, you
can choose one of the following results:
End one effect on you that prevents you from regaining hit
points.
For the next 24 hours, gain advantage on saving throws
against one disease or poison currently affecting you.
Researching
The time between adventures is a great chance to perform
research, gaining insight into mysteries that have unfurled
over the course of the campaign. Research can include poring
over dusty tomes and crumbling scrolls in a library or buying
drinks for the locals to pry rumors and gossip from their
lips.
When you begin your research, the GM determines whether the
information is available, how many days of downtime it will
take to find it, and whether there are any restrictions on
your research (such as needing to seek out a specific
individual, tome, or location). The GM might also require you
to make one or more ability checks, such as an Intelligence
(Investigation) check to find clues pointing toward the
information you seek, or a Charisma (Persuasion) check to
secure someone’s aid. Once those conditions are met, you learn
the information if it is available.
For each day of research, you must spend 1 gp to cover your
expenses. This cost is in addition to your normal lifestyle
expenses.
Training
You can spend time between adventures learning a new language
or training with a set of tools. Your GM might allow
additional training options.
First, you must find an instructor willing to teach you. The
GM determines how long it takes, and whether one or more
ability checks are required.
The training lasts for 250 days and costs 1 gp per day. After
you spend the requisite amount of time and money, you learn
the new language or gain proficiency with the new tool.
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.
Determine surprise. The
GM determines whether anyone involved in the combat
encounter is surprised.
Establish positions. The
GM decides where all the characters and monsters are
located. Given the adventurers’ marching order or their
stated positions in the room or other location, the GM
figures out where the adversaries are̶how far away and in
what direction.
Roll initiative. Everyone
involved in the combat encounter rolls initiative,
determining the order of combatants’ turns.
Take turns. Each
participant in the battle takes a turn in initiative order.
Begin the next round.
When everyone involved in the combat has had a turn, the
round ends. Repeat step 4 until the fighting stops.
Surprise
A band of adventurers sneaks up on a bandit camp, springing from
the trees to attack them. A gelatinous cube glides down a
dungeon passage, unnoticed by the adventurers until the cube
engulfs one of them. In these situations, one side of the battle
gains surprise over the other.
The GM determines who might be surprised. If neither side tries
to be stealthy, they automatically notice each other. Otherwise,
the GM compares the Dexterity (Stealth) checks of anyone hiding
with the passive Wisdom (Perception) score of each creature on
the opposing side. Any character or monster that doesn’t notice
a threat is surprised at the start of the encounter.
If you’re surprised, you can’t move or take an action on your
first turn of the combat, and you can’t take a reaction until
that turn ends. A member of a group can be surprised even if the
other members aren’t.
Initiative
Initiative determines the order of turns during combat. When
combat starts, every participant makes a Dexterity check to
determine their place in the initiative order. The GM makes one
roll for an entire group of identical creatures, so each member
of the group acts at the same time.
The GM ranks the combatants in order from the one with the
highest Dexterity check total to the one with the lowest. This
is the order (called the initiative order) in which they act
during each round. The initiative order remains the same from
round to round.
If a tie occurs, the GM decides the order among tied
GM-controlled creatures, and the players decide the order among
their tied characters. The GM can decide the order if the tie is
between a monster and a player character. Optionally, the GM can
have the tied characters and monsters each roll a d20 to
determine the order, highest roll going first.
Your Turn
On your turn, you can move a
distance up to your speed and take one
action. You decide whether to move first or take your
action first. Your speed- sometimes called your walking speed-is
noted on your character sheet.
The most common actions you can take are described in the
Actions in Combat
section later in this chapter.
Many class features and other abilities provide additional
options for your action.
The Movement and Position
section later in this
chapter gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all
on your turn. If you can’t decide what to do on your turn,
consider taking the Dodge or Ready action, as described in
Actions in Combat.
Bonus Actions
Various class features, spells, and other abilities let you take
an additional action on your turn called a bonus action. The
Cunning Action feature, for example, allows a rogue to take a
bonus action. You can take a bonus action only when a special
ability, spell, or other feature of the game states that you can
do something as a bonus action. You otherwise don’t have a bonus
action to take.
You can take only one bonus action on your turn, so you must
choose which bonus action to use when you have more than one
available.
You choose when to take a bonus action during your turn, unless
the bonus action’s timing is specified, and anything that
deprives you of your ability to take actions also prevents you
from taking a bonus action.
Other Activity on Your Turn
Your turn can include a variety of flourishes that require
neither your action nor your move.
You can communicate however you are able, through brief
utterances and gestures, as you take your turn.
You can also interact with one object or feature of the
environment for free, during either your move or your action.
For example, you could open a door during your move as you
stride toward a foe, or you could draw your weapon as part of
the same action you use to attack.
If you want to interact with a second object, you need to use
your action. Some magic items and other special objects always
require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these
activities when it needs special care or when it presents an
unusual obstacle. For instance, the GM could reasonably expect
you to use an action to open a stuck door or turn a crank to
lower a drawbridge.
Reactions
Certain special abilities, spells, and situations allow you to
take a special action called a reaction. A reaction is an instant
response to a trigger of some kind, which can occur on your turn
or on someone else’s. The opportunity attack, described later in
this chapter, is the most common type of reaction.
When you take a reaction, you can’t take another one until the
start of your next turn. If the reaction interrupts another
creature’s turn, that creature can continue its turn right after
the reaction.
Movement and Position
In combat, characters and monsters are in constant motion, often
using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can
use as much or as little of your speed as you like on your turn,
following the rules here.
Your movement can include jumping, climbing, and swimming. These
different modes of movement can be combined with walking, or they
can constitute your entire move. However you’re moving, you deduct
the distance of each part of your move from your speed until it is
used up or until you are done moving.
Breaking Up Your Move
You can break up your movement on your turn, using some of your
speed before and after your action. For example, if you have a
speed of 30 feet, you can move 10 feet, take your action, and
then move 20 feet.
Moving between Attacks
If you take an action that includes more than one weapon
attack, you can break up your movement even further by moving
between those attacks. For example, a fighter who can make two
attacks with the Extra Attack feature and who has a speed of
25 feet could move 10 feet, make an attack, move 15 feet, and
then attack again.
Using Different Speeds
If you have more than one speed, such as your walking speed
and a flying speed, you can switch back and forth between your
speeds during your move. Whenever you switch, subtract the
distance you’ve already moved from the new speed. The result
determines how much farther you can move. If the result is 0
or less, you can’t use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of
60 because a wizard cast the fly spell on
you, you could fly 20 feet, then walk 10 feet, and then leap
into the air to fly 30 feet more.
Difficult Terrain
Combat rarely takes place in bare rooms or on featureless
plains. Boulder-strewn caverns, briar-choked forests,
treacherous staircases-the setting of a typical fight contains
difficult terrain.
Every foot of movement in difficult terrain costs 1 extra foot.
This rule is true even if multiple things in a space count as
difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and
shallow bogs are examples of difficult terrain. The space of
another creature, whether hostile or not, also counts as
difficult terrain.
Being Prone
Combatants often find themselves lying on the ground, either
because they are knocked down or because they throw themselves
down. In the game, they are prone, a condition described in
appendix A.
You can drop prone without
using any of your speed. Standing
up takes more effort; doing so costs an amount of
movement equal to half your speed. For example, if your speed is
30 feet, you must spend
15 feet of movement to stand up. You can’t stand up if you don’t
have enough movement left or if your speed is 0.
To move while prone, you must
crawl or use magic such as
teleportation. Every foot of movement while crawling costs 1
extra foot. Crawling 1 foot in difficult terrain, therefore,
costs 3 feet of movement.
Interacting with Objects Around
You
Here are a few examples of the sorts of thing you can do in
tandem with your movement and action:
draw or sheathe a sword
open or close a door
withdraw a potion from your backpack
pick up a dropped axe
take a bauble from a table
remove a ring from your finger
stuff some food into your mouth
plant a banner in the ground
fish a few coins from your belt pouch
drink all the ale in a flagon
throw a lever or a switch
pull a torch from a sconce
take a book from a shelf you can reach
extinguish a small flame
don a mask
pull the hood of your cloak up and over your head
put your ear to a door
kick a small stone
turn a key in a lock
tap the floor with a 10-foot pole
hand an item to another character
Moving Around Other Creatures
You can move through a nonhostile creature’s space. In contrast,
you can move through a hostile creature’s space only if the
creature is at least two sizes larger or smaller than you.
Remember that another creature’s space is difficult terrain for
you.
Whether a creature is a friend or an enemy, you can’t willingly
end your move in its space.
If you leave a hostile creature’s reach during your move, you
provoke an opportunity attack, as explained later in the
chapter.
Flying Movement
Flying creatures enjoy many benefits of mobility, but they must
also deal with the danger of falling. If a flying creature is
knocked prone, has its speed reduced to 0, or is otherwise
deprived of the ability to move, the creature falls, unless it
has the ability to hover or it is being held aloft by magic,
such as by the fly spell.
Creature Size
Each creature takes up a different amount of space. The Size
Categories table shows how much space a creature of a particular
size controls in combat. Objects sometimes use the same size
categories.
Table- Creature Size
Size
Space
Tiny
2 1/2 by 2 1/2 ft.
Small
5 by 5 ft.
Medium
5 by 5 ft.
Large
10 by 10 ft.
Huge
15 by 15 ft.
Gargantuan
20 by 20 ft. or larger
Space
A creature’s space is the area in feet that it effectively
controls in combat, not an expression of its physical
dimensions. A typical Medium creature isn’t 5 feet wide, for
example, but it does control a space that wide. If a Medium
hobgoblin stands in a 5-foot wide doorway, other creatures
can’t get through unless the hobgoblin lets them.
A creature’s space also reflects the area it needs to fight
effectively. For that reason, there’s a limit to the number of
creatures that can surround another creature in combat.
Assuming Medium combatants, eight creatures can fit in a
5-foot radius around another one.
Because larger creatures take up more space, fewer of them can
surround a creature. If four Large creatures crowd around a
Medium or smaller one, there’s little room for anyone else. In
contrast, as many as twenty Medium creatures can surround a
Gargantuan one.
Squeezing into a Smaller Space
A creature can squeeze through a space that is large enough
for a creature one size smaller than it. Thus, a Large
creature can squeeze through a passage that’s only 5 feet
wide. While squeezing through a space, a creature must spend
1 extra foot for every foot it moves there, and it has
disadvantage on attack rolls and Dexterity saving throws.
Attack rolls against the creature have advantage while it’s
in the smaller space.
Actions in Combat
When you take your action on your turn, you can take one of the
actions presented here, an action you gained from your class or a
special feature, or an action that you improvise. Many monsters
have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules,
the GM tells you whether that action is possible and what kind of
roll you need to make, if any, to determine success or failure.
Attack
The most common action to take in combat is the Attack action,
whether you are swinging a sword, firing an arrow from a bow, or
brawling with your fists.
With this action, you make one melee or ranged attack. See the
Making an Attack
section for the rules that
govern attacks.
Certain features, such as the Extra Attack feature of the
fighter, allow you to make more than one attack with this
action.
Cast a Spell
Spellcasters such as wizards and clerics, as well as many
monsters, have access to spells and can use them to great effect
in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or
even hours to cast the spell. Casting a spell is, therefore, not
necessarily an action. Most spells do have a casting time of 1
action, so a spellcaster often uses his or her action in combat
to cast such a spell.
Dash
When you take the Dash action, you gain extra movement for the
current turn. The increase equals your speed, after applying any
modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional
movement by the same amount. If your speed of 30 feet is reduced
to 15 feet, for instance, you can move up to 30 feet this turn
if you dash.
Disengage
If you take the Disengage action, your movement doesn’t provoke
opportunity attacks for the rest of the turn.
Dodge
When you take the Dodge action, you focus entirely on avoiding
attacks. Until the start of your next turn, any attack roll made
against you has disadvantage if you can see the attacker, and
you make Dexterity saving throws with advantage. You lose this
benefit if you are incapacitated (as explained in appendix A) or
if your speed drops to 0.
Help
You can lend your aid to another creature in the completion of a
task. When you take the Help action, the creature you aid gains
advantage on the next ability check it makes to perform the task
you are helping with, provided that it makes the check before
the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a
creature within 5 feet of you. You feint, distract the target,
or in some other way team up to make your ally’s attack more
effective. If your ally attacks the target before your next
turn, the first attack roll is made with advantage.
Hide
When you take the Hide action, you make a Dexterity (Stealth)
check in an attempt to hide, following the rules for hiding. If
you succeed, you gain certain benefits, as described in the
Unseen Attackers and Targets
section later in
this chapter.
Ready
Sometimes you want to get the jump on a foe or wait for a
particular circumstance before you act. To do so, you can take
the Ready action on your turn, which lets you act using your
reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger
your reaction. Then, you choose the action you will take in
response to that trigger, or you choose to move up to your speed
in response to it. Examples include If the cultist steps
on the trapdoor, I’ll pull the lever that opens it,
and
If the goblin steps next to me, I move away.
When the trigger occurs, you can either take your reaction right
after the trigger finishes or ignore the trigger. Remember that
you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its
energy, which you release with your reaction when the trigger
occurs. To be readied, a spell must have a casting time of 1
action, and holding onto the spell’s magic requires
concentration. If your concentration is broken, the spell
dissipates without taking effect. For example, if you are
concentrating on the web spell and ready
magic missile, your
web spell ends, and if you take damage
before you release magic missile with your
reaction, your concentration might be broken.
Search
When you take the Search action, you devote your attention to
finding something. Depending on the nature of your search, the
GM might have you make a Wisdom (Perception) check or an
Intelligence (Investigation) check.
Use an Object
You normally interact with an object while doing something else,
such as when you draw a sword as part of an attack. When an
object requires your action for its use, you take the Use an
Object action. This action is also useful when you want to
interact with more than one object on your turn.
Making an Attack
Whether you’re striking with a melee weapon, firing a weapon at
range, or making an attack roll as part of a spell, an attack has
a simple structure.
Choose a target. Pick a
target within your attack’s
Range: a creature, an
object, or a location.
Determine modifiers. The GM
determines whether the target has cover and whether you have
advantage or disadvantage against the target. In addition,
spells, special abilities, and other effects can apply
penalties or bonuses to your attack roll.
Resolve the attack. You
make the attack roll. On a hit, you roll damage, unless the
particular attack has rules that specify otherwise. Some
attacks cause special effects in addition to or instead of
damage.
If there’s ever any question whether something you’re doing counts
as an attack, the rule is simple: if you’re making an attack roll,
you’re making an attack.
Attack Rolls
When you make an attack, your attack roll determines whether the
attack hits or misses. To make an attack roll, roll a d20 and
add the appropriate modifiers. If the total of the roll plus
modifiers equals or exceeds the target’s Armor Class (AC), the
attack hits. The AC of a character is determined at character
creation, whereas the AC of a monster is in its stat block.
Modifiers to the Roll
When a character makes an attack roll, the two most common
modifiers to the roll are an ability modifier and the
character’s proficiency bonus. When a monster makes an attack
roll, it uses whatever modifier is provided in its stat block.
Ability
Modifier. The ability modifier used for
a melee weapon attack is Strength, and the ability modifier
used for a ranged weapon attack is Dexterity. Weapons that
have the finesse or thrown property break this rule.
Some spells also require an attack roll. The ability modifier
used for a spell attack depends on the spellcasting ability of
the spellcaster.
Proficiency
Bonus. You add your proficiency bonus to
your attack roll when you attack using a weapon with which you
have proficiency, as well as when you attack with a spell.
Rolling 1 or 20
Sometimes fate blesses or curses a combatant, causing the
novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits
regardless of any modifiers or the target’s AC. This is called
a critical hit, which is explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target’s AC.
Unseen Attackers and Targets
Combatants often try to escape their foes’ notice by hiding,
casting the invisibility spell, or lurking in darkness.
When you attack a target that you can’t see, you have
disadvantage on the attack roll. This is true whether you’re
guessing the target’s location or you’re targeting a creature
you can hear but not see. If the target isn’t in the location
you targeted, you automatically miss, but the GM typically just
says that the attack missed, not whether you guessed the
target’s location correctly.
When a creature can’t see you, you have advantage on attack
rolls against it. If you are hidden-both unseen and unheard-when
you make an attack, you give away your location when the attack
hits or misses.
Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow,
hurl a handaxe, or otherwise send projectiles to strike a foe at
a distance. A monster might shoot spines from its tail. Many
spells also involve making a ranged attack.
Range
You can make ranged attacks only against targets within a
specified range.
If a ranged attack, such as one made with a spell, has a
single range, you can’t attack a target beyond this range.
Some ranged attacks, such as those made with a longbow or a
shortbow, have two ranges. The smaller number is the normal
range, and the larger number is the long range. Your attack
roll has disadvantage when your target is beyond normal range,
and you can’t attack a target beyond the long range.
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to
you. When you make a ranged attack with a weapon, a spell, or
some other means, you have disadvantage on the attack roll if
you are within 5 feet of a hostile creature who can see you
and who isn’t incapacitated.
Melee Attacks
Used in hand-to-hand combat, a melee attack allows you to attack
a foe within your reach. A melee attack typically uses a
handheld weapon such as a sword, a warhammer, or an axe. A
typical monster makes a melee attack when it strikes with its
claws, horns, teeth, tentacles, or other body part. A few spells
also involve making a melee attack.
Most creatures have a 5-foot
reach and can thus attack
targets within 5 feet of them when making a melee attack.
Certain creatures (typically those larger than Medium) have
melee attacks with a greater reach than 5 feet, as noted in
their descriptions.
Instead of using a weapon to make a melee weapon attack, you can
use an unarmed strike: a
punch, kick, head-butt, or similar forceful blow (none of which
count as weapons). On a hit, an unarmed strike deals bludgeoning
damage equal to 1 + your Strength modifier. You are proficient
with your unarmed strikes.
Contests in
Combat
Battle often involves pitting your prowess against that of
your foe. Such a challenge is represented by a contest. This
section includes the most common contests that require an
action in combat: grappling and shoving a creature. The GM can
use these contests as models for improvising others.
Opportunity Attacks
In a fight, everyone is constantly watching for a chance to
strike an enemy who is fleeing or passing by. Such a strike is
called an opportunity attack.
You can make an opportunity attack when a hostile creature
that you can see moves out of your reach. To make the
opportunity attack, you use your reaction to make one melee
attack against the provoking creature. The attack occurs right
before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the
Disengage action. You also don’t provoke an opportunity attack
when you teleport or when someone or something moves you
without using your movement, action, or reaction. For example,
you don’t provoke an opportunity attack if an explosion hurls
you out of a foe’s reach or if gravity causes you to fall past
an enemy.
Two-Weapon Fighting
When you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can use a bonus
action to attack with a different light melee weapon that
you’re holding in the other hand. You don’t add your ability
modifier to the damage of the bonus attack, unless that
modifier is negative.
If either weapon has the thrown property, you can throw the
weapon, instead of making a melee attack with it.
Grappling
When you want to grab a creature or wrestle with it, you can
use the Attack action to make a special melee attack, a
grapple. If you’re able to make multiple attacks with the
Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size
larger than you and must be within your reach. Using at least
one free hand, you try to seize the target by making a grapple
check instead of an attack roll: a Strength (Athletics) check
contested by the target’s Strength (Athletics) or Dexterity
(Acrobatics) check (the target chooses the ability to use).
You succeed automatically if the target is incapacitated. If
you succeed, you subject the target to the grappled condition
(see appendix ##). The condition specifies the things that end
it, and you can release the target whenever you like (no
action required).
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.
Moving a Grappled
Creature. When you move, you can drag or
carry the grappled creature with you, but your speed is
halved, unless the creature is two or more sizes smaller than
you.
Shoving a Creature
Using the Attack action, you can make a special melee attack
to shove a creature, either to knock it prone or push it away
from you. If you’re able to make multiple attacks with the
Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and
must be within your reach. Instead of making an attack roll,
you make a Strength (Athletics) check contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) check
(the target chooses the ability to use). You succeed
automatically if the target is incapacitated. If you succeed,
you either knock the target prone or push it 5 feet away from
you.
Cover
Walls, trees, creatures, and other obstacles can provide cover
during combat, making a target more difficult to harm. A target
can benefit from cover only when an attack or other effect
originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple
sources of cover, only the most protective degree of cover
applies; the degrees aren’t added together. For example, if a
target is behind a creature that gives half cover and a tree
trunk that gives three-quarters cover, the target has
three-quarters cover.
A target with half cover has
a +2 bonus to AC and Dexterity saving throws. A target has half
cover if an obstacle blocks at least half of its body. The
obstacle might be a low wall, a large piece of furniture, a
narrow tree trunk, or a creature, whether that creature is an
enemy or a friend.
A target with three-quarters
cover has a +5 bonus to AC and Dexterity saving
throws. A target has three-quarters cover if about
three-quarters of it is covered by an obstacle. The obstacle
might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover
can’t be targeted directly by an attack or a spell, although
some spells can reach such a target by including it in an area
of effect. A target has total cover if it is completely
concealed by an obstacle.
Damage and Healing
Injury and the risk of death are constant companions of those
who explore fantasy gaming worlds. The thrust of a sword, a
well-placed arrow, or a blast of flame from a
fireball spell all have the potential to
damage, or even kill, the hardiest of creatures.
Hit Points
Hit points represent a combination of physical and mental
durability, the will to live, and luck. Creatures with more
hit points are more difficult to kill. Those with fewer hit
points are more fragile.
A creature’s current hit points (usually just called hit
points) can be any number from the creature’s hit point
maximum down to 0. This number changes frequently as a
creature takes damage or receives healing.
Whenever a creature takes damage, that damage is subtracted
from its hit points. The loss of hit points has no effect on a
creature’s capabilities until the creature drops to 0 hit
points.
Damage Rolls
Each weapon, spell, and harmful monster ability specifies the
damage it deals. You roll the damage die or dice, add any
modifiers, and apply the damage to your target. Magic weapons,
special abilities, and other factors can grant a bonus to
damage. With a penalty, it is possible to deal 0 damage, but
never negative damage.
When attacking with a
weapon, you add your
ability modifier-the same modifier used for the attack roll-to
the damage. A spell tells
you which dice to roll for damage and whether to add any
modifiers.
If a spell or other effect deals damage to
more than one target at the
same time, roll the damage once for all of them. For example,
when a wizard casts fireball or a cleric
casts flame strike, the spell’s damage is
rolled once for all creatures caught in the blast.
Critical Hits
When you score a critical hit, you get to roll extra dice for
the attack’s damage against the target. Roll all of the
attack’s damage dice twice and add them together. Then add any
relevant modifiers as normal. To speed up play, you can roll
all the damage dice at once.
For example, if you score a critical hit with a dagger, roll
2d4 for the damage, rather than 1d4, and then add your
relevant ability modifier. If the attack involves other damage
dice, such as from the rogue’s Sneak Attack feature, you roll
those dice twice as well.
Damage Types
Different attacks, damaging spells, and other harmful effects
deal different types of damage. Damage types have no rules of
their own, but other rules, such as damage resistance, rely on
the types.
The damage types follow, with examples to help a GM assign a
damage type to a new effect.
Acid.
The corrosive spray of a black dragon’s breath and the
dissolving enzymes secreted by a black pudding deal acid
damage.
Bludgeoning.
Blunt force attacks-hammers, falling, constriction, and the
like-deal bludgeoning damage.
Cold.
The infernal chill radiating from an ice devil’s spear and the
frigid blast of a white dragon’s breath deal cold damage.
Fire.
Red dragons breathe fire, and many spells conjure flames to
deal fire damage.
Force.
Force is pure magical energy focused into a damaging form.
Most effects that deal force damage are spells, including
magic missile and spiritual
weapon.
Lightning.
A lightning bolt spell and a blue
dragon’s breath deal lightning damage.
Necrotic.
Necrotic damage, dealt by certain undead and a spell such as
chill touch, withers matter and even the
soul.
Piercing.
Puncturing and impaling attacks, including spears and
monsters’ bites, deal piercing damage.
Poison.
Venomous stings and the toxic gas of a green dragon’s breath
deal poison damage.
Psychic.
Mental abilities such as a mind flayer’s psionic blast deal
psychic damage.
Radiant.
Radiant damage, dealt by a cleric’s flame
strike spell or an angel’s smiting weapon, sears
the flesh like fire and overloads the spirit with power.
Slashing.
Swords, axes, and monsters’ claws deal slashing damage.
Thunder.
A concussive burst of sound, such as the effect of the
thunderwave spell, deals thunder damage.
Damage Resistance and Vulnerability
Some creatures and objects are exceedingly difficult or
unusually easy to hurt with certain types of damage.
If a creature or an object has
resistance to a damage
type, damage of that type is halved against it. If a creature
or an object has
vulnerability to a damage
type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other
modifiers to damage. For example, a creature has resistance to
bludgeoning damage and is hit by an attack that deals 25
bludgeoning damage. The creature is also within a magical aura
that reduces all damage by 5. The 25 damage is first reduced
by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect
the same damage type count as only one instance. For example,
if a creature has resistance to fire damage as well as
resistance to all nonmagical damage, the damage of a
nonmagical fire is reduced by half against the creature, not
reduced by three-quarters.
Healing
Unless it results in death, damage isn’t permanent. Even death
is reversible through powerful magic. Rest can restore a
creature’s hit points, and magical methods such as a
cure wounds spell or a potion
of healing can remove damage in an instant.
When a creature receives healing of any kind, hit points
regained are added to its current hit points. A creature’s hit
points can’t exceed its hit point maximum, so any hit points
regained in excess of this number are lost. For example, a
druid grants a ranger 8 hit points of healing. If the ranger
has 14 current hit points and has a hit point maximum of 20,
the ranger regains 6 hit points from the druid, not 8.
A creature that has died can’t regain hit points until magic
such as the revivify spell has restored
it to life.
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall
unconscious, as explained in the following sections.
Instant Death
Massive damage can kill you instantly. When damage reduces you
to 0 hit points and there is damage remaining, you die if the
remaining damage equals or exceeds your hit point maximum.
For example, a cleric with a maximum of 12 hit points
currently has 6 hit points. If she takes 18 damage from an
attack, she is reduced to 0 hit points, but 12 damage remains.
Because the remaining damage equals her hit point maximum, the
cleric dies.
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you,
you fall unconscious (see appendix ##). This unconsciousness
ends if you regain any hit points.
Death Saving Throws
Whenever you start your turn with 0 hit points, you must make
a special saving throw, called a death saving throw, to
determine whether you creep closer to death or hang onto life.
Unlike other saving throws, this one isn’t tied to any ability
score. You are in the hands of fate now, aided only by spells
and features that improve your chances of succeeding on a
saving throw.
Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. A success or failure has no effect by
itself. On your third success, you become stable (see below).
On your third failure, you die. The successes and failures
don’t need to be consecutive; keep track of both until you
collect three of a kind. The number of both is reset to zero
when you regain any hit points or become stable.
Rolling 1 or
20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit
Points. If you take any damage while you
have 0 hit points, you suffer a death saving throw failure. If
the damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit point
maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal
it. If healing is unavailable, the creature can at least be
stabilized so that it isn’t killed by a failed death saving
throw.
You can use your action to administer first aid to an
unconscious creature and attempt to stabilize it, which
requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t
make death saving throws, even though it has 0 hit points,
but it does remain unconscious. The creature stops being
stable, and must start making death saving throws again, if
it takes any damage. A stable creature that isn’t healed
regains 1 hit point after 1d4 hours.
Monsters and Death
Most GMs have a monster die the instant it drops to 0 hit
points, rather than having it fall unconscious and make death
saving throws.
Mighty villains and special nonplayer characters are common
exceptions; the GM might have them fall unconscious and follow
the same rules as player characters.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than
deal a killing blow. When an attacker reduces a creature to 0
hit points with a melee attack, the attacker can knock the
creature out. The attacker can make this choice the instant the
damage is dealt. The creature falls unconscious and is stable.
Temporary Hit Points
Some spells and special abilities confer temporary hit points to
a creature. Temporary hit points aren’t actual hit points; they
are a buffer against damage, a pool of hit points that protect
you from injury.
When you have temporary hit points and take damage, the
temporary hit points are lost first, and any leftover damage
carries over to your normal hit points. For example, if you have
5 temporary hit points and take 7 damage, you lose the temporary
hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit
points, they can exceed your hit point maximum. A character can,
therefore, be at full hit points and receive temporary hit
points.
Healing can’t restore temporary hit points, and they can’t be
added together. If you have temporary hit points and receive
more of them, you decide whether to keep the ones you have or to
gain the new ones. For example, if a spell grants you 12
temporary hit points when you already have 10, you can have 12
or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn’t
restore you to consciousness or stabilize you. They can still
absorb damage directed at you while you’re in that state, but
only true healing can save you.
Unless a feature that grants you temporary hit points has a
duration, they last until they’re depleted or you finish a long
rest.
Mounted Combat
A knight charging into battle on a warhorse, a wizard casting
spells from the back of a griffon, or a cleric soaring through the
sky on a pegasus all enjoy the benefits of speed and mobility that
a mount can provide.
A willing creature that is at least one size larger than you and
that has an appropriate anatomy can serve as a mount, using the
following rules.
Mounting and Dismounting
Once during your move, you can mount a creature that is within 5
feet of you or dismount. Doing so costs an amount of movement
equal to half your speed. For example, if your speed is 30 feet,
you must spend 15 feet of movement to mount a horse. Therefore,
you can’t mount it if you don’t have 15 feet of movement left or
if your speed is 0.
If an effect moves your mount against its will while you’re on
it, you must succeed on a DC 10 Dexterity saving throw or fall
off the mount, landing prone in a space within 5 feet of it. If
you’re knocked prone while mounted, you must make the same
saving throw.
If your mount is knocked prone, you can use your reaction to
dismount it as it falls and land on your feet. Otherwise, you
are dismounted and fall prone in a space within 5 feet it.
Controlling a Mount
While you’re mounted, you have two options. You can either
control the mount or allow it to act independently. Intelligent
creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a
rider. Domesticated horses, donkeys, and similar creatures are
assumed to have such training. The initiative of a controlled
mount changes to match yours when you mount it. It moves as you
direct it, and it has only three action options: Dash,
Disengage, and Dodge. A controlled mount can move and act even
on the turn that you mount it.
An independent mount retains its place in the initiative order.
Bearing a rider puts no restrictions on the actions the mount
can take, and it moves and acts as it wishes. It might flee from
combat, rush to attack and devour a badly injured foe, or
otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack
while you’re on it, the attacker can target you or the mount.
Underwater Combat
When adventurers pursue sahuagin back to their undersea homes,
fight off sharks in an ancient shipwreck, or find themselves in a
flooded dungeon room, they must fight in a challenging
environment. Underwater the following rules apply.
When making a melee weapon
attack, a creature that doesn’t have a swimming speed
(either natural or granted by magic) has disadvantage on the
attack roll unless the weapon is a dagger, javelin, shortsword,
spear, or trident.
A ranged weapon attack
automatically misses a target beyond the weapon’s normal range.
Even against a target within normal range, the attack roll has
disadvantage unless the weapon is a crossbow, a net, or a weapon
that is thrown like a javelin (including a spear, trident, or
dart).
Creatures and objects that are fully immersed in water have
resistance to fire damage.
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 ##), 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.
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.
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 = 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.
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.
SPELLS
Bard Spells
Cantrips (0 Level)
Dancing Lights
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st Level
Animal Friendship
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
Compulsion
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
Spare the Dying
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
Guardian of Faith
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)
Driudcraft
Guidance
Mending
Poison Spray
Produce Flame
Resistance
Shillelagh
1st Level
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Goodberry
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
Branding Smite
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
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
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
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
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
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Warlock Spells
Cantrips (0 Level)
Chill Touch
Eldritch Blast
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level
Demiplane
Dominate Monster
Feeblemind
Glibness
Power Word Stun
9th Level
Astral Projection
Foresight
Imprisonment
Power Word Kill
True Polymorph
Wizard Spells
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Grease
Hideous Laughter
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant
2nd Level
Acid Arrow
Alter Self
Arcane Lock
Arcanist’s Magic Aura
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tiny Hut
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Black Tentacles
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Faithful Hound
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Polymorph
Private Sanctum
Resilient Sphere
Secret Chest
Stone Shape
Stoneskin
Wall of Fire
5th Level
Animate Objects
Arcane Hand
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Telekinesis
Telepathic Bond
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Instant Summons
Irresistible Dance
Magic Jar
Mass Suggestion
Move Earth
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Arcane Sword
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Magnificent Mansion
Mirage Arcane
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport
8th Level
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
9th Level
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish
Spells (A)
Acid Arrow
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered
rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range
and bursts in a spray of acid. Make a ranged spell attack
against the target. On a hit, the target takes 4d4 acid damage
immediately and 2d4 acid damage at the end of its next turn. On
a miss, the arrow splashes the target with acid for half as much
of the initial damage and no damage at the end of its next turn.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage (both initial and
later) increases by 1d4 for each slot level above 2nd.
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature you can see
within range, or choose two creatures you can see within range
that are within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Aid
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny
strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve.
Choose up to three creatures within range. Each target’s hit
point maximum and current hit points increase by 5 for the
duration.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above 2nd.
Alarm
1st-level abjuration (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny
bell and a piece of fine silver wire)
Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a
window, or an area within range that is no larger than a 20-foot
cube. Until the spell ends, an alarm alerts you whenever a Tiny
or larger creature touches or enters the warded area. When you
cast the spell, you can designate creatures that won’t set off
the alarm. You also choose whether the alarm is mental or
audible.
A mental alarm alerts you with a ping in your mind if you are
within 1 mile of the warded area. This ping awakens you if you
are sleeping.
An audible alarm produces the sound of a hand bell for 10
seconds within 60 feet.
Alter Self
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 1 hour
You assume a different form. When you cast the spell, choose one
of the following options, the effects of which last for the
duration of the spell. While the spell lasts, you can end one
option as an action to gain the benefits of a different one.
Aquatic
Adaptation. You adapt your body to an
aquatic environment, sprouting gills and growing webbing between
your fingers. You can breathe underwater and gain a swimming
speed equal to your walking speed.
Change
Appearance. You transform your appearance.
You decide what you look like, including your height, weight,
facial features, sound of your voice, hair length, coloration,
and distinguishing characteristics, if any. You can make
yourself appear as a member of another race, though none of your
statistics change. You also can’t appear as a creature of a
different size than you, and your basic shape stays the same; if
you’re bipedal, you can’t use this spell to become quadrupedal,
for instance. At any time for the duration of the spell, you can
use your action to change your appearance in this way again.
Natural
Weapons. You grow claws, fangs, spines,
horns, or a different natural weapon of your choice. Your
unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
damage, as appropriate to the natural weapon you chose, and you
are proficient with your unarmed strikes. Finally, the natural
weapon is magic and you have a +1 bonus to the attack and damage
rolls you make using it.
Animal Friendship
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel
of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. It must see and
hear you. If the beast’s Intelligence is 4 or higher, the spell
fails. Otherwise, the beast must succeed on a Wisdom saving
throw or be charmed by you for the spell’s duration. If you or
one of your companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect one additional
beast t level above 1st.
Animal Messenger
2nd-level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel
of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a message.
Choose a Tiny beast you can see within range, such as a
squirrel, a blue jay, or a bat. You specify a location, which
you must have visited, and a recipient who matches a general
description, such as a man or woman dressed in the
uniform of the town guard
or a red-haired dwarf
wearing a pointed hat.
You also speak a message of up to
twenty-five words. The target beast travels for the duration of
the spell toward the specified location, covering about 50 miles
per 24 hours for a flying messenger, or 25 miles for other
animals.
When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your
voice. The messenger speaks only to a creature matching the
description you gave. If the messenger doesn’t reach its
destination before the spell ends, the message is lost, and the
beast makes its way back to where you cast this spell.
At Higher
Levels. If you cast this spell using a
spell slot of 3nd level or higher, the duration of the spell
increases by 48 hours for each slot level above 2nd.
Animal Shapes
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up
to 24 hours
Your magic turns others into beasts. Choose any number of
willing creatures that you can see within range. You transform
each target into the form of a Large or smaller beast with a
challenge rating of 4 or lower. On subsequent turns, you can use
your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or
until the target drops to 0 hit points or dies. You can choose a
different form for each target. A target’s game statistics are
replaced by the statistics of the chosen beast, though the
target retains its alignment and Intelligence, Wisdom, and
Charisma scores. The target assumes the hit points of its new
form, and when it reverts to its normal form, it returns to the
number of hit points it had before it transformed. If it reverts
as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess damage
doesn’t reduce the creature’s normal form to 0 hit points, it
isn’t knocked unconscious. The creature is limited in the
actions it can perform by the nature of its new form, and it
can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t
activate, wield, or otherwise benefit from any of its equipment.
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop
of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or
a corpse of a Medium or Small humanoid within range. Your spell
imbues the target with a foul mimicry of life, raising it as an
undead creature. The target becomes a skeleton if you chose
bones or a zombie if you chose a corpse (the GM has the
creature’s game statistics).
On each of your turns, you can use a bonus action to mentally
command any creature you made with this spell if the creature is
within 60 feet of you (if you control multiple creatures, you
can command any or all of them at the same time, issuing the
same command to each one). You decide what action the creature
will take and where it will move during its next turn, or you
can issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order,
the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it
stops obeying any command you’ve given it. To maintain control
of the creature for another 24 hours, you must cast this spell
on the creature again before the current 24-hour period ends.
This use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than
animating a new one.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, you animate or reassert
control over two additional undead creatures for each slot level
above 3rd. Each of the creatures must come from a different
corpse or pile of bones.
Animate Objects
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 1 minute
Objects come to life at your command. Choose up to ten
nonmagical objects within range that are not being worn or
carried. Medium targets count as two objects, Large targets
count as four objects, Huge targets count as eight objects. You
can’t animate any object larger than Huge. Each target animates
and becomes a creature under your control until the spell ends
or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you
made with this spell if the creature is within 500 feet of you
(if you control multiple creatures, you can command any or all
of them at the same time, issuing the same command to each one).
You decide what action the creature will take and where it will
move during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to follow
it until its task is complete.
Table- Animate Object Stats
Size
HP
AC
Attack
Str
Dex
Tiny
20
18
+8 to hit, 1d4 + 4 damage
4
18
Small
25
16
+6 to hit, 1d8 + 2 damage
6
14
Medium
40
13
+5 to hit, 2d6 + 1 damage
10
12
Large
50
10
+6 to hit, 2d10 + 2 damage
14
10
Huge
80
10
+8 to hit, 2d12 + 4 damage
18
6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determined by its size. Its Constitution
is 10 and its Intelligence and Wisdom are 3, and its Charisma is
1. Its speed is
30 feet; if the object lacks legs or other appendages it can use
for locomotion, it instead has a flying speed of 30 feet and can
hover. If the object is securely attached to a surface or a
larger object, such as a chain bolted to a wall, its speed is 0.
It has blindsight with a radius of 30 feet and is blind beyond
that distance. When the animated object drops to 0 hit points,
it reverts to its original object form, and any remaining damage
carries over to its original object form.
If you command an object to attack, it can make a single melee
attack against a creature within 5 feet of it. It makes a slam
attack with an attack bonus and bludgeoning damage determined by
its size. The GM might rule that a specific object inflicts
slashing or piercing damage based on its form.
At Higher
Levels. If you cast this spell using a
spell slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
Antilife Shell
5th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up
to 1 hour
A shimmering barrier extends out from you in a 10-foot radius
and moves with you, remaining centered on you and hedging out
creatures other than undead and constructs. The barrier lasts
for the duration.
The barrier prevents an affected creature from passing or
reaching through. An affected creature can cast spells or make
attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass
through the barrier, the spell ends.
Antimagic Field
8th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius
sphere)
Components: V, S, M (a pinch
of powdered iron or iron filings)
Duration: Concentration, up
to 1 hour
A 10-foot radius invisible sphere of antimagic surrounds you.
This area is divorced from the magical energy that suffuses the
multiverse. Within the sphere, spells can’t be cast, summoned
creatures disappear, and even magic items become mundane. Until
the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an
artifact or a deity, are suppressed in the sphere and can’t
protrude into it. A slot expended to cast a suppressed spell is
consumed. While an effect is suppressed, it doesn’t function,
but the time it spends suppressed counts against its duration.
Targeted
Effects. Spells and other magical effects,
such as magic missile and charm
person, that target a creature or an object in the
sphere have no effect on that target.
Areas of
Magic. The area of another spell or
magical effect, such as fireball, can’t
extend into the sphere. If the sphere overlaps an area of magic,
the part of the area that is covered by the sphere is
suppressed. For example, the flames created by a wall
of fire are suppressed within the sphere, creating a
gap in the wall if the overlap is large enough.
Spells.
Any active spell or other magical effect on a creature or an
object in the sphere is suppressed while the creature or object
is in it.
Magic
Items. The properties and powers of magic
items are suppressed in the sphere. For example, a +1
longsword in the sphere functions as a nonmagical
longsword.
A magic weapon’s properties and powers are suppressed if it is
used against a target in the sphere or wielded by an attacker in
the sphere. If a magic weapon or a piece of magic ammunition
fully leaves the sphere (for example, if you fire a magic arrow
or throw a magic spear at a target outside the sphere), the
magic of the item ceases to be suppressed as soon as it exits.
Magical
Travel. Teleportation and planar travel
fail to work in the sphere, whether the sphere is the
destination or the departure point for such magical travel. A
portal to another location, world, or plane of existence, as
well as an opening to an extradimensional space such as that
created by the rope trick spell,
temporarily closes while in the sphere.
Creatures and
Objects. A creature or object summoned or
created by magic temporarily winks out of existence in the
sphere. Such a creature instantly reappears once the space the
creature occupied is no longer within the sphere.
Dispel
Magic. Spells and magical effects such as
dispel magic have no effect on the sphere.
Likewise, the spheres created by different antimagic
field spells don’t nullify each other.
Antipathy/Sympathy
8th-level enchantment
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (either a
lump of alum soaked in vinegar for the
antipathy effect or a drop of honey for the
sympathy effect)
Duration: 10 days
This spell attracts or repels creatures of your choice. You
target something within range, either a Huge or smaller object
or creature or an area that is no larger than a 200-foot cube.
Then specify a kind of intelligent creature, such as red
dragons, goblins, or vampires. You invest the target with an
aura that either attracts or repels the specified creatures for
the duration. Choose antipathy or sympathy as the aura’s effect.
Antipathy.
The enchantment causes creatures of the kind you designated to
feel an intense urge to leave the area and avoid the target.
When such a creature can see the target or comes within 60 feet
of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can
see the target or is within 60 feet of it. While frightened by
the target, the creature must use its movement to move to the
nearest safe spot from which it can’t see the target. If the
creature moves more than 60 feet from the target and can’t see
it, the creature is no longer frightened, but the creature
becomes frightened again if it regains sight of the target or
moves within 60 feet of it.
Sympathy.
The enchantment causes the specified creatures to feel an
intense urge to approach the target while within 60 feet of it
or able to see it. When such a creature can see the target or
comes within 60 feet of it, the creature must succeed on a
Wisdom saving throw or use its movement on each of its turns to
enter the area or move within reach of the target. When the
creature has done so, it can’t willingly move away from the
target.
If the target damages or otherwise harms an affected creature,
the affected creature can make a Wisdom saving throw to end the
effect, as described below.
Ending the
Effect. If an affected creature ends its
turn while not within 60 feet of the target or able to see it,
the creature makes a Wisdom saving throw. On a successful save,
the creature is no longer affected by the target and recognizes
the feeling of repugnance or attraction as magical. In addition,
a creature affected by the spell is allowed another Wisdom
saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune
to it for 1 minute, after which time it can be affected again.
Arcane Eye
4th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit of
bat fur)
Duration: Concentration, up
to 1 hour
You create an invisible, magical eye within range that hovers in
the air for the duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in
every direction.
As an action, you can move the eye up to 30 feet in any
direction. There is no limit to how far away from you the eye
can move, but it can’t enter another plane of existence. A solid
barrier blocks the eye’s movement, but the eye can pass through
an opening as small as 1 inch in diameter.
Arcane Hand
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an
eggshell and a snakeskin glove)
Duration: Concentration, up
to 1 minute
You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts
for the spell’s duration, and it moves at your command,
mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to
your hit point maximum. If it drops to 0 hit points, the spell
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
The hand doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent
turns, you can move the hand up to 60 feet and then cause one of
the following effects with it.
Clenched
Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack for the
hand using your game statistics. On a hit, the target takes 4d8
force damage.
Forceful
Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose.
Make a check with the hand’s Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the
hand pushes the target up to 5 feet plus a number of feet equal
to five times your spellcasting ability modifier. The hand moves
with the target to remain within 5 feet of it.
Grasping
Hand. The hand attempts to grapple a Huge
or smaller creature within 5 feet of it. You use the hand’s
Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand is
grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your spellcasting ability modifier.
Interposing
Hand. The hand interposes itself between
you and a creature you choose until you give the hand a
different command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
target can’t move through the hand’s space if its Strength score
is less than or equal to the hand’s Strength score. If its
Strength score is higher than the hand’s Strength score, the
target can move toward you through the hand’s space, but that
space is difficult terrain for the target.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage from the clenched
fist option increases by 2d8 and the damage from the grasping
hand increases by 2d6 for each slot level above 5th.
Arcane Lock
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold
dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway,
and it becomes locked for the duration. You and the creatures
you designate when you cast this spell can open the object
normally. You can also set a password that, when spoken within 5
feet of the object, suppresses this spell for 1 minute.
Otherwise, it is impassable until it is broken or the spell is
dispelled or suppressed. Casting knock on
the object suppresses arcane lock for 10
minutes.
While affected by this spell, the object is more difficult to
break or force open; the DC to break it or pick any locks on it
increases by 10.
Arcane Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a
miniature platinum sword with a grip and pommel of copper and
zinc, worth 250 gp)
Duration: Concentration, up
to 1 minute
You create a sword-shaped plane of force that hovers within
range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a
target of your choice within 5 feet of the sword. On a hit, the
target takes 3d10 force damage. Until the spell ends, you can
use a bonus action on each of your turns to move the sword up to
20 feet to a spot you can see and repeat this attack against the
same target or a different one.
Arcanist’s Magic Aura
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small
square of silk)
Duration: 24 hours
You place an illusion on a creature or an object you touch so
that divination spells reveal false information about it. The
target can be a willing creature or an object that isn’t being
carried or worn by another creature.
When you cast the spell, choose one or both of the following
effects. The effect lasts for the duration. If you cast this
spell on the same creature or object every day for 30 days,
placing the same effect on it each time, the illusion lasts
until it is dispelled.
False
Aura. You change the way the target
appears to spells and magical effects, such as detect
magic, that detect magical auras. You can make a
nonmagical object appear magical, a magical object appear
nonmagical, or change the object’s magical aura so that it
appears to belong to a specific school of magic that you choose.
When you use this effect on an object, you can make the false
magic apparent to any creature that handles the item.
Mask.
You change the way the target appears to spells and magical
effects that detect creature types, such as a paladin’s Divine
Sense or the trigger of a symbol spell. You
choose a creature type and other spells and magical effects
treat the target as if it were a creature of that type or of
that alignment.
Astral Projection
9th-level necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each
creature you affect with this spell, you must provide one
jacinth worth at least 1,000 gp and one ornately carved bar of
silver worth at least 100 gp, all of which the spell consumes)
Duration: Special
You and up to eight willing creatures within range project your
astral bodies into the Astral Plane (the spell fails and the
casting is wasted if you are already on that plane). The
material body you leave behind is unconscious and in a state of
suspended animation; it doesn’t need food or air and doesn’t
age.
Your astral body resembles your mortal form in almost every way,
replicating your game statistics and possessions. The principal
difference is the addition of a silvery cord that extends from
between your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to your
material body. As long as the tether remains intact, you can
find your way home. If the cord is cut-something that can happen
only when an effect specifically states that it does-your soul
and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and
can pass through portals there leading to any other plane. If
you enter a new plane or return to the plane you were on when
casting this spell, your body and possessions are transported
along the silver cord, allowing you to re-enter your body as you
enter the new plane. Your astral form is a separate incarnation.
Any damage or other effects that apply to it have no effect on
your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your
action to dismiss it. When the spell ends, the affected creature
returns to its physical body, and it awakens.
The spell might also end early for you or one of your
companions. A successful dispel magic spell
used against an astral or physical body ends the spell for that
creature. If a creature’s original body or its astral form drops
to 0 hit points, the spell ends for that creature. If the spell
ends and the silver cord is intact, the cord pulls the
creature’s astral form back to its body, ending its state of
suspended animation.
If you are returned to your body prematurely, your companions
remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
Augury
2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M
(specially marked sticks, bones, or similar tokens worth at
least 25 gp)
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out
ornate cards, or employing some other divining tool, you receive
an omen from an otherworldly entity about the results of a
specific course of action that you plan to take within the next
30 minutes. The GM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad
results
Nothing, for results that aren’t
especially good or bad
The spell doesn’t take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get a random reading. The GM
makes this roll in secret.
Awaken
5th-level transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate
worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
After spending the casting time tracing magical pathways within
a precious gemstone, you touch a Huge or smaller beast or plant.
The target must have either no Intelligence score or an
Intelligence of 3 or less. The target gains an Intelligence of
10. The target also gains the ability to speak one language you
know. If the target is a plant, it gains the ability to move its
limbs, roots, vines, creepers, and so forth, and it gains senses
similar to a human’s. Your GM chooses statistics appropriate for
the awakened plant, such as the statistics for the awakened
shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or
until you or your companions do anything harmful to it. When the
charmed condition ends, the awakened creature chooses whether to
remain friendly to you, based on how you treated it while it was
charmed.
Spells (B)
Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop
of blood)
Duration: Concentration, up
to 1 minute
Up to three creatures of your choice that you can see within
range must make Charisma saving throws. Whenever a target that
fails this saving throw makes an attack roll or a saving throw
before the spell ends, the target must roll a d4 and subtract
the number rolled from the attack roll or saving throw.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
Banishment
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item
distasteful to the target)
Duration: Concentration, up
to 1 minute
You attempt to send one creature that you can see within range
to another plane of existence. The target must succeed on a
Charisma saving throw or be banished.
If the target is native to the plane of existence you’re on, you
banish the target to a harmless demiplane. While there, the
target is incapacitated. The target remains there until the
spell ends, at which point the target reappears in the space it
left or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of existence than
the one you’re on, the target is banished with a faint popping
noise, returning to its home plane. If the spell ends before 1
minute has passed, the target reappears in the space it left or
in the nearest unoccupied space if that space is occupied.
Otherwise, the target doesn’t return.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one additional
creature for each slot level above 4th.
Barkskin
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a
handful of oak bark)
Duration: Concentration, up
to 1 hour
You touch a willing creature. Until the spell ends, the target’s
skin has a rough, bark-like appearance, and the target’s AC
can’t be less than 16, regardless of what kind of armor it is
wearing.
Beacon of Hope
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up
to 1 minute
This spell bestows hope and vitality. Choose any number of
creatures within range. For the duration, each target has
advantage on Wisdom saving throws and death saving throws, and
regains the maximum number of hit points possible from any
healing.
Bestow Curse
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 minute
You touch a creature, and that creature must succeed on a Wisdom
saving throw or become cursed for the duration of the spell.
When you cast this spell, choose the nature of the curse from
the following options:
Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made with
that ability score.
While cursed, the target has disadvantage on attack rolls
against you.
While cursed, the target must make a Wisdom saving throw at
the start of each of its turns. If it fails, it wastes its
action that turn doing nothing.
While the target is cursed, your attacks and spells deal an
extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At
the GM’s option, you may choose an alternative curse effect, but
it should be no more powerful than those described above. The GM
has final say on such a curse’s effect.
At Higher
Levels. If you cast this spell using a
spell slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you use a spell
slot of 7th level or higher, the duration is 24 hours. If you
use a 9th level spell slot, the spell lasts until it is
dispelled. Using a spell slot of 5th level or higher grants a
duration that doesn’t require concentration.
Black Tentacles
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece
of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up
to 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that
you can see within range. For the duration, these tentacles turn
the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a
turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 3d6 bludgeoning damage and be
restrained by the tentacles until the spell ends. A creature
that starts its turn in the area and is already restrained by
the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to
make a Strength or Dexterity check (its choice) against your
spell save DC. On a success, it frees itself.
Blade Barrier
6th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
You create a vertical wall of whirling, razor-sharp blades made
of magical energy. The wall appears within range and lasts for
the duration. You can make a straight wall up to 100 feet long,
20 feet high, and 5 feet thick, or a ringed wall up to 60 feet
in diameter, 20 feet high, and 5 feet thick. The wall provides
three-quarters cover to creatures behind it, and its space is
difficult terrain.
When a creature enters the wall’s area for the first time on a
turn or starts its turn there, the creature must make a
Dexterity saving throw. On a failed save, the creature takes
6d10 slashing damage. On a successful save, the creature takes
half as much damage.
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a
sprinkling of holy water)
Duration: Concentration, up
to 1 minute
You bless up to three creatures of your choice within range.
Whenever a target makes an attack roll or a saving throw before
the spell ends, the target can roll a d4 and add the number
rolled to the attack roll or saving throw.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
Blight
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that
you can see within range, draining moisture and vitality from
it. The target must make a Constitution saving throw. The target
takes 8d8 necrotic damage on a failed save, or half as much
damage on a successful one. This spell has no effect on undead
or constructs.
If you target a plant creature or a magical plant, it makes the
saving throw with disadvantage, and the spell deals maximum
damage to it.
If you target a nonmagical plant that isn’t a creature, such as
a tree or shrub, it doesn’t make a saving throw; it simply
withers and dies.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by 1d8
for each slot level above 4th.
Blindness/Deafness
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can
see within range to make a Constitution saving throw. If it
fails, the target is either blinded or deafened (your choice)
for the duration. At the end of each of its turns, the target
can make a Constitution saving throw. On a success, the spell
ends.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Blink
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of
the spell. On a roll of 11 or higher, you vanish from your
current plane of existence and appear in the Ethereal Plane (the
spell fails and the casting is wasted if you were already on
that plane). At the start of your next turn, and when the spell
ends if you are on the Ethereal Plane, you return to an
unoccupied space of your choice that you can see within 10 feet
of the space you vanished from. If no unoccupied space is
available within that range, you appear in the nearest
unoccupied space (chosen at random if more than one space is
equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can’t
see anything there more than 60 feet away. You can only affect
and be affected by other creatures on the Ethereal Plane.
Creatures that aren’t there can’t perceive you or interact with
you, unless they have the ability to do so.
Blur
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
Your body becomes blurred, shifting and wavering to all who can
see you. For the duration, any creature has disadvantage on
attack rolls against you. An attacker is immune to this effect
if it doesn’t rely on sight, as with blindsight, or can see
through illusions, as with truesight.
Branding Smite
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
The next time you hit a creature with a weapon attack before
this spell ends, the weapon gleams with astral radiance as you
strike. The attack deals an extra 2d6 radiant damage to the
target, which becomes visible if it’s invisible, and the target
sheds dim light in a 5-foot radius and can’t become invisible
until the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the extra damage increases by
1d6 for each slot level above 2nd.
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread,
a thin sheet of flames shoots forth from your outstretched
fingertips. Each creature in a 15-foot cone must make a
Dexterity saving throw. A creature takes 3d6 fire damage on a
failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t
being worn or carried.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.
Spells (C)
Call Lightning
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet
tall with a 60-foot radius, centered on a point you can see
within range directly above you. The spell fails if you can’t
see a point in the air where the storm cloud could appear (for
example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the
cloud. A bolt of lightning flashes down from the cloud to that
point. Each creature within 5 feet of that point must make a
Dexterity saving throw. A creature takes 3d10 lightning damage
on a failed save, or half as much damage on a successful one. On
each of your turns until the spell ends, you can use your action
to call down lightning in this way again, targeting the same
point or a different one.
If you are outdoors in stormy conditions when you cast this
spell, the spell gives you control over the existing storm
instead of creating a new one. Under such conditions, the
spell’s damage increases by 1d10.
At Higher
Levels. When you cast this spell using a
spell slot of 4th or higher level, the damage increases by 1d10
for each slot level above 3rd.
Calm Emotions
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 minute
You attempt to suppress strong emotions in a group of people.
Each humanoid in a 20-foot radius sphere centered on a point you
choose within range must make a Charisma saving throw; a
creature can choose to fail this saving throw if it wishes. If a
creature fails its saving throw, choose one of the following two
effects.
You can suppress any effect causing a target to be charmed or
frightened. When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures
of your choice that it is hostile toward. This indifference ends
if the target is attacked or harmed by a spell or if it
witnesses any of its friends being harmed. When the spell ends,
the creature becomes hostile again, unless the GM rules
otherwise.
Chain Lightning
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of
fur; a piece of amber, glass, or a crystal rod; and three silver
pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your
choice that you can see within range. Three bolts then leap from
that target to as many as three other targets, each of which
must be within 30 feet of the first target. A target can be a
creature or an object and can be targeted by only one of the
bolts.
A target must make a Dexterity saving throw. The target takes
10d8 lightning damage on a failed save, or half as much damage
on a successful one.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, one additional bolt leaps
from the first target to another target for each slot level
above 6th.
Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It
must make a Wisdom saving throw, and does so with advantage if
you or your companions are fighting it. If it fails the saving
throw, it is charmed by you until the spell ends or until you or
your companions do anything harmful to it. The charmed creature
regards you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature
within range. Make a ranged spell attack against the creature to
assail it with the chill of the grave. On a hit, the target
takes 1d8 necrotic damage, and it can’t regain hit points until
the start of your next turn. Until then, the hand clings to the
target.
If you hit an undead target, it also has disadvantage on attack
rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Circle of Death
6th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the
powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot radius
sphere from a point within range. Each creature in that area
must make a Constitution saving throw. A target takes 8d6
necrotic damage on a failed save, or half as much damage on a
successful one.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases by 2d6
for each slot level above 6th.
Clairvoyance
3rd-level divination
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus
worth at least 100 gp, either a jeweled horn for hearing or a
glass eye for seeing)
Duration: Concentration, up
to 10 minutes
You create an invisible sensor within range in a location
familiar to you (a place you have visited or seen before) or in
an obvious location that is unfamiliar to you (such as behind a
door, around a corner, or in a grove of trees). The sensor
remains in place for the duration, and it can’t be attacked or
otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can
use the chosen sense through the sensor as if you were in its
space. As your action, you can switch between seeing and
hearing.
A creature that can see the sensor (such as a creature
benefiting from see invisibility or
truesight) sees a luminous, intangible orb about the size of
your fist.
Clone
8th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a
diamond worth at least 1,000 gp and at least 1 cubic inch of
flesh of the creature that is to be cloned, which the spell
consumes, and a vessel worth at least 2,000 gp that has a
sealable lid and is large enough to hold a Medium creature, such
as a huge urn, coffin, mud-filled cyst in the ground, or crystal
container filled with salt water)
Duration: Instantaneous
This spell grows an inert duplicate of a living creature as a
safeguard against death. This clone forms inside a sealed vessel
and grows to full size and maturity after 120 days; you can also
choose to have the clone be a younger version of the same
creature. It remains inert and endures indefinitely, as long as
its vessel remains undisturbed.
At any time after the clone matures, if the original creature
dies, its soul transfers to the clone, provided that the soul is
free and willing to return.
The clone is physically identical to the original and has the
same personality, memories, and abilities, but none of the
original’s equipment. The original creature’s physical remains,
if they still exist, become inert and can’t thereafter be
restored to life, since the creature’s soul is elsewhere.
Cloudkill
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
You create a 20-foot radius sphere of poisonous, yellow-green
fog centered on a point you choose within range. The fog spreads
around corners. It lasts for the duration or until strong wind
disperses the fog, ending the spell. Its area is heavily
obscured.
When a creature enters the spell’s area for the first time on a
turn or starts its turn there, that creature must make a
Constitution saving throw. The creature takes 5d8 poison damage
on a failed save, or half as much damage on a successful one.
Creatures are affected even if they hold their breath or don’t
need to breathe.
The fog moves 10 feet away from you at the start of each of your
turns, rolling along the surface of the ground. The vapors,
being heavier than air, sink to the lowest level of the land,
even pouring down openings.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by 1d8
for each slot level above 5th.
Color Spray
1st-level illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch
of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs from your
hand. Roll 6d10; the total is how many hit points of creatures
this spell can effect. Creatures in a 15-foot cone originating
from you are affected in ascending order of their current hit
points (ignoring unconscious creatures and creatures that can’t
see).
Starting with the creature that has the lowest current hit
points, each creature affected by this spell is blinded until
the end of your next turn. Subtract each creature’s hit points
from the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal to or
less than the remaining total for that creature to be affected.
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.
Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or
follow the command on its next turn. The spell has no effect if
the target is undead, if it doesn’t understand your language, or
if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue
a command other than one described here. If you do so, the GM
determines how the target behaves. If the target can’t follow
your command, the spell ends.
Approach.
The target moves toward you by the shortest and most direct
route, ending its turn if it moves within 5 feet of you.
Drop.
The target drops whatever it is holding and then ends its turn.
Flee.
The target spends its turn moving away from you by the fastest
available means.
Grovel.
The target falls prone and then ends its turn.
Halt.
The target doesn’t move and takes no actions.
A flying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it flies the minimum distance
needed to remain in the air.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
Commune
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (incense
and a vial of holy or unholy water)
Duration: 1 minute
You contact your deity or a divine proxy and ask up to three
questions that can be answered with a yes or no. You must ask
your questions before the spell ends. You receive a correct
answer for each question.
Divine beings aren’t necessarily omniscient, so you might
receive unclear
as an answer if a question
pertains to information that lies beyond the deity’s knowledge.
In a case where a one-word answer could be misleading or
contrary to the deity’s interests, the GM might offer a short
phrase as an answer instead.
If you cast the spell two or more times before finishing your
next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get no answer. The GM makes
this roll in secret.
Commune with Nature
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with nature and gain knowledge of the
surrounding territory. In the outdoors, the spell gives you
knowledge of the land within 3 miles of you. In caves and other
natural underground settings, the radius is limited to 300 feet.
The spell doesn’t function where nature has been replaced by
construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice
about any of the following subjects as they relate to the area:
terrain and bodies of water
prevalent plants, minerals, animals, or peoples
powerful celestials, fey, fiends, elementals, or undead
influence from other planes of existence
buildings
For example, you could determine the location of powerful undead
in the area, the location of major sources of safe drinking
water, and the location of any nearby towns.
Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch
of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any
spoken language that you hear. You also understand any written
language that you see, but you must be touching the surface on
which the words are written. It takes about 1 minute to read one
page of text.
This spell doesn’t decode secret messages in a text or a glyph,
such as an arcane sigil, that isn’t part of a written language.
Compulsion
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up
to 1 minute
Creatures of your choice that you can see within range and that
can hear you must make a Wisdom saving throw. A target
automatically succeeds on this saving throw if it can’t be
charmed. On a failed save, a target is affected by this spell.
Until the spell ends, you can use a bonus action on each of your
turns to designate a direction that is horizontal to you. Each
affected target must use as much of its movement as possible to
move in that direction on its next turn. It can take its action
before it moves. After moving in this way, it can make another
Wisdom saving to try to end the effect.
A target isn’t compelled to move into an obviously deadly
hazard, such as a fire or pit, but it will provoke opportunity
attacks to move in the designated direction.
Cone of Cold
5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small
crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a
60-foot cone must make a Constitution saving throw. A creature
takes 8d8 cold damage on a failed save, or half as much damage
on a successful one.
A creature killed by this spell becomes a frozen statue until it
thaws.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by 1d8
for each slot level above 5th.
Confusion
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three
nut shells)
Duration: Concentration, up
to 1 minute
This spell assaults and twists creatures’ minds, spawning
delusions and provoking uncontrolled action. Each creature in a
10-foot radius sphere centered on a point you choose within
range must succeed on a Wisdom saving throw when you cast this
spell or be affected by it.
An affected target can’t take reactions and must roll a d10 at
the start of each of its turns to determine its behavior for
that turn.
Table- Confusion Behavior
d10
Behavior
1
The creature uses all its movement to move in a random
direction. To determine the direction, roll a d8 and
assign a direction to each die face. The creature
doesn’t take an action this turn.
2-6
The creature doesn’t move or take actions this turn.
7-8
The creature uses its action to make a melee attack
against a randomly determined creature within its reach.
If there is no creature within its reach, the creature
does nothing this turn.
9-10
The creature can act and move normally.
At the end of each of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, this effect ends for that
target.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, the radius of the sphere
increases by 5 feet for each slot level above 4th.
Conjure Animals
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You summon fey spirits that take the form of beasts and appear
in unoccupied spaces that you can see within range. Choose one
of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it
drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which has
its own turns. They obey any verbal commands that you issue to
them (no action required by you). If you don’t issue any
commands to them, they defend themselves from hostile creatures,
but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher
Levels. When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, and more creatures appear: twice as
many with a 5th-level slot, three times as many with a 7th-level
slot, and four times as many with a 9th-level slot.
Conjure Celestial
7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You summon a celestial of challenge rating 4 or lower, which
appears in an unoccupied space that you can see within range.
The celestial disappears when it drops to 0 hit points or when
the spell ends.
The celestial is friendly to you and your companions for the
duration. Roll initiative for the celestial, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its
alignment. If you don’t issue any commands to the celestial, it
defends itself from hostile creatures but otherwise takes no
actions.
The GM has the celestial’s statistics.
At Higher
Levels. When you cast this spell using a
9th-level spell slot, you summon a celestial of challenge rating
5 or lower.
Conjure Elemental
5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning
incense for air, soft clay for earth, sulfur and phosphorus for
fire, or water and sand for water)
Duration: Concentration, up
to 1 hour
You call forth an elemental servant. Choose an area of air,
earth, fire, or water that fills a 10-foot cube within range. An
elemental of challenge rating 5 or lower appropriate to the area
you chose appears in an unoccupied space within 10 feet of it.
For example, a fire elemental emerges from a bonfire, and an
earth elemental rises up from the ground. The elemental
disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the
duration. Roll initiative for the elemental, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you). If you don’t issue any commands to the
elemental, it defends itself from hostile creatures but
otherwise takes no actions.
If your concentration is broken, the elemental doesn’t
disappear. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions, and it might
attack. An uncontrolled elemental can’t be dismissed by you, and
it disappears 1 hour after you summoned it.
The GM has the elemental’s statistics.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the challenge rating
increases by 1 for each slot level above 5th.
Conjure Fey
6th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You summon a fey creature of challenge rating 6 or lower, or a
fey spirit that takes the form of a beast of challenge rating 6
or lower. It appears in an unoccupied space that you can see
within range. The fey creature disappears when it drops to 0 hit
points or when the spell ends.
The fey creature is friendly to you and your companions for the
duration. Roll initiative for the creature, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its
alignment. If you don’t issue any commands to the fey creature,
it defends itself from hostile creatures but otherwise takes no
actions.
If your concentration is broken, the fey creature doesn’t
disappear. Instead, you lose control of the fey creature, it
becomes hostile toward you and your companions, and it might
attack. An uncontrolled fey creature can’t be dismissed by you,
and it disappears 1 hour after you summoned it.
The GM has the fey creature’s statistics.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the challenge rating
increases by 1 for each slot level above 6th.
Conjure Minor Elementals
4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You summon elementals that appear in unoccupied spaces that you
can see within range. You choose one the following options for
what appears:
One elemental of challenge rating 2 or lower
Two elementals of challenge rating 1 or lower
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to
0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which has
its own turns. They obey any verbal commands that you issue to
them (no action required by you). If you don’t issue any
commands to them, they defend themselves from hostile creatures,
but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher
Levels. When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, and more creatures appear: twice as
many with a 6th-level slot and three times as many with an
8th-level slot.
Conjure Woodland Beings
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one
holly berry per creature summoned)
Duration: Concentration, up
to 1 hour
You summon fey creatures that appear in unoccupied spaces that
you can see within range. Choose one of the following options
for what appears:
One fey creature of challenge rating 2 or lower
Two fey creatures of challenge rating 1 or lower
Four fey creatures of challenge rating 1/2 or lower
Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or
when the spell ends.
The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group, which
have their own turns. They obey any verbal commands that you
issue to them (no action required by you). If you don’t issue
any commands to them, they defend themselves from hostile
creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher
Levels. When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, and more creatures appear: twice as
many with a 6th-level slot and three times as many with an
8th-level slot.
Contact Other Plane
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long-dead sage,
or some other mysterious entity from another plane. Contacting
this extraplanar intelligence can strain or even break your
mind. When you cast this spell, make a DC 15 Intelligence saving
throw. On a failure, you take 6d6 psychic damage and are insane
until you finish a long rest. While insane, you can’t take
actions, can’t understand what other creatures say, can’t read,
and speak only in gibberish. A greater
restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five
questions. You must ask your questions before the spell ends.
The GM answers each question with one word, such as
yes,
no,
maybe,
never,
irrelevant,
or
unclear
(if the entity doesn’t know the answer to
the question). If a one-word answer would be misleading, the GM
might instead offer a short phrase as an answer.
Contagion
5th-level necromancy
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: 7 days
Your touch inflicts disease. Make a melee spell attack against a
creature within your reach. On a hit, the target is poisoned.
At the end of each of the poisoned target’s turns, the target
must make a Constitution saving throw. If the target succeeds on
three of these saves, it is no longer poisoned, and the spell
ends. If the target fails three of these saves, the target is no
longer poisoned, but choose one of the diseases below. The
target is subjected to the chosen disease for the spell’s
duration.
Since this spell induces a natural disease in its target, any
effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
Blinding
Sickness. Pain grips the creature’s mind,
and its eyes turn milky white. The creature has disadvantage on
Wisdom checks and Wisdom saving throws and is blinded.
Filth
Fever. A raging fever sweeps through the
creature’s body. The creature has disadvantage on Strength
checks, Strength saving throws, and attack rolls that use
Strength.
Flesh
Rot. The creature’s flesh decays. The
creature has disadvantage on Charisma checks and vulnerability
to all damage.
Mindfire.
The creature’s mind becomes feverish. The creature has
disadvantage on Intelligence checks and Intelligence saving
throws, and the creature behaves as if under the effects of the
confusion spell during combat.
Seizure.
The creature is overcome with shaking. The creature has
disadvantage on Dexterity checks, Dexterity saving throws, and
attack rolls that use Dexterity.
Slimy
Doom. The creature begins to bleed
uncontrollably. The creature has disadvantage on Constitution
checks and Constitution saving throws. In addition, whenever the
creature takes damage, it is stunned until the end of its next
turn.
Contingency
6th-level evocation
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a
statuette of yourself carved from ivory and decorated with gems
worth at least 1,500 gp)
Duration: 10 days
Choose a spell of 5th level or lower that you can cast, that has
a casting time of 1 action, and that can target you. You cast
that spell-called the contingent spell-as part of casting
contingency, expending spell slots for
both, but the contingent spell doesn’t come into effect.
Instead, it takes effect when a certain circumstance occurs. You
describe that circumstance when you cast the two spells. For
example, a contingency cast with
water breathing might stipulate that
water breathing comes into effect when you
are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the
circumstance is met for the first time, whether or not you want
it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can
normally target others. You can use only one
contingency spell at a time. If you cast
this spell again, the effect of another
contingency spell on you ends. Also,
contingency ends on you if its material
component is ever not on your person.
Continual Flame
2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby
dust worth 50 gp, which the spell consumes)
Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from
an object that you touch. The effect looks like a regular flame,
but it creates no heat and doesn’t use oxygen. A
continual flame can be covered or hidden
but not smothered or quenched.
Control Water
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a drop
of water and a pinch of dust)
Duration: Concentration, up
to 10 minutes
Until the spell ends, you control any freestanding water inside
an area you choose that is a cube up to 100 feet on a side. You
can choose from any of the following effects when you cast this
spell. As an action on your turn, you can repeat the same effect
or choose a different one.
Flood.
You cause the water level of all standing water in the area to
rise by as much as 20 feet. If the area includes a shore, the
flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead
create a 20-foot tall wave that travels from one side of the
area to the other and then crashes down. Any Huge or smaller
vehicles in the wave’s path are carried with it to the other
side. Any Huge or smaller vehicles struck by the wave have a 25
percent chance of capsizing.
The water level remains elevated until the spell ends or you
choose a different effect. If this effect produced a wave, the
wave repeats on the start of your next turn while the flood
effect lasts.
Part
Water. You cause water in the area to move
apart and create a trench. The trench extends across the spell’s
area, and the separated water forms a wall to either side. The
trench remains until the spell ends or you choose a different
effect. The water then slowly fills in the trench over the
course of the next round until the normal water level is
restored.
Redirect
Flow. You cause flowing water in the area
to move in a direction you choose, even if the water has to flow
over obstacles, up walls, or in other unlikely directions. The
water in the area moves as you direct it, but once it moves
beyond the spell’s area, it resumes its flow based on the
terrain conditions. The water continues to move in the direction
you chose until the spell ends or you choose a different effect.
Whirlpool.
This effect requires a body of water at least 50 feet square and
25 feet deep. You cause a whirlpool to form in the center of the
area. The whirlpool forms a vortex that is 5 feet wide at the
base, up to 50 feet wide at the top, and 25 feet tall. Any
creature or object in the water and within 25 feet of the vortex
is pulled 10 feet toward it. A creature can swim away from the
vortex by making a Strength (Athletics) check against your spell
save DC.
When a creature enters the vortex for the first time on a turn
or starts its turn there, it must make a Strength saving throw.
On a failed save, the creature takes 2d8 bludgeoning damage and
is caught in the vortex until the spell ends. On a successful
save, the creature takes half damage, and isn’t caught in the
vortex. A creature caught in the vortex can use its action to
try to swim away from the vortex as described above, but has
disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the
object takes 2d8 bludgeoning damage; this damage occurs each
round it remains in the vortex.
Control Weather
8th-level transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning
incense and bits of earth and wood mixed in water)
Duration: Concentration, up
to 8 hours
You take control of the weather within 5 miles of you for the
duration. You must be outdoors to cast this spell. Moving to a
place where you don’t have a clear path to the sky ends the
spell early.
When you cast the spell, you change the current weather
conditions, which are determined by the GM based on the climate
and season. You can change precipitation, temperature, and wind.
It takes 1d4 × 10 minutes for the new conditions to take effect.
Once they do so, you can change the conditions again. When the
spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition
on the following tables and change its stage by one, up or down.
When changing the wind, you can change its direction.
Table- Control Weather
(Precipitation)
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
Table- Control Weather
(Temperature)
Stage
Condition
1
Unbearable heat
2
Hot
3
Warm
4
Cool
5
Cold
6
Arctic cold
Table- Control Weather (Wind)
Stage
Condition
1
Calm
2
Moderate wind
3
Strong wind
4
Gale
5
Storm
Counterspell
3rd-level abjuration
Casting Time: 1 reaction,
which you take when you see a creature within 60 feet of you
casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a
spell. If the creature is casting a spell of 3rd level or lower,
its spell fails and has no effect. If it is casting a spell of
4th level or higher, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s level. On a
success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the interrupted spell has no effect
if its level is less than or equal to the level of the spell
slot you used.
Create Food and Water
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the
ground or in containers within range, enough to sustain up to
fifteen humanoids or five steeds for 24 hours. The food is bland
but nourishing, and spoils if uneaten after 24 hours. The water
is clean and doesn’t go bad.
Create or Destroy Water
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop
of water if creating water or a few grains of sand if destroying
it)
Duration: Instantaneous
You either create or destroy water.
Create
Water. You create up to 10 gallons of
clean water within range in an open container. Alternatively,
the water falls as rain in a 30-foot cube within range,
extinguishing exposed flames in the area.
Destroy
Water. You destroy up to 10 gallons of
water in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you create or destroy 10
additional gallons of water, or the size of the cube increases
by 5 feet, for each slot level above 1st.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay
pot filled with grave dirt, one clay pot filled with brackish
water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three
corpses of Medium or Small humanoids within range. Each corpse
becomes a ghoul under your control. (The GM has game statistics
for these creatures.)
As a bonus action on each of your turns, you can mentally
command any creature you animated with this spell if the
creature is within 120 feet of you (if you control multiple
creatures, you can command any or all of them at the same time,
issuing the same command to each one). You decide what action
the creature will take and where it will move during its next
turn, or you can issue a general command, such as to guard a
particular chamber or corridor. If you issue no commands, the
creature only defends itself against hostile creatures. Once
given an order, the creature continues to follow it until its
task is complete.
The creature is under your control for 24 hours, after which it
stops obeying any command you have given it. To maintain control
of the creature for another 24 hours, you must cast this spell
on the creature before the current 24-hour period ends. This use
of the spell reasserts your control over up to three creatures
you have animated with this spell, rather than animating new
ones.
At Higher
Levels. When you cast this spell using a
7th-level spell slot, you can animate or reassert control over
four ghouls. When you cast this spell using an 8th-level spell
slot, you can animate or reassert control over five ghouls or
two ghasts or wights. When you cast this spell using a 9th-level
spell slot, you can animate or reassert control over six ghouls,
three ghasts or wights, or two mummies.
Creation
5th-level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny
piece of matter of the same type of the item you plan to create)
Duration: Special
You pull wisps of shadow material from the Shadowfell to create
a nonliving object of vegetable matter within
Range: soft goods, rope,
wood, or something similar. You can also use this spell to
create mineral objects such as stone, crystal, or metal. The
object created must be no larger than a 5-foot cube, and the
object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is
composed of multiple materials, use the shortest duration.
Table- Creation Duration
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
Adamantine or mithral
1 minute
Using any material created by this spell as another spell’s
material component causes that spell to fail.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the cube increases by 5 feet
for each slot level above 5th.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8
+ your spellcasting ability modifier. This spell has no effect
on undead or constructs.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by 1d8
for each slot level above 1st.
Spells (D)
Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of
phosphorus or wychwood, or a glowworm)
Duration: Concentration, up
to 1 minute
You create up to four torch-sized lights within range, making
them appear as torches, lanterns, or glowing orbs that hover in
the air for the duration. You can also combine the four lights
into one glowing vaguely humanoid form of Medium size. Whichever
form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60
feet to a new spot within range. A light must be within 20 feet
of another light created by this spell, and a light winks out if
it exceeds the spell’s range.
Darkness
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and
a drop of pitch or piece of coal)
Duration: Concentration, up
to 10 minutes
Magical darkness spreads from a point you choose within range to
fill a 15-foot radius sphere for the duration. The darkness
spreads around corners. A creature with darkvision can’t see
through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one
that isn’t being worn or carried, the darkness emanates from the
object and moves with it. Completely covering the source of the
darkness with an opaque object, such as a bowl or a helm, blocks
the darkness.
If any of this spell’s area overlaps with an area of light
created by a spell of 2nd level or lower, the spell that created
the light is dispelled.
Darkvision
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a
pinch of dried carrot or an agate)
Duration: 8 hours
You touch a willing creature to grant it the ability to see in
the dark. For the duration, that creature has darkvision out to
a range of 60 feet.
Daylight
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
A 60-foot radius sphere of light spreads out from a point you
choose within range. The sphere is bright light and sheds dim
light for an additional 60 feet.
If you chose a point on an object you are holding or one that
isn’t being worn or carried, the light shines from the object
and moves with it. Completely covering the affected object with
an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness
created by a spell of 3rd level or lower, the spell that created
the darkness is dispelled.
Death Ward
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from
death.
The first time the target would drop to 0 hit points as a result
of taking damage, the target instead drops to 1 hit point, and
the spell ends.
If the spell is still in effect when the target is subjected to
an effect that would kill it instantaneously without dealing
damage, that effect is instead negated against the target, and
the spell ends.
Delayed Blast Fireball
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny
ball of bat guano and sulfur)
Duration: Concentration, up
to 1 minute
A beam of yellow light flashes from your pointing finger, then
condenses to linger at a chosen point within range as a glowing
bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the
bead blossoms with a low roar into an explosion of flame that
spreads around corners. Each creature in a 20-foot radius sphere
centered on that point must make a Dexterity saving throw. A
creature takes fire damage equal to the total accumulated damage
on a failed save, or half as much damage on a successful one.
The spell’s base damage is 12d6. If at the end of your turn the
bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired,
the creature touching it must make a Dexterity saving throw. On
a failed save, the spell ends immediately, causing the bead to
erupt in flame. On a successful save, the creature can throw the
bead up to 40 feet. When it strikes a creature or a solid
object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable
objects that aren’t being worn or carried.
At Higher
Levels. When you cast this spell using a
spell slot of 8th level or higher, the base damage increases by
1d6 for each slot level above 7th.
Demiplane
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
You create a shadowy door on a flat solid surface that you can
see within range. The door is large enough to allow Medium
creatures to pass through unhindered. When opened, the door
leads to a demiplane that appears to be an empty room 30 feet in
each dimension, made of wood or stone. When the spell ends, the
door disappears, and any creatures or objects inside the
demiplane remain trapped there, as the door also disappears from
the other side.
Each time you cast this spell, you can create a new demiplane,
or have the shadowy door connect to a demiplane you created with
a previous casting of this spell. Additionally, if you know the
nature and contents of a demiplane created by a casting of this
spell by another creature, you can have the shadowy door connect
to its demiplane instead.
Detect Evil and Good
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 10 minutes
For the duration, you know if there is an aberration, celestial,
elemental, fey, fiend, or undead within 30 feet of you, as well
as where the creature is located. Similarly, you know if there
is a place or object within 30 feet of you that has been
magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.
Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 10 minutes
For the duration, you sense the presence of magic within 30 feet
of you. If you sense magic in this way, you can use your action
to see a faint aura around any visible creature or object in the
area that bears magic, and you learn its school of magic, if
any.
The spell can penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.
Detect Poison and Disease
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew
leaf)
Duration: Concentration, up
to 10 minutes
For the duration, you can sense the presence and location of
poisons, poisonous creatures, and diseases within 30 feet of
you. You also identify the kind of poison, poisonous creature,
or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.
Detect Thoughts
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper
piece)
Duration: Concentration, up
to 1 minute
For the duration, you can read the thoughts of certain
creatures. When you cast the spell and as your action on each
turn until the spell ends, you can focus your mind on any one
creature that you can see within 30 feet of you. If the creature
you choose has an Intelligence of 3 or lower or doesn’t speak
any language, the creature is unaffected.
You initially learn the surface thoughts of the creature-what is
most on its mind in that moment. As an action, you can either
shift your attention to another creature’s thoughts or attempt
to probe deeper into the same creature’s mind. If you probe
deeper, the target must make a Wisdom saving throw. If it fails,
you gain insight into its reasoning (if any), its emotional
state, and something that looms large in its mind (such as
something it worries over, loves, or hates). If it succeeds, the
spell ends. Either way, the target knows that you are probing
into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn
to make an Intelligence check contested by your Intelligence
check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally
shape the course of its thoughts, so this spell is particularly
effective as part of an interrogation.
You can also use this spell to detect the presence of thinking
creatures you can’t see. When you cast the spell or as your
action during the duration, you can search for thoughts within
30 feet of you. The spell can penetrate barriers, but 2 feet of
rock, 2 inches of any metal other than lead, or a thin sheet of
lead blocks you. You can’t detect a creature with an
Intelligence of 3 or lower or one that doesn’t speak any
language.
Once you detect the presence of a creature in this way, you can
read its thoughts for the rest of the duration as described
above, even if you can’t see it, but it must still be within
range.
Dimension Door
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other
spot within range. You arrive at exactly the spot desired. It
can be a place you can see, one you can visualize, or one you
can describe by stating distance and direction, such as
200 feet straight downward
or upward to
the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn’t
exceed what you can carry. You can also bring one willing
creature of your size or smaller who is carrying gear up to its
carrying capacity. The creature must be within 5 feet of you
when you cast this spell.
If you would arrive in a place already occupied by an object or
a creature, you and any creature traveling with you each take
4d6 force damage, and the spell fails to teleport you.
Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself-including your clothing, armor, weapons, and
other belongings on your person- look different until the spell
ends or until you use your action to dismiss it. You can seem 1
foot shorter or taller and can appear thin, fat, or in between.
You can’t change your body type, so you must adopt a form that
has the same basic arrangement of limbs. Otherwise, the extent
of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to
your outfit, objects pass through the hat, and anyone who
touches it would feel nothing or would feel your head and hair.
If you use this spell to appear thinner than you are, the hand
of someone who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action
to inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Disintegrate
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a
lodestone and a pinch of dust)
Duration: Instantaneous
A thin green ray springs from your pointing finger to a target
that you can see within range. The target can be a creature, an
object, or a creation of magical force, such as the wall created
by wall of force.
A creature targeted by this spell must make a Dexterity saving
throw. On a failed save, the target takes 10d6 + 40 force
damage. The target is disintegrated if this damage leaves it
with 0 hit points.
A disintegrated creature and everything it is wearing and
carrying, except magic items, are reduced to a pile of fine gray
dust. The creature can be restored to life only by means of a
true resurrection or a
wish spell.
This spell automatically disintegrates a Large or smaller
nonmagical object or a creation of magical force. If the target
is a Huge or larger object or creation of force, this spell
disintegrates a 10-foot cube portion of it. A magic item is
unaffected by this spell.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases by 3d6
for each slot level above 6th.
Dispel Evil and Good
5th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (holy
water or powdered silver and iron)
Duration: Concentration, up
to 1 minute
Shimmering energy surrounds and protects you from fey, undead,
and creatures originating from beyond the Material Plane. For
the duration, celestials, elementals, fey, fiends, and undead
have disadvantage on attack rolls against you.
You can end the spell early by using either of the following
special functions.
Break
Enchantment. As your action, you touch a
creature you can reach that is charmed, frightened, or possessed
by a celestial, an elemental, a fey, a fiend, or an undead. The
creature you touch is no longer charmed, frightened, or
possessed by such creatures.
Dismissal.
As your action, make a melee spell attack against a celestial,
an elemental, a fey, a fiend, or an undead you can reach. On a
hit, you attempt to drive the creature back to its home plane.
The creature must succeed on a Charisma saving throw or be sent
back to its home plane (if it isn’t there already). If they
aren’t on their home plane, undead are sent to the Shadowfell,
and fey are sent to the Feywild.
Dispel Magic
3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any
spell of 3rd level or lower on the target ends. For each spell
of 4th level or higher on the target, make an ability check
using your spellcasting ability. The DC equals 10 + the spell’s
level. On a successful check, the spell ends.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, you automatically end the
effects of a spell on the target if the spell’s level is equal
to or less than the level of the spell slot you used.
Divination
4th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (incense
and a sacrificial offering appropriate to your religion,
together worth at least 25 gp, which the spell consumes)
Duration: Instantaneous
Your magic and an offering put you in contact with a god or a
god’s servants. You ask a single question concerning a specific
goal, event, or activity to occur within 7 days. The GM offers a
truthful reply. The reply might be a short phrase, a cryptic
rhyme, or an omen.
The spell doesn’t take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your
next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get a random reading. The GM
makes this roll in secret.
Divine Favor
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up
to 1 minute
Your prayer empowers you with divine radiance. Until the spell
ends, your weapon attacks deal an extra 1d4 radiant damage on a
hit.
Divine Word
7th-level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
You utter a divine word, imbued with the power that shaped the
world at the dawn of creation. Choose any number of creatures
you can see within range. Each creature that can hear you must
make a Charisma saving throw. On a failed save, a creature
suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1
hour
20 hit points or fewer: killed instantly Regardless of its
current hit points, a celestial, an elemental, a fey, or a
fiend that fails its save is forced back to its plane of
origin (if it isn’t there already) and can’t return to your
current plane for 24 hours by any means short of a
wish spell.
Dominate Beast
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 minute
You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for
the duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it
as long as the two of you are on the same plane of existence.
You can use this telepathic link to issue commands to the
creature while you are conscious (no action required), which it
does its best to obey. You can specify a simple and general
course of action, such as Attack that creature,
Run over there,
or Fetch that
object.
If the creature completes the order and doesn’t
receive further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only
the actions you choose, and doesn’t do anything that you don’t
allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell
ends.
At Higher
Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up to 10
minutes. When you use a 6th-level spell slot, the duration is
concentration, up to 1 hour. When you use a spell slot of 7th
level or higher, the duration is concentration, up to 8 hours.
Dominate Monster
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You attempt to beguile a creature that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you
for the duration. If you or creatures that are friendly to you
are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with
it as long as the two of you are on the same plane of existence.
You can use this telepathic link to issue commands to the
creature while you are conscious (no action required), which it
does its best to obey. You can specify a simple and general
course of action, such as Attack that creature,
Run over there,
or Fetch that
object.
If the creature completes the order and doesn’t
receive further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only
the actions you choose, and doesn’t do anything that you don’t
allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell
ends.
At Higher
Levels. When you cast this spell with a
9th-level spell slot, the duration is concentration, up to 8
hours.
Dominate Person
5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 minute
You attempt to beguile a humanoid that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you
for the duration. If you or creatures that are friendly to you
are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it
as long as the two of you are on the same plane of existence.
You can use this telepathic link to issue commands to the
creature while you are conscious (no action required), which it
does its best to obey. You can specify a simple and general
course of action, such as Attack that creature,
Run over there,
or Fetch that
object.
If the creature completes the order and doesn’t
receive further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only
the actions you choose, and doesn’t do anything that you don’t
allow it to do. During this time you can also cause the creature
to use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell
ends.
At Higher
Levels. When you cast this spell using a
6th-level spell slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot, the duration is
concentration, up to 1 hour. When you use a spell slot of 8th
level or higher, the duration is concentration, up to 8 hours.
Dream
5th-level illusion
Casting Time: 1 minute
Range: Special
Components: V, S, M (a
handful of sand, a dab of ink, and a writing quill plucked from
a sleeping bird)
Duration: 8 hours
This spell shapes a creature’s dreams. Choose a creature known
to you as the target of this spell. The target must be on the
same plane of existence as you. Creatures that don’t sleep, such
as elves, can’t be contacted by this spell. You, or a willing
creature you touch, enters a trance state, acting as a
messenger. While in the trance, the messenger is aware of his or
her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s
dreams and can converse with the target as long as it remains
asleep, through the duration of the spell. The messenger can
also shape the environment of the dream, creating landscapes,
objects, and other images. The messenger can emerge from the
trance at any time, ending the effect of the spell early. The
target recalls the dream perfectly upon waking. If the target is
awake when you cast the spell, the messenger knows it, and can
either end the trance (and the spell) or wait for the target to
fall asleep, at which point the messenger appears in the
target’s dreams.
You can make the messenger appear monstrous and terrifying to
the target. If you do, the messenger can deliver a message of no
more than ten words and then the target must make a Wisdom
saving throw. On a failed save, echoes of the phantasmal
monstrosity spawn a nightmare that lasts the duration of the
target’s sleep and prevents the target from gaining any benefit
from that rest. In addition, when the target wakes up, it takes
3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or
similar portion of the target’s body, the target makes its
saving throw with disadvantage.
Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the
following effects within range:
You create a tiny, harmless sensory effect that predicts
what the weather will be at your location for the next 24
hours. The effect might manifest as a golden orb for clear
skies, a cloud for rain, falling snowflakes for snow, and so
on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a
leaf bud bloom.
You create an instantaneous, harmless sensory effect, such
as falling leaves, a puff of wind, the sound of a small
animal, or the faint odor of skunk. The effect must fit in a
5-foot cube.
You instantly light or snuff out a candle, a torch, or a
small campfire.
Spells (E)
Earthquake
8th-level evocation
Casting Time: 1 action
Range: 500 feet
Components: V, S, M (a pinch
of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up
to 1 minute
You create a seismic disturbance at a point on the ground that
you can see within range. For the duration, an intense tremor
rips through the ground in a 100-foot radius circle centered on
that point and shakes creatures and structures in contact with
the ground in that area.
The ground in the area becomes difficult terrain.
Each creature on the ground that is concentrating must make a
Constitution saving throw. On a failed save, the creature’s
concentration is broken.
When you cast this spell and at the end of each turn you spend
concentrating on it, each creature on the ground in the area
must make a Dexterity saving throw. On a failed save, the
creature is knocked prone.
This spell can have additional effects depending on the terrain
in the area, as determined by the GM.
Fissures.
Fissures open throughout the spell’s area at the start of your
next turn after you cast the spell. A total of 1d6 such fissures
open in locations chosen by the GM. Each is 1d10 × 10 feet deep,
10 feet wide, and extends from one edge of the spell’s area to
the opposite side. A creature standing on a spot where a fissure
opens must succeed on a Dexterity saving throw or fall in. A
creature that successfully saves moves with the fissure’s edge
as it opens.
A fissure that opens beneath a structure causes it to
automatically collapse (see below).
Structures.
The tremor deals 50 bludgeoning damage to any structure in
contact with the ground in the area when you cast the spell and
at the start of each of your turns until the spell ends. If a
structure drops to 0 hit points, it collapses and potentially
damages nearby creatures. A creature within half the distance of
a structure’s height must make a Dexterity saving throw. On a
failed save, the creature takes 5d6 bludgeoning damage, is
knocked prone, and is buried in the rubble, requiring a DC 20
Strength (Athletics) check as an action to escape. The GM can
adjust the DC higher or lower, depending on the nature of the
rubble. On a successful save, the creature takes half as much
damage and doesn’t fall prone or become buried.
Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within
range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher
levels: two beams at 5th level, three beams at 11th level, and
four beams at 17th level. You can direct the beams at the same
target or at different ones. Make a separate attack roll for
each beam.
Enhance Ability
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a
feather from a beast)
Duration: Concentration, up
to 1 hour.
You touch a creature and bestow upon it a magical enhancement.
Choose one of the following effects; the target gains that
effect until the spell ends.
Bear’s
Endurance. The target has advantage on
Constitution checks. It also gains 2d6 temporary hit points,
which are lost when the spell ends.
Bull’s
Strength. The target has advantage on
Strength checks, and his or her carrying capacity doubles.
Cat’s
Grace. The target has advantage on
Dexterity checks. It also doesn’t take damage from falling 20
feet or less if it isn’t incapacitated.
Eagle’s
Splendor. The target has advantage on
Charisma checks.
Fox’s
Cunning. The target has advantage on
Intelligence checks.
Owl’s
Wisdom. The target has advantage on Wisdom
checks.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Enlarge/Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch
of powdered iron)
Duration: Concentration, up
to 1 minute
You cause a creature or an object you can see within range to
grow larger or smaller for the duration. Choose either a
creature or an object that is neither worn nor carried. If the
target is unwilling, it can make a Constitution saving throw. On
a success, the spell has no effect.
If the target is a creature, everything it is wearing and
carrying changes size with it. Any item dropped by an affected
creature returns to normal size at once.
Enlarge.
The target’s size doubles in all dimensions, and its weight is
multiplied by eight. This growth increases its size by one
category- from Medium to Large, for example. If there isn’t
enough room for the target to double its size, the creature or
object attains the maximum possible size in the space available.
Until the spell ends, the target also has advantage on Strength
checks and Strength saving throws. The target’s weapons also
grow to match its new size. While these weapons are enlarged,
the target’s attacks with them deal 1d4 extra damage.
Reduce.
The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its
size by one category-from Medium to Small, for example. Until
the spell ends, the target also has disadvantage on Strength
checks and Strength saving throws. The target’s weapons also
shrink to match its new size. While these weapons are reduced,
the target’s attacks with them deal 1d4 less damage (this can’t
reduce the damage below 1).
Entangle
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up
to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot
square starting from a point within range. For the duration,
these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a
Strength saving throw or be restrained by the entangling plants
until the spell ends. A creature restrained by the plants can
use its action to make a Strength check against your spell save
DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Enthrall
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You weave a distracting string of words, causing creatures of
your choice that you can see within range and that can hear you
to make a Wisdom saving throw. Any creature that can’t be
charmed succeeds on this saving throw automatically, and if you
or your companions are fighting a creature, it has advantage on
the save. On a failed save, the target has disadvantage on
Wisdom (Perception) checks made to perceive any creature other
than you until the spell ends or until the target can no longer
hear you. The spell ends if you are incapacitated or can no
longer speak.
Etherealness
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the
area where it overlaps with your current plane. You remain in
the Border Ethereal for the duration or until you use your
action to dismiss the spell. During this time, you can move in
any direction. If you move up or down, every foot of movement
costs an extra foot. You can see and hear the plane you
originated from, but everything there looks gray, and you can’t
see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected
by other creatures on that plane. Creatures that aren’t on the
Ethereal Plane can’t perceive you and can’t interact with you,
unless a special ability or magic has given them the ability to
do so.
You ignore all objects and effects that aren’t on the Ethereal
Plane, allowing you to move through objects you perceive on the
plane you originated from.
When the spell ends, you immediately return to the plane you
originated from in the spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens,
you are immediately shunted to the nearest unoccupied space that
you can occupy and take force damage equal to twice the number
of feet you are moved.
This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn’t border it, such as one of
the Outer Planes.
At Higher
Levels. When you cast this spell using a
spell slot of 8th level or higher, you can target up to three
willing creatures (including you) for each slot level above 7th.
The creatures must be within 10 feet of you when you cast the
spell.
Expeditious Retreat
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up
to 10 minutes
This spell allows you to move at an incredible pace. When you
cast this spell, and then as a bonus action on each of your
turns until the spell ends, you can take the Dash action.
Eyebite
6th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 1 minute
For the spell’s duration, your eyes become an inky void imbued
with dread power. One creature of your choice within 60 feet of
you that you can see must succeed on a Wisdom saving throw or be
affected by one of the following effects of your choice for the
duration. On each of your turns until the spell ends, you can
use your action to target another creature but can’t target a
creature again if it has succeeded on a saving throw against
this casting of eyebite.
Asleep.
The target falls unconscious. It wakes up if it takes any damage
or if another creature uses its action to shake the sleeper
awake.
Panicked.
The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from
you by the safest and shortest available route, unless there is
nowhere to move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this effect ends.
Sickened.
The target has disadvantage on attack rolls and ability checks.
At the end of each of its turns, it can make another Wisdom
saving throw. If it succeeds, the effect ends.
Spells (F)
Fabricate
4th-level transmutation
Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same material.
For example, you can fabricate a wooden bridge from a clump of
trees, a rope from a patch of hemp, and clothes from flax or
wool.
Choose raw materials that you can see within range. You can
fabricate a Large or smaller object (contained within a 10-foot
cube, or eight connected 5-foot cubes), given a sufficient
quantity of raw material. If you are working with metal, stone,
or another mineral substance, however, the fabricated object can
be no larger than Medium (contained within a single 5-foot
cube). The quality of objects made by the spell is commensurate
with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this
spell. You also can’t use it to create items that ordinarily
require a high degree of craftsmanship, such as jewelry,
weapons, glass, or armor, unless you have proficiency with the
type of artisan’s tools used to craft such objects.
Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up
to 1 minute
Each object in a 20-foot cube within range is outlined in blue,
green, or violet light (your choice). Any creature in the area
when the spell is cast is also outlined in light if it fails a
Dexterity saving throw. For the duration, objects and affected
creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature
or object can’t benefit from being invisible.
Faithful Hound
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny
silver whistle, a piece of bone, and a thread)
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you
can see within range, where it remains for the duration, until
you dismiss it as an action, or until you move more than 100
feet away from it.
The hound is invisible to all creatures except you and can’t be
harmed. When a Small or larger creature comes within 30 feet of
it without first speaking the password that you specify when you
cast this spell, the hound starts barking loudly. The hound sees
invisible creatures and can see into the Ethereal Plane. It
ignores illusions.
At the start of each of your turns, the hound attempts to bite
one creature within 5 feet of it that is hostile to you. The
hound’s attack bonus is equal to your spellcasting ability
modifier + your proficiency bonus. On a hit, it deals 4d8
piercing damage.
False Life
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small
amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you
gain 1d4 + 4 temporary hit points for the duration.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.
Fear
3rd-level illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white
feather or the heart of a hen)
Duration: Concentration, up
to 1 minute
You project a phantasmal image of a creature’s worst fears. Each
creature in a 30-foot cone must succeed on a Wisdom saving throw
or drop whatever it is holding and become frightened for the
duration.
While frightened by this spell, a creature must take the Dash
action and move away from you by the safest available route on
each of its turns, unless there is nowhere to move. If the
creature ends its turn in a location where it doesn’t have line
of sight to you, the creature can make a Wisdom saving throw. On
a successful save, the spell ends for that creature.
Feather Fall
1st-level transmutation
Casting Time: 1 reaction,
which you take when you or a creature within 60 feet of you
falls
Range: 60 feet
Components: V, M (a small
feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling
creature’s rate of descent slows to 60 feet per round until the
spell ends. If the creature lands before the spell ends, it
takes no falling damage and can land on its feet, and the spell
ends for that creature.
Feeblemind
8th-level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a
handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
You blast the mind of a creature that you can see within range,
attempting to shatter its intellect and personality. The target
takes 4d6 psychic damage and must make an Intelligence saving
throw.
On a failed save, the creature’s Intelligence and Charisma
scores become 1. The creature can’t cast spells, activate magic
items, understand language, or communicate in any intelligible
way. The creature can, however, identify its friends, follow
them, and even protect them.
At the end of every 30 days, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw,
the spell ends.
The spell can also be ended by greater
restoration, heal, or
wish.
Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp
worth of charcoal, incense, and herbs that must be consumed by
fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an
animal form you choose: bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat,
raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the
chosen form, though it is a celestial, fey, or fiend (your
choice) instead of a beast.
Your familiar acts independently of you, but it always obeys
your commands. In combat, it rolls its own initiative and acts
on its own turn. A familiar can’t attack, but it can take other
actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving
behind no physical form. It reappears after you cast this spell
again.
While your familiar is within 100 feet of you, you can
communicate with it telepathically. Additionally, as an action,
you can see through your familiar’s eyes and hear what it hears
until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are
deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It
disappears into a pocket dimension where it awaits your summons.
Alternatively, you can dismiss it forever. As an action while it
is temporarily dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast
this spell while you already have a familiar, you instead cause
it to adopt a new form. Choose one of the forms from the above
list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your
familiar can deliver the spell as if it had cast the spell. Your
familiar must be within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If the spell
requires an attack roll, you use your attack modifier for the
roll.
Find Steed
2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of an unusually
intelligent, strong, and loyal steed, creating a long-lasting
bond with it. Appearing in an unoccupied space within range, the
steed takes on a form that you choose: a warhorse, a pony, a
camel, an elk, or a mastiff. (Your GM might allow other animals
to be summoned as steeds.) The steed has the statistics of the
chosen form, though it is a celestial, fey, or fiend (your
choice) instead of its normal type. Additionally, if your steed
has an Intelligence of 5 or less, its Intelligence becomes 6,
and it gains the ability to understand one language of your
choice that you speak.
Your steed serves you as a mount, both in combat and out, and
you have an instinctive bond with it that allows you to fight as
a seamless unit. While mounted on your steed, you can make any
spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving
behind no physical form. You can also dismiss your steed at any
time as an action, causing it to disappear. In either case,
casting this spell again summons the same steed, restored to its
hit point maximum.
While your steed is within 1 mile of you, you can communicate
with each other telepathically.
You can’t have more than one steed bonded by this spell at a
time. As an action, you can release the steed from its bond at
any time, causing it to disappear.
Find the Path
6th-level divination
Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of
divinatory tools- such as bones, ivory sticks, cards, teeth, or
carved runes-worth 100 gp and an object from the location you
wish to find)
Duration: Concentration, up
to 1 day
This spell allows you to find the shortest, most direct physical
route to a specific fixed location that you are familiar with on
the same plane of existence. If you name a destination on
another plane of existence, a destination that moves (such as a
mobile fortress), or a destination that isn’t specific (such as
a green dragon’s lair
), the spell fails.
For the duration, as long as you are on the same plane of
existence as the destination, you know how far it is and in what
direction it lies. While you are traveling there, whenever you
are presented with a choice of paths along the way, you
automatically determine which path is the shortest and most
direct route (but not necessarily the safest route) to the
destination.
Find Traps
2nd-level divination
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense the presence of any trap within range that is within
line of sight. A trap, for the purpose of this spell, includes
anything that would inflict a sudden or unexpected effect you
consider harmful or undesirable, which was specifically intended
as such by its creator. Thus, the spell would sense an area
affected by the alarm spell, a
glyph of warding, or a mechanical pit trap,
but it would not reveal a natural weakness in the floor, an
unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present.
You don’t learn the location of each trap, but you do learn the
general nature of the danger posed by a trap you sense.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you
can see within range, causing it searing pain. The target must
make a Constitution saving throw. It takes 7d8 + 30 necrotic
damage on a failed save, or half as much damage on a successful
one.
A humanoid killed by this spell rises at the start of your next
turn as a zombie that is permanently under your command,
following your verbal orders to the best of its ability.
Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny
ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you
choose within range and then blossoms with a low roar into an
explosion of flame. Each creature in a 20-foot radius sphere
centered on that point must make a Dexterity saving throw. A
target takes 8d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire spreads around corners. It ignites flammable objects in
the area that aren’t being worn or carried.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d6
for each slot level above 3rd.
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack against the target. On a hit, the
target takes 1d10 fire damage. A flammable object hit by this
spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
Fire Shield
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of
phosphorus or a firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the duration,
shedding bright light in a 10-foot radius and dim light for an
additional 10 feet. You can end the spell early by using an
action to dismiss it.
The flames provide you with a warm shield or a chill shield, as
you choose. The warm shield grants you resistance to cold
damage, and the chill shield grants you resistance to fire
damage.
In addition, whenever a creature within 5 feet of you hits you
with a melee attack, the shield erupts with flame. The attacker
takes 2d8 fire damage from a warm shield, or 2d8 cold damage
from a cold shield.
Fire Storm
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm made up of sheets of roaring flame appears in a location
you choose within range. The area of the storm consists of up to
ten 10-foot cubes, which you can arrange as you wish. Each cube
must have at least one face adjacent to the face of another
cube. Each creature in the area must make a Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as
much damage on a successful one.
The fire damages objects in the area and ignites flammable
objects that aren’t being worn or carried. If you choose, plant
life in the area is unaffected by this spell.
Flame Blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (leaf of
sumac)
Duration: Concentration, up
to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar
in size and shape to a scimitar, and it lasts for the duration.
If you let go of the blade, it disappears, but you can evoke the
blade again as a bonus action.
You can use your action to make a melee spell attack with the
fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim
light for an additional 10 feet.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d6
for every two slot levels above 2nd.
Flame Strike
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of
sulfur)
Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in
a location you specify. Each creature in a 10-foot radius,
40-foot high cylinder centered on a point within range must make
a Dexterity saving throw. A creature takes 4d6 fire damage and
4d6 radiant damage on a failed save, or half as much damage on a
successful one.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the fire damage or the
radiant damage (your choice) increases by 1d6 for each slot
level above 5th.
Flaming Sphere
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of
tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up
to 1 minute
A 5-foot diameter sphere of fire appears in an unoccupied space
of your choice within range and lasts for the duration. Any
creature that ends its turn within 5 feet of the sphere must
make a Dexterity saving throw. The creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful
one.
As a bonus action, you can move the sphere up to 30 feet. If you
ram the sphere into a creature, that creature must make the
saving throw against the sphere’s damage, and the sphere stops
moving this turn.
When you move the sphere, you can direct it over barriers up to
5 feet tall and jump it across pits up to 10 feet wide. The
sphere ignites flammable objects not being worn or carried, and
it sheds bright light in a 20-foot radius and dim light for an
additional 20 feet.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d6
for each slot level above 2nd.
Flesh to Stone
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch
of lime, water, and earth)
Duration: Concentration, up
to 1 minute
You attempt to turn one creature that you can see within range
into stone. If the target’s body is made of flesh, the creature
must make a Constitution saving throw. On a failed save, it is
restrained as its flesh begins to harden. On a successful save,
the creature isn’t affected.
A creature restrained by this spell must make another
Constitution saving throw at the end of each of its turns. If it
successfully saves against this spell three times, the spell
ends. If it fails its saves three times, it is turned to stone
and subjected to the petrified condition for the duration. The
successes and failures don’t need to be consecutive; keep track
of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers
from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire
possible duration, the creature is turned to stone until the
effect is removed.
Floating Disk
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop
of mercury)
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet
in diameter and 1 inch thick, that floats 3 feet above the
ground in an unoccupied space of your choice that you can see
within range. The disk remains for the duration, and can hold up
to 500 pounds. If more weight is placed on it, the spell ends,
and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you
move more than 20 feet away from it, the disk follows you so
that it remains within 20 feet of you. It can move across uneven
terrain, up or down stairs, slopes and the like, but it can’t
cross an elevation change of 10 feet or more. For example, the
disk can’t move across a 10-foot deep pit, nor could it leave
such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because
it can’t move around an obstacle to follow you), the spell ends.
Fly
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing
feather from any bird)
Duration: Concentration, up
to 10 minutes
You touch a willing creature. The target gains a flying speed of
60 feet for the duration. When the spell ends, the target falls
if it is still aloft, unless it can stop the fall.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd.
Fog Cloud
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 1 hour
You create a 20-foot radius sphere of fog centered on a point
within range. The sphere spreads around corners, and its area is
heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses
it.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.
Forbiddance
6th-level abjuration (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a
sprinkling of holy water, rare incense, and powdered ruby worth
at least 1,000 gp)
Duration: 1 day
You create a ward against magical travel that protects up to
40,000 square feet of floor space to a height of 30 feet above
the floor. For the duration, creatures can’t teleport into the
area or use portals, such as those created by the
gate spell, to enter the area. The spell
proofs the area against planar travel, and therefore prevents
creatures from accessing the area by way of the Astral Plane,
Ethereal Plane, Feywild, Shadowfell, or the plane
shift spell.
In addition, the spell damages types of creatures that you
choose when you cast it. Choose one or more of the following:
celestials, elementals, fey, fiends, and undead. When a chosen
creature enters the spell’s area for the first time on a turn or
starts its turn there, the creature takes 5d10 radiant or
necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A
creature that speaks the password as it enters the area takes no
damage from the spell.
The spell’s area can’t overlap with the area of another
forbiddance spell. If you cast
forbiddance every day for 30 days in the
same location, the spell lasts until it is dispelled, and the
material components are consumed on the last casting.
Forcecage
7th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby
dust worth 1,500 gp)
Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of magical
force springs into existence around an area you choose within
range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side
and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side,
creating a solid barrier that prevents any matter from passing
through it and blocking any spells cast into or out from the
area.
When you cast the spell, any creature that is completely inside
the cage’s area is trapped. Creatures only partially within the
area, or those too large to fit inside the area, are pushed away
from the center of the area until they are completely outside
the area.
A creature inside the cage can’t leave it by nonmagical means.
If the creature tries to use teleportation or interplanar travel
to leave the cage, it must first make a Charisma saving throw.
On a success, the creature can use that magic to exit the cage.
On a failure, the creature can’t exit the cage and wastes the
use of the spell or effect. The cage also extends into the
Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel
magic.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a
hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited ability to see
into the immediate future. For the duration, the target can’t be
surprised and has advantage on attack rolls, ability checks, and
saving throws. Additionally, other creatures have disadvantage
on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its
duration ends.
Freedom of Movement
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a
leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
You touch a willing creature. For the duration, the target’s
movement is unaffected by difficult terrain, and spells and
other magical effects can neither reduce the target’s speed nor
cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a
creature that has it grappled. Finally, being underwater imposes
no penalties on the target’s movement or attacks.
Freezing Sphere
6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small
crystal sphere)
Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a
point of your choice within range, where it explodes in a
60-foot radius sphere. Each creature within the area must make a
Constitution saving throw. On a failed save, a creature takes
10d6 cold damage. On a successful save, it takes half as much
damage.
If the globe strikes a body of water or a liquid that is
principally water (not including water-based creatures), it
freezes the liquid to a depth of 6 inches over an area 30 feet
square. This ice lasts for 1 minute. Creatures that were
swimming on the surface of frozen water are trapped in the ice.
A trapped creature can use an action to make a Strength check
against your spell save DC to break free.
You can refrain from firing the globe after completing the
spell, if you wish. A small globe about the size of a sling
stone, cool to the touch, appears in your hand. At any time, you
or a creature you give the globe to can throw the globe (to a
range of 40 feet) or hurl it with a sling (to the sling’s normal
range). It shatters on impact, with the same effect as the
normal casting of the spell. You can also set the globe down
without shattering it. After 1 minute, if the globe hasn’t
already shattered, it explodes.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases by 1d6
for each slot level above 6th.
Spells (G)
Gaseous Form
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of
gauze and a wisp of smoke)
Duration: Concentration, up
to 1 hour
You transform a willing creature you touch, along with
everything it’s wearing and carrying, into a misty cloud for the
duration. The spell ends if the creature drops to 0 hit points.
An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a
flying speed of 10 feet. The target can enter and occupy the
space of another creature. The target has resistance to
nonmagical damage, and it has advantage on Strength, Dexterity,
and Constitution saving throws. The target can pass through
small holes, narrow openings, and even mere cracks, though it
treats liquids as though they were solid surfaces. The target
can’t fall and remains hovering in the air even when stunned or
otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or
manipulate objects, and any objects it was carrying or holding
can’t be dropped, used, or otherwise interacted with. The target
can’t attack or cast spells.
Gate
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a
diamond worth at least 5,000 gp)
Duration: Concentration, up
to 1 minute
You conjure a portal linking an unoccupied space you can see
within range to a precise location on a different plane of
existence. The portal is a circular opening, which you can make
5 to 20 feet in diameter. You can orient the portal in any
direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it
appears. Travel through the portal is possible only by moving
through its front. Anything that does so is instantly
transported to the other plane, appearing in the unoccupied
space nearest to the portal.
Deities and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere within
their domains.
When you cast this spell, you can speak the name of a specific
creature (a pseudonym, title, or nickname doesn’t work). If that
creature is on a plane other than the one you are on, the portal
opens in the named creature’s immediate vicinity and draws the
creature through it to the nearest unoccupied space on your side
of the portal. You gain no special power over the creature, and
it is free to act as the GM deems appropriate. It might leave,
attack you, or help you.
Geas
5th-level enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you can see
within range, forcing it to carry out some service or refrain
from some action or course of activity as you decide. If the
creature can understand you, it must succeed on a Wisdom saving
throw or become charmed by you for the duration. While the
creature is charmed by you, it takes 5d10 psychic damage each
time it acts in a manner directly counter to your instructions,
but no more than once each day. A creature that can’t understand
you is unaffected by the spell.
You can issue any command you choose, short of an activity that
would result in certain death. Should you issue a suicidal
command, the spell ends.
You can end the spell early by using an action to dismiss it. A
remove curse, greater
restoration, or wish spell also
ends it.
At Higher
Levels. When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year. When you
cast this spell using a spell slot of 9th level, the spell lasts
until it is ended by one of the spells mentioned above.
Gentle Repose
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch
of salt and one copper piece placed on each of the corpse’s
eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the
target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the
target from the dead, since days spent under the influence of
this spell don’t count against the time limit of spells such as
raise dead.
Giant Insect
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
You transform up to ten centipedes, three spiders, five wasps,
or one scorpion within range into giant versions of their
natural forms for the duration. A centipede becomes a giant
centipede, a spider becomes a giant spider, a wasp becomes a
giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they
act on your turn each round. The GM has the statistics for these
creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it
drops to 0 hit points, or until you use an action to dismiss the
effect on it.
The GM might allow you to choose different targets. For example,
if you transform a bee, its giant version might have the same
statistics as a giant wasp.
Glibness
8th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Until the spell ends, when you make a Charisma check, you can
replace the number you roll with a 15. Additionally, no matter
what you say, magic that would determine if you are telling the
truth indicates that you are being truthful.
Globe of Invulnerability
6th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass
or crystal bead that shatters when the spell ends)
Duration: Concentration, up
to 1 minute
An immobile, faintly shimmering barrier springs into existence
in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier
can’t affect creatures or objects within it, even if the spell
is cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no
effect on them. Similarly, the area within the barrier is
excluded from the areas affected by such spells.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the barrier blocks spells of
one level higher for each slot level above 6th.
Glyph of Warding
3rd-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense
and powdered diamond worth at least 200 gp, which the spell
consumes)
Duration: Until dispelled or
triggered
When you cast this spell, you inscribe a glyph that harms other
creatures, either upon a surface (such as a table or a section
of floor or wall) or within an object that can be closed (such
as a book, a scroll, or a treasure chest) to conceal the glyph.
The glyph can cover an area no larger than 10 feet in diameter.
If the surface or object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends
without being triggered.
The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save DC to
be found.
You decide what triggers the glyph when you cast the spell. For
glyphs inscribed on a surface, the most typical triggers include
touching or standing on the glyph, removing another object
covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an object, the most
common triggers include opening that object, approaching within
a certain distance of the object, or seeing or reading the
glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only
under certain circumstances or according to physical
characteristics (such as height or weight), creature kind (for
example, the ward could be set to affect aberrations or drow),
or alignment. You can also set conditions for creatures that
don’t trigger the glyph, such as those who say a certain
password.
When you inscribe the glyph, choose explosive
runes or a spell glyph.
Explosive
Runes. When triggered, the glyph erupts
with magical energy in a 20-foot radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the
area must make a Dexterity saving throw. A creature takes 5d8
acid, cold, fire, lightning, or thunder damage on a failed
saving throw (your choice when you create the glyph), or half as
much damage on a successful one.
Spell
Glyph. You can store a prepared spell of
3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or
an area. The spell being stored has no immediate effect when
cast in this way. When the glyph is triggered, the stored spell
is cast. If the spell has a target, it targets the creature that
triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile
creatures or creates harmful objects or traps, they appear as
close as possible to the intruder and attack it. If the spell
requires concentration, it lasts until the end of its full
duration.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage of an
explosive runes glyph increases by 1d8 for
each slot level above 3rd. If you create a spell
glyph, you can store any spell of up to the same
level as the slot you use for the glyph of
warding.
Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig
of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic
for the duration. A creature can use its action to eat one
berry. Eating a berry restores 1 hit point, and the berry
provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed
within 24 hours of the casting of this spell.
Grease
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of
pork rind or butter)
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a
point within range and turns it into difficult terrain for the
duration.
When the grease appears, each creature standing in its area must
succeed on a Dexterity saving throw or fall prone. A creature
that enters the area or ends its turn there must also succeed on
a Dexterity saving throw or fall prone.
Greater Invisibility
4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 minute
You or a creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible as
long as it is on the target’s person.
Greater Restoration
5th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond
dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a
debilitating effect. You can reduce the target’s exhaustion
level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target’s attunement to a cursed
magic item
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point maximum
Guards and Wards
6th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (burning
incense, a small measure of brimstone and oil, a knotted string,
a small amount of umber hulk blood, and a small silver rod worth
at least 10 gp)
Duration: 24 hours
You create a ward that protects up to 2,500 square feet of floor
space (an area 50 feet square, or one hundred 5-foot squares or
twenty-five 10-foot squares). The warded area can be up to 20
feet tall, and shaped as you desire. You can ward several
stories of a stronghold by dividing the area among them, as long
as you can walk into each contiguous area while you are casting
the spell.
When you cast this spell, you can specify individuals that are
unaffected by any or all of the effects that you choose. You can
also specify a password that, when spoken aloud, makes the
speaker immune to these effects.
Guards and wards creates the following
effects within the warded area.
Corridors.
Fog fills all the warded corridors, making them heavily
obscured. In addition, at each intersection or branching passage
offering a choice of direction, there is a 50 percent chance
that a creature other than you will believe it is going in the
opposite direction from the one it chooses.
Doors.
All doors in the warded area are magically locked, as if sealed
by an arcane lock spell. In addition, you
can cover up to ten doors with an illusion (equivalent to the
illusory object function of the minor
illusion spell) to make them appear as plain sections
of wall.
Stairs.
Webs fill all stairs in the warded area from top to bottom, as
the web spell. These strands regrow in 10
minutes if they are burned or torn away while guards
and wards lasts.
Other Spell
Effect. You can place your choice of one
of the following magical effects within the warded area of the
stronghold.
Place dancing lights in four corridors. You can designate a
simple program that the lights repeat as long as guards and
wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors appear in
the places you designate; they return within 10 minutes if
dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one location. You select an area of up
to 5 feet square, and any creature that enters or passes
through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel
magic cast on a specific effect, if successful,
removes only that effect.
You can create a permanently guarded and warded structure by
casting this spell there every day for one year.
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 minute
You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making
the ability check. The spell then ends.
Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within
range. Make a ranged spell attack against the target. On a hit,
the target takes 4d6 radiant damage, and the next attack roll
made against this target before the end of your next turn has
advantage, thanks to the mystical dim light glittering on the
target until then.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.
Gust of Wind
2nd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume
seed)
Duration: Concentration, up
to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from
you in a direction you choose for the spell’s duration. Each
creature that starts its turn in the line must succeed on a
Strength saving throw or be pushed 15 feet away from you in a
direction following the line.
Any creature in the line must spend 2 feet of movement for every
1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles,
torches, and similar unprotected flames in the area. It causes
protected flames, such as those of lanterns, to dance wildly and
has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends,
you can change the direction in which the line blasts from you.
Spells (H)
Hallow
5th-level evocation
Casting Time: 24 hours
Range: Touch
Components: V, S, M (herbs,
oils, and incense worth at least 1,000 gp, which the spell
consumes)
Duration: Until dispelled
You touch a point and infuse an area around it with holy (or
unholy) power. The area can have a radius up to 60 feet, and the
spell fails if the radius includes an area already under the
effect a hallow spell. The affected area is
subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can’t
enter the area, nor can such creatures charm, frighten, or
possess creatures within it. Any creature charmed, frightened,
or possessed by such a creature is no longer charmed,
frightened, or possessed upon entering the area. You can exclude
one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the
effect from the following list, or choose an effect offered by
the GM. Some of these effects apply to creatures in the area;
you can designate whether the effect applies to all creatures,
creatures that follow a specific deity or leader, or creatures
of a specific sort, such as orcs or trolls. When a creature that
would be affected enters the spell’s area for the first time on
a turn or starts its turn there, it can make a Charisma saving
throw. On a success, the creature ignores the extra effect until
it leaves the area.
Courage.
Affected creatures can’t be frightened while in the area.
Darkness.
Darkness fills the area. Normal light, as well as magical light
created by spells of a lower level than the slot you used to
cast this spell, can’t illuminate the area.
Daylight.
Bright light fills the area. Magical darkness created by spells
of a lower level than the slot you used to cast this spell can’t
extinguish the light.
Energy
Protection. Affected creatures in the area
have resistance to one damage type of your choice, except for
bludgeoning, piercing, or slashing.
Energy
Vulnerability. Affected creatures in the
area have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Everlasting
Rest. Dead bodies interred in the area
can’t be turned into undead.
Extradimensional
Interference. Affected creatures can’t
move or travel using teleportation or by extradimensional or
interplanar means.
Fear.
Affected creatures are frightened while in the area.
Silence.
No sound can emanate from within the area, and no sound can
reach into it.
Tongues.
Affected creatures can communicate with any other creature in
the area, even if they don’t share a common language.
Hallucinatory Terrain
4th-level illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone,
a twig, and a bit of green plant)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look,
sound, and smell like some other sort of natural terrain. Thus,
open fields or a road can be made to resemble a swamp, hill,
crevasse, or some other difficult or impassable terrain. A pond
can be made to seem like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and smooth
road. Manufactured structures, equipment, and creatures within
the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so
creatures entering the area are likely to see through the
illusion. If the difference isn’t obvious by touch, a creature
carefully examining the illusion can attempt an Intelligence
(Investigation) check against your spell save DC to disbelieve
it. A creature who discerns the illusion for what it is, sees it
as a vague image superimposed on the terrain.
Harm
6th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash a virulent disease on a creature that you can see
within range. The target must make a Constitution saving throw.
On a failed save, it takes 14d6 necrotic damage, or half as much
damage on a successful save. The damage can’t reduce the
target’s hit points below 1. If the target fails the saving
throw, its hit point maximum is reduced for 1 hour by an amount
equal to the necrotic damage it took. Any effect that removes a
disease allows a creature’s hit point maximum to return to
normal before that time passes.
Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a
shaving of licorice root)
Duration: Concentration, up
to 1 minute
Choose a willing creature that you can see within range. Until
the spell ends, the target’s speed is doubled, it gains a +2
bonus to AC, it has advantage on Dexterity saving throws, and it
gains an additional action on each of its turns. That action can
be used only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until
after its next turn, as a wave of lethargy sweeps over it.
Heal
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range. A surge of
positive energy washes through the creature, causing it to
regain 70 hit points. This spell also ends blindness, deafness,
and any diseases affecting the target. This spell has no effect
on constructs or undead.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the amount of healing
increases by 10 for each slot level above 6th.
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains
hit points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by 1d4
for each slot level above 1st.
Heat Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece
of iron and a flame)
Duration: Concentration, up
to 1 minute
Choose a manufactured metal object, such as a metal weapon or a
suit of heavy or medium metal armor, that you can see within
range. You cause the object to glow red-hot. Any creature in
physical contact with the object takes 2d8 fire damage when you
cast the spell. Until the spell ends, you can use a bonus action
on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the
damage from it, the creature must succeed on a Constitution
saving throw or drop the object if it can. If it doesn’t drop
the object, it has disadvantage on attack rolls and ability
checks until the start of your next turn.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d8
for each slot level above 2nd.
Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction,
which you take in response to being damaged by a creature within
60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is
momentarily surrounded by hellish flames. The creature must make
a Dexterity saving throw. It takes 2d10 fire damage on a failed
save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10
for each slot level above 1st.
Heroes’ Feast
6th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a
gem-encrusted bowl worth at least 1,000 gp, which the spell
consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent food and
drink. The feast takes 1 hour to consume and disappears at the
end of that time, and the beneficial effects don’t set in until
this hour is over. Up to twelve creatures can partake of the
feast.
A creature that partakes of the feast gains several benefits.
The creature is cured of all diseases and poison, becomes immune
to poison and being frightened, and makes all Wisdom saving
throws with advantage. Its hit point maximum also increases by
2d10, and it gains the same number of hit points. These benefits
last for 24 hours.
Heroism
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 minute
A willing creature you touch is imbued with bravery. Until the
spell ends, the creature is immune to being frightened and gains
temporary hit points equal to your spellcasting ability modifier
at the start of each of its turns. When the spell ends, the
target loses any remaining temporary hit points from this spell.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
Hideous Laughter
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny
tarts and a feather that is waved in the air)
Duration: Concentration, up
to 1 minute
A creature of your choice that you can see within range
perceives everything as hilariously funny and falls into fits of
laughter if this spell affects it. The target must succeed on a
Wisdom saving throw or fall prone, becoming incapacitated and
unable to stand up for the duration. A creature with an
Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage,
the target can make another Wisdom saving throw. The target has
advantage on the saving throw if it’s triggered by damage. On a
success, the spell ends.
Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small,
straight piece of iron)
Duration: Concentration, up
to 1 minute
Choose a creature that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the
duration. This spell has no effect on undead. At the end of each
of its turns, the target can make another Wisdom saving throw.
On a success, the spell ends on the target.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, you can target one additional
creature for each slot level above 5th. The creatures must be
within 30 feet of each other when you target them.
Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small,
straight piece of iron)
Duration: Concentration, up
to 1 minute
Choose a humanoid that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the
duration. At the end of each of its turns, the target can make
another Wisdom saving throw. On a success, the spell ends on the
target.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional
humanoid for each slot level above 2nd. The humanoids must be
within 30 feet of each other when you target them.
Holy Aura
8th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a tiny
reliquary worth at least 1,000 gp containing a sacred relic,
such as a scrap of cloth from a saint’s robe or a piece of
parchment from a religious text)
Duration: Concentration, up
to 1 minute
Divine light washes out from you and coalesces in a soft
radiance in a 30-foot radius around you. Creatures of your
choice in that radius when you cast this spell shed dim light in
a 5-foot radius and have advantage on all saving throws, and
other creatures have disadvantage on attack rolls against them
until the spell ends. In addition, when a fiend or an undead
hits an affected creature with a melee attack, the aura flashes
with brilliant light. The attacker must succeed on a
Constitution saving throw or be blinded until the spell ends.
Hunter’s Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up
to 1 hour
You choose a creature you can see within range and mystically
mark it as your quarry. Until the spell ends, you deal an extra
1d6 damage to the target whenever you hit it with a weapon
attack, and you have advantage on any Wisdom (Perception) or
Wisdom (Survival) check you make to find it. If the target drops
to 0 hit points before this spell ends, you can use a bonus
action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a
spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you use a
spell slot of 5th level or higher, you can maintain your
concentration on the spell for up to 24 hours.
Hypnotic Pattern
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing
stick of incense or a crystal vial filled with phosphorescent
material)
Duration: Concentration, up
to 1 minute
You create a twisting pattern of colors that weaves through the
air inside a 30-foot cube within range. The pattern appears for
a moment and vanishes. Each creature in the area who sees the
pattern must make a Wisdom saving throw. On a failed save, the
creature becomes charmed for the duration. While charmed by this
spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage
or if someone else uses an action to shake the creature out of
its stupor.
Spells (I)
Ice Storm
4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch
of dust and a few drops of water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot
radius, 40-foot high cylinder centered on a point within range.
Each creature in the cylinder must make a Dexterity saving
throw. A creature takes 2d8 bludgeoning damage and 4d6 cold
damage on a failed save, or half as much damage on a successful
one.
Hailstones turn the storm’s area of effect into difficult
terrain until the end of your next turn.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, the bludgeoning damage
increases by 1d8 for each slot level above 4th.
Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl
worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting
of the spell. If it is a magic item or some other magic-imbued
object, you learn its properties and how to use them, whether it
requires attunement to use, and how many charges it has, if any.
You learn whether any spells are affecting the item and what
they are. If the item was created by a spell, you learn which
spell created it.
If you instead touch a creature throughout the casting, you
learn what spells, if any, are currently affecting it.
Illusory Script
1st-level illusion (ritual)
Casting Time: 1 minute
Range: Touch
Components: S, M (a
lead-based ink worth at least 10 gp, which the spell consumes)
Duration: 10 days
You write on parchment, paper, or some other suitable writing
material and imbue it with a potent illusion that lasts for the
duration.
To you and any creatures you designate when you cast the spell,
the writing appears normal, written in your hand, and conveys
whatever meaning you intended when you wrote the text. To all
others, the writing appears as if it were written in an unknown
or magical script that is unintelligible. Alternatively, you can
cause the writing to appear to be an entirely different message,
written in a different hand and language, though the language
must be one you know.
Should the spell be dispelled, the original script and the
illusion both disappear.
A creature with truesight can read the hidden message.
Imprisonment
9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum
depiction or a carved statuette in the likeness of the target,
and a special component that varies according to the version of
the spell you choose, worth at least 500 gp per Hit Die of the
target)
Duration: Until dispelled
You create a magical restraint to hold a creature that you can
see within range. The target must succeed on a Wisdom saving
throw or be bound by the spell; if it succeeds, it is immune to
this spell if you cast it again. While affected by this spell,
the creature doesn’t need to breathe, eat, or drink, and it
doesn’t age. Divination spells can’t locate or perceive the
target.
When you cast the spell, you choose one of the following forms
of imprisonment.
Burial.
The target is entombed far beneath the earth in a sphere of
magical force that is just large enough to contain the target.
Nothing can pass through the sphere, nor can any creature
teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small
mithral orb.
Chaining.
Heavy chains, firmly rooted in the ground, hold the target in
place. The target is restrained until the spell ends, and it
can’t move or be moved by any means until then.
The special component for this version of the spell is a fine
chain of precious metal.
Hedged
Prison. The spell transports the target
into a tiny demiplane that is warded against teleportation and
planar travel. The demiplane can be a labyrinth, a cage, a
tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a
miniature representation of the prison made from jade.
Minimus
Containment. The target shrinks to a
height of 1 inch and is imprisoned inside a gemstone or similar
object. Light can pass through the gemstone normally (allowing
the target to see out and other creatures to see in), but
nothing else can pass through, even by means of teleportation or
planar travel. The gemstone can’t be cut or broken while the
spell remains in effect.
The special component for this version of the spell is a large,
transparent gemstone, such as a corundum, diamond, or ruby.
Slumber.
The target falls asleep and can’t be awoken. The special
component for this version of the spell consists of rare
soporific herbs.
Ending the
Spell. During the casting of the spell, in
any of its versions, you can specify a condition that will cause
the spell to end and release the target. The condition can be as
specific or as elaborate as you choose, but the GM must agree
that the condition is reasonable and has a likelihood of coming
to pass. The conditions can be based on a creature’s name,
identity, or deity but otherwise must be based on observable
actions or qualities and not based on intangibles such as level,
class, or hit points.
A dispel magic spell can end the spell only
if it is cast as a 9th-level spell, targeting either the prison
or the special component used to create it.
You can use a particular special component to create only one
prison at a time. If you cast the spell again using the same
component, the target of the first casting is immediately freed
from its binding.
Incendiary Cloud
8th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up
to 1 minute
A swirling cloud of smoke shot through with white-hot embers
appears in a 20-foot radius sphere centered on a point within
range. The cloud spreads around corners and is heavily obscured.
It lasts for the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a
Dexterity saving throw. A creature takes 10d8 fire damage on a
failed save, or half as much damage on a successful one. A
creature must also make this saving throw when it enters the
spell’s area for the first time on a turn or ends its turn
there.
The cloud moves 10 feet directly away from you in a direction
that you choose at the start of each of your turns.
Inflict Wounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a
hit, the target takes 3d10 necrotic damage.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10
for each slot level above 1st.
Insect Plague
5th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a few
grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up
to 10 minutes
Swarming, biting locusts fill a 20-foot radius sphere centered
on a point you choose within range. The sphere spreads around
corners. The sphere remains for the duration, and its area is
lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a
Constitution saving throw. A creature takes 4d10 piercing damage
on a failed save, or half as much damage on a successful one. A
creature must also make this saving throw when it enters the
spell’s area for the first time on a turn or ends its turn
there.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by 1d10
for each slot level above 5th.
Instant Summons
6th-level conjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a
sapphire worth 1,000 gp)
Duration: Until dispelled
You touch an object weighing 10 pounds or less whose longest
dimension is 6 feet or less. The spell leaves an invisible mark
on its surface and invisibly inscribes the name of the item on
the sapphire you use as the material component. Each time you
cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the
item’s name and crush the sapphire. The item instantly appears
in your hand regardless of physical or planar distances, and the
spell ends.
If another creature is holding or carrying the item, crushing
the sapphire doesn’t transport the item to you, but instead you
learn who the creature possessing the object is and roughly
where that creature is located at that moment.
Dispel magic or a similar effect
successfully applied to the sapphire ends this spell’s effect.
Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an
eyelash encased in gum arabic)
Duration: Concentration, up
to 1 hour
A creature you touch becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long
as it is on the target’s person. The spell ends for a target
that attacks or casts a spell.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Irresistible Dance
6th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up
to 1 minute
Choose one creature that you can see within range. The target
begins a comic dance in place: shuffling, tapping its feet, and
capering for the duration. Creatures that can’t be charmed are
immune to this spell.
A dancing creature must use all its movement to dance without
leaving its space and has disadvantage on Dexterity saving
throws and attack rolls. While the target is affected by this
spell, other creatures have advantage on attack rolls against
it. As an action, a dancing creature makes a Wisdom saving throw
to regain control of itself. On a successful save, the spell
ends.
Spells (J)
Jump
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a
grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled
until the spell ends.
Spells (K)
Knock
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
be a door, a box, a chest, a set of manacles, a padlock, or
another object that contains a mundane or magical means that
prevents access.
A target that is held shut by a mundane lock or that is stuck or
barred becomes unlocked, unstuck, or unbarred. If the object has
multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane
lock, that spell is suppressed for 10 minutes, during
which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away
as 300 feet, emanates from the target object.
Spells (L)
Legend Lore
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense
worth at least 250 gp, which the spell consumes, and four ivory
strips worth at least 50 gp each)
Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to
your mind a brief summary of the significant lore about the
thing you named. The lore might consist of current tales,
forgotten stories, or even secret lore that has never been
widely known. If the thing you named isn’t of legendary
importance, you gain no information. The more information you
already have about the thing, the more precise and detailed the
information you receive is.
The information you learn is accurate but might be couched in
figurative language. For example, if you have a mysterious magic
axe on hand, the spell might yield this information: Woe
to the evildoer whose hand touches the axe, for even the haft
slices the hand of the evil ones. Only a true Child of Stone,
lover and beloved of Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg
on the lips.
Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one
condition afflicting it. The condition can be blinded, deafened,
paralyzed, or poisoned.
Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a
small leather loop or a piece of golden wire bent into a cup
shape with a long shank on one end)
Duration: Concentration, up
to 10 minutes
One creature or loose object of your choice that you can see
within range rises vertically, up to 20 feet, and remains
suspended there for the duration. The spell can levitate a
target that weighs up to 500 pounds. An unwilling creature that
succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed
object or surface within reach (such as a wall or a ceiling),
which allows it to move as if it were climbing. You can change
the target’s altitude by up to 20 feet in either direction on
your turn. If you are the target, you can move up or down as
part of your move. Otherwise, you can use your action to move
the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if
it is still aloft.
Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly
or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright light
in a 20-foot radius and dim light for an additional 20 feet. The
light can be colored as you like. Completely covering the object
with something opaque blocks the light. The spell ends if you
cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the
spell.
Lightning Bolt
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of
fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet
wide blasts out from you in a direction you choose. Each
creature in the line must make a Dexterity saving throw. A
creature takes 8d6 lightning damage on a failed save, or half as
much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t
being worn or carried.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d6
for each slot level above 3rd.
Locate Animals or Plants
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of
fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of beast or plant.
Concentrating on the voice of nature in your surroundings, you
learn the direction and distance to the closest creature or
plant of that kind within 5 miles, if any are present.
Locate Creature
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of
fur from a bloodhound)
Duration: Concentration, up
to 1 hour
Describe or name a creature that is familiar to you. You sense
the direction to the creature’s location, as long as that
creature is within 1,000 feet of you. If the creature is moving,
you know the direction of its movement.
The spell can locate a specific creature known to you, or the
nearest creature of a specific kind (such as a human or a
unicorn), so long as you have seen such a creature up
close-within 30 feet-at least once. If the creature you
described or named is in a different form, such as being under
the effects of a polymorph spell, this
spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 10
feet wide blocks a direct path between you and the creature.
Locate Object
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a forked
twig)
Duration: Concentration, up
to 10 minutes
Describe or name an object that is familiar to you. You sense
the direction to the object’s location, as long as that object
is within 1,000 feet of you. If the object is in motion, you
know the direction of its movement.
The spell can locate a specific object known to you, as long as
you have seen it up close-within 30 feet-at least once.
Alternatively, the spell can locate the nearest object of a
particular kind, such as a certain kind of apparel, jewelry,
furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even
a thin sheet, blocks a direct path between you and the object.
Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch
of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet
until the spell ends.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
Spells (M)
Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece
of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a
protective magical force surrounds it until the spell ends. The
target’s base AC becomes 13 + its Dexterity modifier. The spell
ends if the target dons armor or if you dismiss the spell as an
action.
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within
range. The hand lasts for the duration or until you dismiss it
as an action. The hand vanishes if it is ever more than 30 feet
away from you or if you cast this spell again.
You can use your action to control the hand. You can use the
hand to manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, or
pour the contents out of a vial. You can move the hand up to 30
feet each time you use it.
The hand can’t attack, activate magic items, or carry more than
10 pounds.
Magic Circle
3rd-level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy
water or powdered silver and iron worth at least 100 gp, which
the spell consumes)
Duration: 1 hour
You create a 10-foot radius, 20-foot tall cylinder of magical
energy centered on a point on the ground that you can see within
range. Glowing runes appear wherever the cylinder intersects
with the floor or other surface.
Choose one or more of the following types of creatures:
celestials, elementals, fey, fiends, or undead. The circle
affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by
nonmagical means. If the creature tries to use teleportation
or interplanar travel to do so, it must first succeed on a
Charisma saving throw.
The creature has disadvantage on attack rolls against
targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or
possessed by the creature.
When you cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature of the
specified type from leaving the cylinder and protecting targets
outside it.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the duration increases by 1
hour for each slot level above 3rd.
Magic Jar
6th-level necromancy
Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem,
crystal, reliquary, or some other ornamental container worth at
least 500 gp)
Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it
and enters the container you used for the spell’s material
component. While your soul inhabits the container, you are aware
of your surroundings as if you were in the container’s space.
You can’t move or use reactions. The only action you can take is
to project your soul up to 100 feet out of the container, either
returning to your living body (and ending the spell) or
attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you
that you can see (creatures warded by a protection
from evil and good or magic
circle spell can’t be possessed). The target must
make a Charisma saving throw. On a failure, your soul moves into
the target’s body, and the target’s soul becomes trapped in the
container. On a success, the target resists your efforts to
possess it, and you can’t attempt to possess it again for 24
hours.
Once you possess a creature’s body, you control it. Your game
statistics are replaced by the statistics of the creature,
though you retain your alignment and your Intelligence, Wisdom,
and Charisma scores. You retain the benefit of your own class
features. If the target has any class levels, you can’t use any
of its class features.
Meanwhile, the possessed creature’s soul can perceive from the
container using its own senses, but it can’t move or take
actions at all.
While possessing a body, you can use your action to return from
the host body to the container if it is within 100 feet of you,
returning the host creature’s soul to its body. If the host body
dies while you’re in it, the creature dies, and you must make a
Charisma saving throw against your own spellcasting DC. On a
success, you return to the container if it is within 100 feet of
you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul
immediately returns to your body. If your body is more than 100
feet away from you or if your body is dead when you attempt to
return to it, you die. If another creature’s soul is in the
container when it is destroyed, the creature’s soul returns to
its body if the body is alive and within 100 feet. Otherwise,
that creature dies.
When the spell ends, the container is destroyed.
Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits
a creature of your choice that you can see within range. A dart
deals 1d4 + 1 force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or
several.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one more
dart for each slot level above 1st.
Magic Mouth
2nd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small
bit of honeycomb and jade dust worth at least 10 gp, which the
spell consumes)
Duration: Until dispelled
You implant a message within an object in range, a message that
is uttered when a trigger condition is met. Choose an object
that you can see and that isn’t being worn or carried by another
creature. Then speak the message, which must be 25 words or
less, though it can be delivered over as long as 10 minutes.
Finally, determine the circumstance that will trigger the spell
to deliver your message.
When that circumstance occurs, a magical mouth appears on the
object and recites the message in your voice and at the same
volume you spoke. If the object you chose has a mouth or
something that looks like a mouth (for example, the mouth of a
statue), the magical mouth appears there so that the words
appear to come from the object’s mouth. When you cast this
spell, you can have the spell end after it delivers its message,
or it can remain and repeat its message whenever the trigger
occurs.
The triggering circumstance can be as general or as detailed as
you like, though it must be based on visual or audible
conditions that occur within 30 feet of the object. For example,
you could instruct the mouth to speak when any creature moves
within 30 feet of the object or when a silver bell rings within
30 feet of it.
Magic Weapon
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon
becomes a magic weapon with a +1 bonus to attack rolls and
damage rolls.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus
increases to +3.
Magnificent Mansion
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a
miniature portal carved from ivory, a small piece of polished
marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for
the duration. You choose where its one entrance is located. The
entrance shimmers faintly and is 5 feet wide and 10 feet tall.
You and any creature you designate when you cast the spell can
enter the extradimensional dwelling as long as the portal
remains open. You can open or close the portal if you are within
30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers
beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t
exceed 50 cubes, each cube being 10 feet on each side. The place
is furnished and decorated as you choose. It contains sufficient
food to serve a nine-course banquet for up to 100 people. A
staff of 100 near-transparent servants attends all who enter.
You decide the visual appearance of these servants and their
attire. They are completely obedient to your orders. Each
servant can perform any task a normal human servant could
perform, but they can’t attack or take any action that would
directly harm another creature. Thus the servants can fetch
things, clean, mend, fold clothes, light fires, serve food, pour
wine, and so on. The servants can go anywhere in the mansion but
can’t leave it. Furnishings and other objects created by this
spell dissipate into smoke if removed from the mansion. When the
spell ends, any creatures inside the extradimensional space are
expelled into the open spaces nearest to the entrance.
Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of
fleece)
Duration: Concentration, up
to 10 minutes
You create the image of an object, a creature, or some other
visible phenomenon that is no larger than a 20-foot cube. The
image appears at a spot that you can see within range and lasts
for the duration. It seems completely real, including sounds,
smells, and temperature appropriate to the thing depicted. You
can’t create sufficient heat or cold to cause damage, a sound
loud enough to deal thunder damage or deafen a creature, or a
smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use
your action to cause the image to move to any other spot within
range. As the image changes location, you can alter its
appearance so that its movements appear natural for the image.
For example, if you create an image of a creature and move it,
you can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different sounds
at different times, even making it carry on a conversation, for
example.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it is an
illusion with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the illusion
for what it is, the creature can see through the image, and its
other sensory qualities become faint to the creature.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the spell lasts until
dispelled, without requiring your concentration.
Mass Cure Wounds
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice
within range. Choose up to six creatures in a 30-foot radius
sphere centered on that point. Each target regains hit points
equal to 3d8 + your spellcasting ability modifier. This spell
has no effect on undead or constructs.
At Higher
Levels. When you cast this spell using a
spell slot of 6th level or higher, the healing increases by 1d8
for each slot level above 5th.
Mass Heal
9th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from you into injured creatures
around you. You restore up to 700 hit points, divided as you
choose among any number of creatures that you can see within
range. Creatures healed by this spell are also cured of all
diseases and any effect making them blinded or deafened. This
spell has no effect on undead or constructs.
Mass Healing Word
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of
your choice that you can see within range regain hit points
equal to 1d4 + your spellcasting ability modifier. This spell
has no effect on undead or constructs.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the healing increases by 1d4
for each slot level above 3rd.
Mass Suggestion
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, M (a snake’s
tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
You suggest a course of activity (limited to a sentence or two)
and magically influence up to twelve creatures of your choice
that you can see within range and that can hear and understand
you. Creatures that can’t be charmed are immune to this effect.
The suggestion must be worded in such a manner as to make the
course of action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do some
other obviously harmful act automatically negates the effect of
the spell.
Each target must make a Wisdom saving throw. On a failed save,
it pursues the course of action you described to the best of its
ability. The suggested course of action can continue for the
entire duration. If the suggested activity can be completed in a
shorter time, the spell ends when the subject finishes what it
was asked to do.
You can also specify conditions that will trigger a special
activity during the duration. For example, you might suggest
that a group of soldiers give all their money to the first
beggar they meet. If the condition isn’t met before the spell
ends, the activity isn’t performed.
If you or any of your companions damage a creature affected by
this spell, the spell ends for that creature.
At Higher
Levels. When you cast this spell using a
7th-level spell slot, the duration is 10 days. When you use an
8th-level spell slot, the duration is 30 days. When you use a
9th-level spell slot, the duration is a year and a day.
Maze
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the
duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does
so, it makes a DC 20 Intelligence check. If it succeeds, it
escapes, and the spell ends (a minotaur or goristro demon
automatically succeeds).
When the spell ends, the target reappears in the space it left
or, if that space is occupied, in the nearest unoccupied space.
Meld into Stone
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large enough to fully
contain your body, melding yourself and all the equipment you
carry with the stone for the duration. Using your movement, you
step into the stone at a point you can touch. Nothing of your
presence remains visible or otherwise detectable by nonmagical
senses.
While merged with the stone, you can’t see what occurs outside
it, and any Wisdom (Perception) checks you make to hear sounds
outside it are made with disadvantage. You remain aware of the
passage of time and can cast spells on yourself while merged in
the stone. You can use your movement to leave the stone where
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its
partial destruction or a change in its shape (to the extent that
you no longer fit within it) expels you and deals 6d6
bludgeoning damage to you. The stone’s complete destruction (or
transmutation into a different substance) expels you and deals
50 bludgeoning damage to you. If expelled, you fall prone in an
unoccupied space closest to where you first entered.
Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two
lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you
touch, such as a broken chain link, two halves of a broken key,
a torn cloak, or a leaking wineskin. As long as the break or
tear is no larger than 1 foot in any dimension, you mend it,
leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but
the spell can’t restore magic to such an object.
Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short
piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper
a message. The target (and only the target) hears the message
and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are
familiar with the target and know it is beyond the barrier.
Magical silence, 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood blocks the spell. The spell
doesn’t have to follow a straight line and can travel freely
around corners or through openings.
Meteor Swarm
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot
radius sphere centered on each point you choose must make a
Dexterity saving throw. The sphere spreads around corners. A
creature takes 20d6 fire damage and 20d6 bludgeoning damage on a
failed save, or half as much damage on a successful one. A
creature in the area of more than one fiery burst is affected
only once.
The spell damages objects in the area and ignites flammable
objects that aren’t being worn or carried.
Mind Blank
8th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch is immune
to psychic damage, any effect that would sense its emotions or
read its thoughts, divination spells, and the charmed condition.
The spell even foils wish spells and spells
or effects of similar power used to affect the target’s mind or
to gain information about the target.
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of
fleece)
Duration: 1 minute
You create a sound or an image of an object within range that
lasts for the duration. The illusion also ends if you dismiss it
as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a
scream. It can be your voice, someone else’s voice, a lion’s
roar, a beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration, or you can
make discrete sounds at different times before the spell ends.
If you create an image of an object-such as a chair, muddy
footprints, or a small chest-it must be no larger than a 5-foot
cube. The image can’t create sound, light, smell, or any other
sensory effect. Physical interaction with the image reveals it
to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the
creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC.
If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Mirage Arcane
7th-level illusion
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound,
smell, and even feel like some other sort of terrain. The
terrain’s general shape remains the same, however. Open fields
or a road could be made to resemble a swamp, hill, crevasse, or
some other difficult or impassable terrain. A pond can be made
to seem like a grassy meadow, a precipice like a gentle slope,
or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add
them where none are present. The spell doesn’t disguise,
conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory
elements, so it can turn clear ground into difficult terrain (or
vice versa) or otherwise impede movement through the area. Any
piece of the illusory terrain (such as a rock or stick) that is
removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the
terrain’s true form; however, all other elements of the illusion
remain, so while the creature is aware of the illusion’s
presence, the creature can still physically interact with the
illusion.
Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic
your actions, shifting position so it’s impossible to track
which image is real. You can use your action to dismiss the
illusory duplicates.
Each time a creature targets you with an attack during the
spell’s duration, roll a d20 to determine whether the attack
instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates,
you must roll an 8 or higher. With one duplicate, you must roll
an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate
can be destroyed only by an attack that hits it. It ignores all
other damage and effects. The spell ends when all three
duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it
relies on senses other than sight, such as blindsight, or if it
can perceive illusions as false, as with truesight.
Mislead
5th-level illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up
to 1 hour
You become invisible at the same time that an illusory double of
you appears where you are standing. The double lasts for the
duration, but the invisibility ends if you attack or cast a
spell.
You can use your action to move your illusory double up to twice
your speed and make it gesture, speak, and behave in whatever
way you choose.
You can see through its eyes and hear through its ears as if you
were located where it is. On each of your turns as a bonus
action, you can switch from using its senses to using your own,
or back again. While you are using its senses, you are blinded
and deafened in regard to your own surroundings.
Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet
to an unoccupied space that you can see.
Modify Memory
5th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up
to 1 minute
You attempt to reshape another creature’s memories. One creature
that you can see must make a Wisdom saving throw. If you are
fighting the creature, it has advantage on the saving throw. On
a failed save, the target becomes charmed by you for the
duration. The charmed target is incapacitated and unaware of its
surroundings, though it can still hear you. If it takes any
damage or is targeted by another spell, this spell ends, and
none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an
event that it experienced within the last 24 hours and that
lasted no more than 10 minutes. You can permanently eliminate
all memory of the event, allow the target to recall the event
with perfect clarity and exacting detail, change its memory of
the details of the event, or create a memory of some other
event.
You must speak to the target to describe how its memories are
affected, and it must be able to understand your language for
the modified memories to take root. Its mind fills in any gaps
in the details of your description. If the spell ends before you
have finished describing the modified memories, the creature’s
memory isn’t altered. Otherwise, the modified memories take hold
when the spell ends.
A modified memory doesn’t necessarily affect how a creature
behaves, particularly if the memory contradicts the creature’s
natural inclinations, alignment, or beliefs. An illogical
modified memory, such as implanting a memory of how much the
creature enjoyed dousing itself in acid, is dismissed, perhaps
as a bad dream. The GM might deem a modified memory too
nonsensical to affect a creature in a significant manner.
A remove curse or greater
restoration spell cast on the target restores the
creature’s true memory.
At Higher
Levels. If you cast this spell using a
spell slot of 6th level or higher, you can alter the target’s
memories of an event that took place up to 7 days ago (6th
level), 30 days ago (7th level), 1 year ago (8th level), or any
time in the creature’s past (9th level).
Moonbeam
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several
seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up
to 1 minute
A silvery beam of pale light shines down in a 5-foot radius,
40-foot high cylinder centered on a point within range. Until
the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a
turn or starts its turn there, it is engulfed in ghostly flames
that cause searing pain, and it must make a Constitution saving
throw. It takes 2d10 radiant damage on a failed save, or half as
much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam up to 60 feet in any direction.
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.
Move Earth
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an iron
blade and a small bag containing a mixture of soils-clay, loam,
and sand)
Duration: Concentration, up
to 2 hours
Choose an area of terrain no larger than 40 feet on a side
within range. You can reshape dirt, sand, or clay in the area in
any manner you choose for the duration. You can raise or lower
the area’s elevation, create or fill in a trench, erect or
flatten a wall, or form a pillar. The extent of any such changes
can’t exceed half the area’s largest dimension. So, if you
affect a 40-foot square, you can create a pillar up to 20 feet
high, raise or lower the square’s elevation by up to 20 feet,
dig a trench up to 20 feet deep, and so on. It takes 10 minutes
for these changes to complete.
At the end of every 10 minutes you spend concentrating on the
spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in
the area can’t usually be trapped or injured by the ground’s
movement.
This spell can’t manipulate natural stone or stone construction.
Rocks and structures shift to accommodate the new terrain. If
the way you shape the terrain would make a structure unstable,
it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The
moved earth carries any plants along with it.
Spells (N)
Nondetection
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch
of diamond dust worth 25 gp sprinkled over the target, which the
spell consumes)
Duration: 8 hours
For the duration, you hide a target that you touch from
divination magic. The target can be a willing creature or a
place or an object no larger than 10 feet in any dimension. The
target can’t be targeted by any divination magic or perceived
through magical scrying sensors.
Spells (P)
Pass without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes
from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up
to 1 hour
A veil of shadows and silence radiates from you, masking you and
your companions from detection. For the duration, each creature
you choose within 30 feet of you (including you) has a +10 bonus
to Dexterity (Stealth) checks and can’t be tracked except by
magical means. A creature that receives this bonus leaves behind
no tracks or other traces of its passage.
Passwall
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch
of sesame seeds)
Duration: 1 hour
A passage appears at a point of your choice that you can see on
a wooden, plaster, or stone surface (such as a wall, a ceiling,
or a floor) within range, and lasts for the duration. You choose
the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20
feet deep. The passage creates no instability in a structure
surrounding it.
When the opening disappears, any creatures or objects still in
the passage created by the spell are safely ejected to an
unoccupied space nearest to the surface on which you cast the
spell.
Phantasmal Killer
4th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 1 minute
You tap into the nightmares of a creature you can see within
range and create an illusory manifestation of its deepest fears,
visible only to that creature. The target must make a Wisdom
saving throw. On a failed save, the target becomes frightened
for the duration. At the end of each of the target’s turns
before the spell ends, the target must succeed on a Wisdom
saving throw or take 4d10 psychic damage. On a successful save,
the spell ends.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by 1d10
for each slot level above 4th.
Phantom Steed
3rd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in
an unoccupied space of your choice within range. You decide the
creature’s appearance, but it is equipped with a saddle, bit,
and bridle. Any of the equipment created by the spell vanishes
in a puff of smoke if it is carried more than 10 feet away from
the steed.
For the duration, you or a creature you choose can ride the
steed. The creature uses the statistics for a riding horse,
except it has a speed of 100 feet and can travel 10 miles in an
hour, or 13 miles at a fast pace. When the spell ends, the steed
gradually fades, giving the rider 1 minute to dismount. The
spell ends if you use an action to dismiss it or if the steed
takes any damage.
Planar Ally
6th-level conjuration
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be
known to you: a god, a primordial, a demon prince, or some other
being of cosmic power. That entity sends a celestial, an
elemental, or a fiend loyal to it to aid you, making the
creature appear in an unoccupied space within range. If you know
a specific creature’s name, you can speak that name when you
cast this spell to request that creature, though you might get a
different creature anyway (GM’s choice).
When the creature appears, it is under no compulsion to behave
in any particular way. You can ask the creature to perform a
service in exchange for payment, but it isn’t obliged to do so.
The requested task could range from simple (fly us across the
chasm, or help us fight a battle) to complex (spy on our
enemies, or protect us during our foray into the dungeon). You
must be able to communicate with the creature to bargain for its
services.
Payment can take a variety of forms. A celestial might require a
sizable donation of gold or magic items to an allied temple,
while a fiend might demand a living sacrifice or a gift of
treasure. Some creatures might exchange their service for a
quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100 gp per minute. A task measured in
hours requires 1,000 gp per hour. And a task measured in days
(up to 10 days) requires 10,000 gp per day. The GM can adjust
these payments based on the circumstances under which you cast
the spell. If the task is aligned with the creature’s ethos, the
payment might be halved or even waived. Nonhazardous tasks
typically require only half the suggested payment, while
especially dangerous tasks might require a greater gift.
Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon
duration of service expires, the creature returns to its home
plane after reporting back to you, if appropriate to the task
and if possible. If you are unable to agree on a price for the
creature’s service, the creature immediately returns to its home
plane.
A creature enlisted to join your group counts as a member of it,
receiving a full share of experience points awarded.
Planar Binding
5th-level abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel
worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours
With this spell, you attempt to bind a celestial, an elemental,
a fey, or a fiend to your service. The creature must be within
range for the entire casting of the spell. (Typically, the
creature is first summoned into the center of an inverted
magic circle in order to keep it trapped
while this spell is cast.) At the completion of the casting, the
target must make a Charisma saving throw. On a failed save, it
is bound to serve you for the duration. If the creature was
summoned or created by another spell, that spell’s duration is
extended to match the duration of this spell.
A bound creature must follow your instructions to the best of
its ability. You might command the creature to accompany you on
an adventure, to guard a location, or to deliver a message. The
creature obeys the letter of your instructions, but if the
creature is hostile to you, it strives to twist your words to
achieve its own objectives. If the creature carries out your
instructions completely before the spell ends, it travels to you
to report this fact if you are on the same plane of existence.
If you are on a different plane of existence, it returns to the
place where you bound it and remains there until the spell ends.
At Higher
Levels. When you cast this spell using a
spell slot of a higher level, the duration increases to 10 days
with a 6th-level slot, to 30 days with a 7th-level slot, to 180
days with an 8th-level slot, and to a year and a day with a
9th-level spell slot.
Plane Shift
7th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a
forked, metal rod worth at least 250 gp, attuned to a particular
plane of existence)
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle
are transported to a different plane of existence. You can
specify a target destination in general terms, such as the City
of Brass on the Elemental Plane of Fire or the palace of
Dispater on the second level of the Nine Hells, and you appear
in or near that destination. If you are trying to reach the City
of Brass, for example, you might arrive in its Street of Steel,
before its Gate of Ashes, or looking at the city from across the
Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation
circle on another plane of existence, this spell can take you to
that circle. If the teleportation circle is too small to hold
all the creatures you transported, they appear in the closest
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to
another plane. Choose a creature within your reach and make a
melee spell attack against it. On a hit, the creature must make
a Charisma saving throw. If the creature fails this save, it is
transported to a random location on the plane of existence you
specify. A creature so transported must find its own way back to
your current plane of existence.
Plant Growth
3rd-level transmutation
Casting Time: 1 action or 8
hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific area.
There are two possible uses for the spell, granting either
immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within
range. All normal plants in a 100-foot radius centered on that
point become thick and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s
area from being affected.
If you cast this spell over 8 hours, you enrich the land. All
plants in a half-mile radius centered on a point within range
become enriched for 1 year. The plants yield twice the normal
amount of food when harvested.
Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range
and project a puff of noxious gas from your palm. The creature
must succeed on a Constitution saving throw or take 1d12 poison
damage.
This spell’s damage increases by 1d12 when you reach 5th level
(2d12), 11th level (3d12), and 17th level (4d12).
Polymorph
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a
caterpillar cocoon)
Duration: Concentration, up
to 1 hour
This spell transforms a creature that you can see within range
into a new form. An unwilling creature must make a Wisdom saving
throw to avoid the effect. The spell has no effect on a
shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target
drops to 0 hit points or dies. The new form can be any beast
whose challenge rating is equal to or less than the target’s (or
the target’s level, if it doesn’t have a challenge rating). The
target’s game statistics, including mental ability scores, are
replaced by the statistics of the chosen beast. It retains its
alignment and personality.
The target assumes the hit points of its new form. When it
reverts to its normal form, the creature returns to the number
of hit points it had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess damage carries
over to its normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it isn’t
knocked unconscious.
The creature is limited in the actions it can perform by the
nature of its new form, and it can’t speak, cast spells, or take
any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its
equipment.
Power Word Kill
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can
see within range to die instantly. If the creature you choose
has 100 hit points or fewer, it dies. Otherwise, the spell has
no effect.
Power Word Stun
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one
creature you can see within range, leaving it dumbfounded. If
the target has 150 hit points or fewer, it is stunned.
Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw at the
end of each of its turns. On a successful save, this stunning
effect ends.
Prayer of Healing
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range
each regain hit points equal to 2d8 + your spellcasting ability
modifier. This spell has no effect on undead or constructs.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the healing increases by 1d8
for each slot level above 2nd.
Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use
for practice. You create one of the following magical effects
within Range:
You create an instantaneous, harmless sensory effect, such
as a shower of sparks, a puff of wind, faint musical notes,
or an odd odor.
You instantaneously light or snuff out a candle, a torch, or
a small campfire.
You instantaneously clean or soil an object no larger than 1
cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving
material for 1 hour.
You make a color, a small mark, or a symbol appear on an
object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that
can fit in your hand and that lasts until the end of your
next turn.
If you cast this spell multiple times, you can have up to three
of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.
Prismatic Spray
7th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray
is a different color and has a different power and purpose. Each
creature in a 60-foot cone must make a Dexterity saving throw.
For each target, roll a d8 to determine which color ray affects
it.
Red.
The target takes 10d6 fire damage on a failed save, or half
as much damage on a successful one.
Orange.
The target takes 10d6 acid damage on a failed save, or half
as much damage on a successful one.
Yellow.
The target takes 10d6 lightning damage on a failed save, or
half as much damage on a successful one.
Green.
The target takes 10d6 poison damage on a failed save, or
half as much damage on a successful one.
Blue.
The target takes 10d6 cold damage on a failed save, or half
as much damage on a successful one.
Indigo.
On a failed save, the target is restrained. It must then
make a Constitution saving throw at the end of each of its
turns. If it successfully saves three times, the spell ends.
If it fails its save three times, it permanently turns to
stone and is subjected to the petrified condition. The
successes and failures don’t need to be consecutive; keep
track of both until the target collects three of a kind.
Violet.
On a failed save, the target is blinded. It must then make a
Wisdom saving throw at the start of your next turn. A
successful save ends the blindness. If it fails that save,
the creature is transported to another plane of existence of
the GM’s choosing and is no longer blinded. (Typically, a
creature that is on a plane that isn’t its home plane is
banished home, while other creatures are usually cast into
the Astral or Ethereal planes.)
Special.
The target is struck by two rays. Roll twice more, rerolling
any 8.
Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
The spell no longer refers to a rod of cancellation, and the
text clarifies that dispel magic works only against the violet
layer.
A shimmering, multicolored plane of light forms a vertical
opaque wall-up to 90 feet long, 30 feet high, and 1 inch
thick-centered on a point you can see within range.
Alternatively, you can shape the wall into a sphere up to 30
feet in diameter centered on a point you choose within range.
The wall remains in place for the duration. If you position the
wall so that it passes through a space occupied by a creature,
the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim
light for an additional 100 feet. You and creatures you
designate at the time you cast the spell can pass through and
remain near the wall without harm. If another creature that can
see the wall moves to within 20 feet of it or starts its turn
there, the creature must succeed on a Constitution saving throw
or become blinded for 1 minute.
The wall consists of seven layers, each with a different color.
When a creature attempts to reach into or pass through the wall,
it does so one layer at a time through all the wall’s layers. As
it passes or reaches through each layer, the creature must make
a Dexterity saving throw or be affected by that layer’s
properties as described below.
The wall can be destroyed, also one layer at a time, in order
from red to violet, by means specific to each layer. Once a
layer is destroyed, it remains so for the duration of the spell.
An antimagic field has no effect on it.
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.
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.
Yellow.
The creature takes 10d6 lightning damage on a failed save,
or half as much damage on a successful one. This layer can
be destroyed by dealing at least 60 force damage to it.
Green.
The creature takes 10d6 poison damage on a failed save, or
half as much damage on a successful one. A
passwall spell, or another spell of
equal or greater level that can open a portal on a solid
surface, destroys this layer.
Blue.
The creature takes 10d6 cold damage on a failed save, or
half as much damage on a successful one. This layer can be
destroyed by dealing at least 25 fire damage to it.
Indigo.
On a failed save, the creature is restrained. It must then
make a Constitution saving throw at the end of each of its
turns. If it successfully saves three times, the spell ends.
If it fails its save three times, it permanently turns to
stone and is subjected to the petrified condition. The
successes and failures don’t need to be consecutive; keep
track of both until the creature collects three of a kind.
While this layer is in place, spells can’t be cast through
the wall. The layer is destroyed by bright light shed by a
daylight spell or a similar spell of
equal or higher level.
Violet.
On a failed save, the creature is blinded. It must then make
a Wisdom saving throw at the start of your next turn. A
successful save ends the blindness. If it fails that save,
the creature is transported to another plane of the GM’s
choosing and is no longer blinded. (Typically, a creature
that is on a plane that isn’t its home plane is banished
home, while other creatures are usually cast into the Astral
or Ethereal planes.) This layer is destroyed by a
dispel magic spell or a similar spell
of equal or higher level that can end spells and magical
effects.
Private Sanctum
4th-level abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin
sheet of lead, a piece of opaque glass, a wad of cotton or
cloth, and powdered chrysolite)
Duration: 24 hours
You make an area within range magically secure. The area is a
cube that can be as small as 5 feet to as large as 100 feet on
each side. The spell lasts for the duration or until you use an
action to dismiss it.
When you cast the spell, you decide what sort of security the
spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy,
preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the
protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination
spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area. Casting
this spell on the same spot every day for a year makes this
effect permanent.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, you can increase the size of
the cube by 100 feet for each slot level beyond 4th. Thus you
could protect a cube that can be up to 200 feet on one side by
using a spell slot of 5th level.
Produce Flame
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there
for the duration and harms neither you nor your equipment. The
flame sheds bright light in a 10-foot radius and dim light for
an additional 10 feet. The spell ends if you dismiss it as an
action or if you cast it again.
You can also attack with the flame, although doing so ends the
spell. When you cast this spell, or as an action on a later
turn, you can hurl the flame at a creature within 30 feet of
you. Make a ranged spell attack. On a hit, the target takes 1d8
fire damage.
This spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Programmed Illusion
6th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of
fleece and jade dust worth at least 25 gp)
Duration: Until dispelled
You create an illusion of an object, a creature, or some other
visible phenomenon within range that activates when a specific
condition occurs. The illusion is imperceptible until then. It
must be no larger than a 30-foot cube, and you decide when you
cast the spell how the illusion behaves and what sounds it
makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into
existence and performs in the manner you described. Once the
illusion finishes performing, it disappears and remains dormant
for 10 minutes. After this time, the illusion can be activated
again.
The triggering condition can be as general or as detailed as you
like, though it must be based on visual or audible conditions
that occur within 30 feet of the area. For example, you could
create an illusion of yourself to appear and warn off others who
attempt to open a trapped door, or you could set the illusion to
trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it is an
illusion with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the illusion
for what it is, the creature can see through the image, and any
noise it makes sounds hollow to the creature.
Project Image
7th-level illusion
Casting Time: 1 action
Range: 500 miles
Components: V, S, M (a small
replica of you made from materials worth at least 5 gp)
Duration: Concentration, up
to 1 day
You create an illusory copy of yourself that lasts for the
duration. The copy can appear at any location within range that
you have seen before, regardless of intervening obstacles. The
illusion looks and sounds like you but is intangible. If the
illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your
speed, and make it gesture, speak, and behave in whatever way
you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you
were in its space. On your turn as a bonus action, you can
switch from using its senses to using your own, or back again.
While you are using its senses, you are blinded and deafened in
regard to your own surroundings.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A
creature that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see
through the image, and any noise it makes sounds hollow to the
creature.
Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up
to 1 hour
For the duration, the willing creature you touch has resistance
to one damage type of your choice: acid, cold, fire, lightning,
or thunder.
Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy
water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to
10 minutes
Until the spell ends, one willing creature you touch is
protected against certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target
also can’t be charmed, frightened, or possessed by them. If the
target is already charmed, frightened, or possessed by such a
creature, the target has advantage on any new saving throw
against the relevant effect.
Protection from Poison
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the
poison. If more than one poison afflicts the target, you
neutralize one poison that you know is present, or you
neutralize one at random.
For the duration, the target has advantage on saving throws
against being poisoned, and it has resistance to poison damage.
Purify Food and Drink
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot radius sphere
centered on a point of your choice within range is purified and
rendered free of poison and disease.
Spells (R)
Raise Dead
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a
diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life, provided that it
has been dead no longer than 10 days. If the creature’s soul is
both willing and at liberty to rejoin the body, the creature
returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical
diseases that affected the creature at the time it died. This
spell doesn’t, however, remove magical diseases, curses, or
similar effects; if these aren’t first removed prior to casting
the spell, they take effect when the creature returns to life.
The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore
missing body parts. If the creature is lacking body parts or
organs integral for its survival-its head, for instance-the
spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is
reduced by 1 until it disappears.
Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 1 minute
A black beam of enervating energy springs from your finger
toward a creature within range. Make a ranged spell attack
against the target. On a hit, the target deals only half damage
with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a
Constitution saving throw against the spell. On a success, the
spell ends.
Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On
a hit, it takes 1d8 cold damage, and its speed is reduced by 10
feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Regenerate
7th-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer
wheel and holy water)
Duration: 1 hour
You touch a creature and stimulate its natural healing ability.
The target regains 4d8 + 15 hit points. For the duration of the
spell, the target regains 1 hit point at the start of each of
its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so
on), if any, are restored after 2 minutes. If you have the
severed part and hold it to the stump, the spell instantaneously
causes the limb to knit to the stump.
Reincarnate
5th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare
oils and unguents worth at least 1,000 gp, which the spell
consumes)
Duration: Instantaneous
You touch a dead humanoid or a piece of a dead humanoid.
Provided that the creature has been dead no longer than 10 days,
the spell forms a new adult body for it and then calls the soul
to enter that body.
If the target’s soul isn’t free or willing to do so, the spell
fails.
The magic fashions a new body for the creature to inhabit, which
likely causes the creature’s race to change. The GM rolls a d100
and consults the following table to determine what form the
creature takes when restored to life, or the GM chooses a form.
Table- Reincarnate Race
d100
Race
01-04
Dragonborn
05-13
Dwarf, hill
14-21
Dwarf, mountain
22-25
Elf, dark
26-34
Elf, high
35-42
Elf, wood
43-46
Gnome, forest
47-52
Gnome, rock
53-56
Half-elf
57-60
Half-orc
61-68
Halfling, lightfoot
69-76
Halfling, stout
77-96
Human
97-00
Tiefling
The reincarnated creature recalls its former life and
experiences. It retains the capabilities it had in its original
form, except it exchanges its original race for the new one and
changes its racial traits accordingly.
Remove Curse
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end.
If the object is a cursed magic item, its curse remains, but the
spell breaks its owner’s attunement to the object so it can be
removed or discarded.
Resilient Sphere
4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a
hemispherical piece of clear crystal and a matching
hemispherical piece of gum arabic)
Duration: Concentration, up
to 1 minute
A sphere of shimmering force encloses a creature or object of
Large size or smaller within range. An unwilling creature must
make a Dexterity saving throw. On a failed save, the creature is
enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects-can
pass through the barrier, in or out, though a creature in the
sphere can breathe there. The sphere is immune to all damage,
and a creature or object inside can’t be damaged by attacks or
effects originating from outside, nor can a creature inside the
sphere damage anything outside it.
The sphere is weightless and just large enough to contain the
creature or object inside. An enclosed creature can use its
action to push against the sphere’s walls and thus roll the
sphere at up to half the creature’s speed. Similarly, the globe
can be picked up and moved by other creatures.
A disintegrate spell targeting the globe
destroys it without harming anything inside it.
Resistance
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a
miniature cloak)
Duration: Concentration, up
to 1 minute
You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one saving
throw of its choice. It can roll the die before or after making
the saving throw. The spell then ends.
Resurrection
7th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a
diamond worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a dead creature that has been dead for no more than a
century, that didn’t die of old age, and that isn’t undead. If
its soul is free and willing, the target returns to life with
all its hit points.
This spell neutralizes any poisons and cures normal diseases
afflicting the creature when it died. It doesn’t, however,
remove magical diseases, curses, and the like; if such effects
aren’t removed prior to casting the spell, they afflict the
target on its return to life.
This spell closes all mortal wounds and restores any missing
body parts.
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is
reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been
dead for one year or longer taxes you greatly. Until you finish
a long rest, you can’t cast spells again, and you have
disadvantage on all attack rolls, ability checks, and saving
throws.
Reverse Gravity
7th-level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a
lodestone and iron filings)
Duration: Concentration, up
to 1 minute
This spell reverses gravity in a 50-foot radius, 100-foot high
cylinder centered on a point within range. All creatures and
objects that aren’t somehow anchored to the ground in the area
fall upward and reach the top of the area when you cast this
spell. A creature can make a Dexterity saving throw to grab onto
a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this
fall, falling objects and creatures strike it just as they would
during a normal downward fall. If an object or creature reaches
the top of the area without striking anything, it remains there,
oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall
back down.
Revivify
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds
worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That
creature returns to life with 1 hit point. This spell can’t
return to life a creature that has died of old age, nor can it
restore any missing body parts.
Rope Trick
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered
corn extract and a twisted loop of parchment)
Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end
of the rope then rises into the air until the whole rope hangs
perpendicular to the ground. At the upper end of the rope, an
invisible entrance opens to an extradimensional space that lasts
until the spell ends.
The extradimensional space can be reached by climbing to the top
of the rope. The space can hold as many as eight Medium or
smaller creatures. The rope can be pulled into the space, making
the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out
of the extradimensional space, but those inside can see out of
it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the
spell ends.
Spells (S)
Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see
within range. The target must succeed on a Dexterity saving
throw or take 1d8 radiant damage. The target gains no benefit
from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Sanctuary
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small
silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell
ends, any creature who targets the warded creature with an
attack or a harmful spell must first make a Wisdom saving throw.
On a failed save, the creature must choose a new target or lose
the attack or spell. This spell doesn’t protect the warded
creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that
affects an enemy, or deals damage to another creature, this
spell ends.
Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within
range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target
takes 2d6 fire damage.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional ray
for each slot level above 2nd.
Scrying
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus
worth at least 1,000 gp, such as a crystal ball, a silver
mirror, or a font filled with holy water)
Duration: Concentration, up
to 10 minutes
You can see and hear a particular creature you choose that is on
the same plane of existence as you. The target must make a
Wisdom saving throw, which is modified by how well you know the
target and the sort of physical connection you have to it. If a
target knows you’re casting this spell, it can fail the saving
throw voluntarily if it wants to be observed.
Table- Scrying Save Modifier
Knowledge
Save Modifier
Secondhand (you have heard of the target)
+5
Firsthand (you have met the target)
+0
Familiar (you know the target well)
-5
Connection
Save Modifier
Likeness or picture
-2
Possession or garment
-4
Body part, lock of hair, bit of nail, or the like
-10
On a successful save, the target isn’t affected, and you can’t
use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within
10 feet of the target. You can see and hear through the sensor
as if you were there. The sensor moves with the target,
remaining within 10 feet of it for the duration. A creature that
can see invisible objects sees the sensor as a luminous orb
about the size of your fist.
Instead of targeting a creature, you can choose a location you
have seen before as the target of this spell. When you do, the
sensor appears at that location and doesn’t move.
Secret Chest
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (an
exquisite chest, 3 feet by 2 feet by 2 feet, constructed from
rare materials worth at least 5,000 gp, and a Tiny replica made
from the same materials worth at least 50 gp)
Duration: Instantaneous
You hide a chest, and all its contents, on the Ethereal Plane.
You must touch the chest and the miniature replica that serves
as a material component for the spell. The chest can contain up
to 12 cubic feet of nonliving material (3 feet by 2 feet by 2
feet).
While the chest remains on the Ethereal Plane, you can use an
action and touch the replica to recall the chest. It appears in
an unoccupied space on the ground within 5 feet of you. You can
send the chest back to the Ethereal Plane by using an action and
touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day
that the spell’s effect ends. This effect ends if you cast this
spell again, if the smaller replica chest is destroyed, or if
you choose to end the spell as an action. If the spell ends and
the larger chest is on the Ethereal Plane, it is irretrievably
lost.
See Invisibility
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch
of talc and a small sprinkling of powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if
they were visible, and you can see into the Ethereal Plane.
Ethereal creatures and objects appear ghostly and translucent.
Seeming
5th-level illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
This spell allows you to change the appearance of any number of
creatures that you can see within range. You give each target
you choose a new, illusory appearance. An unwilling target can
make a Charisma saving throw, and if it succeeds, it is
unaffected by this spell.
The spell disguises physical appearance as well as clothing,
armor, weapons, and equipment. You can make each creature seem 1
foot shorter or taller and appear thin, fat, or in between. You
can’t change a target’s body type, so you must choose a form
that has the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The spell lasts for the
duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to a
creature’s outfit, objects pass through the hat, and anyone who
touches it would feel nothing or would feel the creature’s head
and hair. If you use this spell to appear thinner than you are,
the hand of someone who reaches out to touch you would bump into
you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an
Intelligence (Investigation) check against your spell save DC.
If it succeeds, it becomes aware that the target is disguised.
Sending
3rd-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short
piece of fine copper wire)
Duration: 1 round
You send a short message of twenty-five words or less to a
creature with which you are familiar. The creature hears the
message in its mind, recognizes you as the sender if it knows
you, and can answer in a like manner immediately. The spell
enables creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
You can send the message across any distance and even to other
planes of existence, but if the target is on a different plane
than you, there is a 5 percent chance that the message doesn’t
arrive.
Sequester
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a powder
composed of diamond, emerald, ruby, and sapphire dust worth at
least 5,000 gp, which the spell consumes)
Duration: Until dispelled
By means of this spell, a willing creature or an object can be
hidden away, safe from detection for the duration. When you cast
the spell and touch the target, it becomes invisible and can’t
be targeted by divination spells or perceived through scrying
sensors created by divination spells.
If the target is a creature, it falls into a state of suspended
animation. Time ceases to flow for it, and it doesn’t grow
older.
You can set a condition for the spell to end early. The
condition can be anything you choose, but it must occur or be
visible within 1 mile of the target. Examples include
after 1,000 years
or when the tarrasque
awakens.
This spell also ends if the target takes any
damage.
Shapechange
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a jade
circlet worth at least 1,500 gp, which you must place on your
head before you cast the spell)
Duration: Concentration, up
to 1 hour
You assume the form of a different creature for the duration.
The new form can be of any creature with a challenge rating
equal to your level or lower. The creature can’t be a construct
or an undead, and you must have seen the sort of creature at
least once. You transform into an average example of that
creature, one without any class levels or the Spellcasting
trait.
Your game statistics are replaced by the statistics of the
chosen creature, though you retain your alignment and
Intelligence, Wisdom, and Charisma scores. You also retain all
of your skill and saving throw proficiencies, in addition to
gaining those of the creature. If the creature has the same
proficiency as you and the bonus listed in its statistics is
higher than yours, use the creature’s bonus in place of yours.
You can’t use any legendary actions or lair actions of the new
form.
You assume the hit points and Hit Dice of the new form. When you
revert to your normal form, you return to the number of hit
points you had before you transformed. If you revert as a result
of dropping to 0 hit points, any excess damage carries over to
your normal form. As long as the excess damage doesn’t reduce
your normal form to 0 hit points, you aren’t knocked
unconscious.
You retain the benefit of any features from your class, race, or
other source and can use them, provided that your new form is
physically capable of doing so. You can’t use any special senses
you have (for example, darkvision) unless your new form also has
that sense. You can only speak if the creature can normally
speak.
When you transform, you choose whether your equipment falls to
the ground, merges into the new form, or is worn by it. Worn
equipment functions as normal. The GM determines whether it is
practical for the new form to wear a piece of equipment, based
on the creature’s shape and size. Your equipment doesn’t change
shape or size to match the new form, and any equipment that the
new form can’t wear must either fall to the ground or merge into
your new form. Equipment that merges has no effect in that
state.
During this spell’s duration, you can use your action to assume
a different form following the same restrictions and rules for
the original form, with one exception: if your new form has more
hit points than your current one, your hit points remain at
their current value.
Shatter
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip
of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a
point of your choice within range. Each creature in a 10-foot
radius sphere centered on that point must make a Constitution
saving throw. A creature takes 3d8 thunder damage on a failed
save, or half as much damage on a successful one. A creature
made of inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes
the damage if it’s in the spell’s area.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d8
for each slot level above 2nd.
Shield
1st-level abjuration
Casting Time: 1 reaction,
which you take when you are hit by an attack or targeted by the
magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you.
Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage
from magic missile.
Shield of Faith
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small
parchment with a bit of holy text written on it)
Duration: Concentration, up
to 10 minutes
A shimmering field appears and surrounds a creature of your
choice within range, granting it a +2 bonus to AC for the
duration.
Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M
(mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued
with nature’s power. For the duration, you can use your
spellcasting ability instead of Strength for the attack and
damage rolls of melee attacks using that weapon, and the
weapon’s damage die becomes a d8. The weapon also becomes
magical, if it isn’t already. The spell ends if you cast it
again or if you let go of the weapon.
Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a
creature you try to touch. Make a melee spell attack against the
target. You have advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target takes 1d8
lightning damage, and it can’t take reactions until the start of
its next turn.
The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
For the duration, no sound can be created within or pass through
a 20-foot radius sphere centered on a point you choose within
range. Any creature or object entirely inside the sphere is
immune to thunder damage, and creatures are deafened while
entirely inside it. Casting a spell that includes a verbal
component is impossible there.
Silent Image
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of
fleece)
Duration: Concentration, up
to 10 minutes
You create the image of an object, a creature, or some other
visible phenomenon that is no larger than a 15-foot cube. The
image appears at a spot within range and lasts for the duration.
The image is purely visual; it isn’t accompanied by sound,
smell, or other sensory effects.
You can use your action to cause the image to move to any spot
within range. As the image changes location, you can alter its
appearance so that its movements appear natural for the image.
For example, if you create an image of a creature and move it,
you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it is an
illusion with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the illusion
for what it is, the creature can see through the image.
Simulacrum
7th-level illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or
ice in quantities sufficient to made a life-size copy of the
duplicated creature; some hair, fingernail clippings, or other
piece of that creature’s body placed inside the snow or ice; and
powdered ruby worth 1,500 gp, sprinkled over the duplicate and
consumed by the spell)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is
within range for the entire casting time of the spell. The
duplicate is a creature, partially real and formed from ice or
snow, and it can take actions and otherwise be affected as a
normal creature. It appears to be the same as the original, but
it has half the creature’s hit point maximum and is formed
without any equipment. Otherwise, the illusion uses all the
statistics of the creature it duplicates, except that it is a
construct.
The simulacrum is friendly to you and creatures you designate.
It obeys your spoken commands, moving and acting in accordance
with your wishes and acting on your turn in combat. The
simulacrum lacks the ability to learn or become more powerful,
so it never increases its level or other abilities, nor can it
regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical
laboratory, using rare herbs and minerals worth 100 gp per hit
point it regains. The simulacrum lasts until it drops to 0 hit
points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates
you created with this spell are instantly destroyed.
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch
of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the
total is how many hit points of creatures this spell can affect.
Creatures within 20 feet of a point you choose within range are
affected in ascending order of their current hit points
(ignoring unconscious creatures).
Starting with the creature that has the lowest current hit
points, each creature affected by this spell falls unconscious
until the spell ends, the sleeper takes damage, or someone uses
an action to shake or slap the sleeper awake. Subtract each
creature’s hit points from the total before moving on to the
creature with the next lowest hit points. A creature’s hit
points must be equal to or less than the remaining total for
that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by
this spell.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8 for
each slot level above 1st.
Sleet Storm
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch
of dust and a few drops of water)
Duration: Concentration, up
to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot
tall cylinder with a 40-foot radius centered on a point you
choose within range. The area is heavily obscured, and exposed
flames in the area are doused.
The ground in the area is covered with slick ice, making it
difficult terrain. When a creature enters the spell’s area for
the first time on a turn or starts its turn there, it must make
a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell’s area and is
concentrating on a spell, the creature must make a successful
Constitution saving throw against your spell save DC or lose
concentration.
Slow
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop
of molasses)
Duration: Concentration, up
to 1 minute
You alter time around up to six creatures of your choice in a
40-foot cube within range. Each target must succeed on a Wisdom
saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a -2 penalty to
AC and Dexterity saving throws, and it can’t use reactions. On
its turn, it can use either an action or a bonus action, not
both. Regardless of the creature’s abilities or magic items, it
can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of
1 action, roll a d20. On an 11 or higher, the spell doesn’t take
effect until the creature’s next turn, and the creature must use
its action on that turn to complete the spell. If it can’t, the
spell is wasted.
A creature affected by this spell makes another Wisdom saving
throw at the end of each of its turns. On a successful save, the
effect ends for it.
Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or
constructs.
Speak with Animals
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with
beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts
can give you information about nearby locations and monsters,
including whatever they can perceive or have perceived within
the past day. You might be able to persuade a beast to perform a
small favor for you, at the GM’s discretion.
Speak with Dead
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning
incense)
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of
your choice within range, allowing it to answer the questions
you pose. The corpse must still have a mouth and can’t be
undead. The spell fails if the corpse was the target of this
spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five
questions. The corpse knows only what it knew in life, including
the languages it knew. Answers are usually brief, cryptic, or
repetitive, and the corpse is under no compulsion to offer a
truthful answer if you are hostile to it or it recognizes you as
an enemy. This spell doesn’t return the creature’s soul to its
body, only its animating spirit. Thus, the corpse can’t learn
new information, doesn’t comprehend anything that has happened
since it died, and can’t speculate about future events.
Speak with Plants
3rd-level transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience
and animation, giving them the ability to communicate with you
and follow your simple commands. You can question plants about
events in the spell’s area within the past day, gaining
information about creatures that have passed, weather, and other
circumstances.
You can also turn difficult terrain caused by plant growth (such
as thickets and undergrowth) into ordinary terrain that lasts
for the duration. Or you can turn ordinary terrain where plants
are present into difficult terrain that lasts for the duration,
causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at
the GM’s discretion. The spell doesn’t enable plants to uproot
themselves and move about, but they can freely move branches,
tendrils, and stalks.
If a plant creature is in the area, you can communicate with it
as if you shared a common language, but you gain no magical
ability to influence it.
This spell can cause the plants created by the
entangle spell to release a restrained
creature.
Spider Climb
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop
of bitumen and a spider)
Duration: Concentration, up
to 1 hour
Until the spell ends, one willing creature you touch gains the
ability to move up, down, and across vertical surfaces and
upside down along ceilings, while leaving its hands free. The
target also gains a climbing speed equal to its walking speed.
Spike Growth
2nd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven
sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up
to 10 minutes
The ground in a 20-foot radius centered on a point within range
twists and sprouts hard spikes and thorns. The area becomes
difficult terrain for the duration. When a creature moves into
or within the area, it takes 2d4 piercing damage for every 5
feet it travels.
The transformation of the ground is camouflaged to look natural.
Any creature that can’t see the area at the time the spell is
cast must make a Wisdom (Perception) check against your spell
save DC to recognize the terrain as hazardous before entering
it.
Spirit Guardians
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy
symbol)
Duration: Concentration, up
to 10 minutes
You call forth spirits to protect you. They flit around you to a
distance of 15 feet for the duration. If you are good or
neutral, their spectral form appears angelic or fey (your
choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of
creatures you can see to be unaffected by it. An affected
creature’s speed is halved in the area, and when the creature
enters the area for the first time on a turn or starts its turn
there, it must make a Wisdom saving throw. On a failed save, the
creature takes 3d8 radiant damage (if you are good or neutral)
or 3d8 necrotic damage (if you are evil). On a successful save,
the creature takes half as much damage.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d8
for each slot level above 3rd.
Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts
for the duration or until you cast this spell again. When you
cast the spell, you can make a melee spell attack against a
creature within 5 feet of the weapon. On a hit, the target takes
force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20
feet and repeat the attack against a creature within 5 feet of
it.
The weapon can take whatever form you choose. Clerics of deities
who are associated with a particular weapon (as St. Cuthbert is
known for his mace and Thor for his hammer) make this spell’s
effect resemble that weapon.
At Higher
Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d8
for every two slot levels above 2nd.
Stinking Cloud
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a rotten
egg or several skunk cabbage leaves)
Duration: Concentration, up
to 1 minute
You create a 20-foot radius sphere of yellow, nauseating gas
centered on a point within range. The cloud spreads around
corners, and its area is heavily obscured. The cloud lingers in
the air for the duration.
Each creature that is completely within the cloud at the start
of its turn must make a Constitution saving throw against
poison. On a failed save, the creature spends its action that
turn retching and reeling. Creatures that don’t need to breathe
or are immune to poison automatically succeed on this saving
throw.
A moderate wind (at least 10 miles per hour) disperses the cloud
after 4 rounds. A strong wind (at least 20 miles per hour)
disperses it after 1 round.
Stone Shape
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (soft
clay, which must be worked into roughly the desired shape of the
stone object)
Duration: Instantaneous
You touch a stone object of Medium size or smaller or a section
of stone no more than 5 feet in any dimension and form it into
any shape that suits your purpose. So, for example, you could
shape a large rock into a weapon, idol, or coffer, or make a
small passage through a wall, as long as the wall is less than 5
feet thick. You could also shape a stone door or its frame to
seal the door shut. The object you create can have up to two
hinges and a latch, but finer mechanical detail isn’t possible.
Stoneskin
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond
dust worth 100 gp, which the spell consumes)
Duration: Concentration, up
to 1 hour
This spell turns the flesh of a willing creature you touch as
hard as stone. Until the spell ends, the target has resistance
to nonmagical bludgeoning, piercing, and slashing damage.
Storm of Vengeance
9th-level conjuration
Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up
to 1 minute
A churning storm cloud forms, centered on a point you can see
and spreading to a radius of 360 feet. Lightning flashes in the
area, thunder booms, and strong winds roar. Each creature under
the cloud (no more than 5,000 feet beneath the cloud) when it
appears must make a Constitution saving throw. On a failed save,
a creature takes 2d6 thunder damage and becomes deafened for 5
minutes.
Each round you maintain concentration on this spell, the storm
produces different effects on your turn.
Round 2.
Acidic rain falls from the cloud. Each creature and object under
the cloud takes 1d6 acid damage.
Round 3.
You call six bolts of lightning from the cloud to strike six
creatures or objects of your choice beneath the cloud. A given
creature or object can’t be struck by more than one bolt. A
struck creature must make a Dexterity saving throw. The creature
takes 10d6 lightning damage on a failed save, or half as much
damage on a successful one.
Round 4.
Hailstones rain down from the cloud. Each creature under the
cloud takes 2d6 bludgeoning damage.
Round
5-10. Gusts and freezing rain assail the
area under the cloud. The area becomes difficult terrain and is
heavily obscured. Each creature there takes 1d6 cold damage.
Ranged weapon attacks in the area are impossible. The wind and
rain count as a severe distraction for the purposes of
maintaining concentration on spells. Finally, gusts of strong
wind (ranging from 20 to 50 miles per hour) automatically
disperse fog, mists, and similar phenomena in the area, whether
mundane or magical.
Suggestion
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s
tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up
to 8 hours
You suggest a course of activity (limited to a sentence or two)
and magically influence a creature you can see within range that
can hear and understand you. Creatures that can’t be charmed are
immune to this effect. The suggestion must be worded in such a
manner as to make the course of action sound reasonable. Asking
the creature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it
pursues the course of action you described to the best of its
ability. The suggested course of action can continue for the
entire duration. If the suggested activity can be completed in a
shorter time, the spell ends when the subject finishes what it
was asked to do.
You can also specify conditions that will trigger a special
activity during the duration. For example, you might suggest
that a knight give her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the
activity isn’t performed.
If you or any of your companions damage the target, the spell
ends.
Sunbeam
6th-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a
magnifying glass)
Duration: Concentration, up
to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot
wide, 60-foot long line. Each creature in the line must make a
Constitution saving throw. On a failed save, a creature takes
6d8 radiant damage and is blinded until your next turn. On a
successful save, it takes half as much damage and isn’t blinded
by this spell. Undead and oozes have disadvantage on this saving
throw.
You can create a new line of radiance as your action on any turn
until the spell ends.
For the duration, a mote of brilliant radiance shines in your
hand. It sheds bright light in a 30-foot radius and dim light
for an additional 30 feet. This light is sunlight.
Sunburst
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (fire and
a piece of sunstone)
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered on a
point you choose within range. Each creature in that light must
make a Constitution saving throw. On a failed save, a creature
takes 12d6 radiant damage and is blinded for 1 minute. On a
successful save, it takes half as much damage and isn’t blinded
by this spell. Undead and oozes have disadvantage on this saving
throw.
A creature blinded by this spell makes another Constitution
saving throw at the end of each of its turns. On a successful
save, it is no longer blinded.
This spell dispels any darkness in its area that was created by
a spell.
Symbol
7th-level abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (mercury,
phosphorus, and powdered diamond and opal with a total value of
at least 1,000 gp, which the spell consumes)
Duration: Until dispelled or
triggered
When you cast this spell, you inscribe a harmful glyph either on
a surface (such as a section of floor, a wall, or a table) or
within an object that can be closed to conceal the glyph (such
as a book, a scroll, or a treasure chest). If you choose a
surface, the glyph can cover an area of the surface no larger
than 10 feet in diameter. If you choose an object, that object
must remain in its place; if the object is moved more than 10
feet from where you cast this spell, the glyph is broken, and
the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For
glyphs inscribed on a surface, the most typical triggers include
touching or stepping on the glyph, removing another object
covering it, approaching within a certain distance of it, or
manipulating the object that holds it. For glyphs inscribed
within an object, the most common triggers are opening the
object, approaching within a certain distance of it, or seeing
or reading the glyph.
You can further refine the trigger so the spell is activated
only under certain circumstances or according to a creature’s
physical characteristics (such as height or weight), or physical
kind (for example, the ward could be set to affect hags or
shapechangers). You can also specify creatures that don’t
trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for
its effect. Once triggered, the glyph glows, filling a 60-foot
radius sphere with dim light for 10 minutes, after which time
the spell ends. Each creature in the sphere when the glyph
activates is targeted by its effect, as is a creature that
enters the sphere for the first time on a turn or ends its turn
there.
Death.
Each target must make a Constitution saving throw, taking 10d10
necrotic damage on a failed save, or half as much damage on a
successful save.
Discord.
Each target must make a Constitution saving throw. On a failed
save, a target bickers and argues with other creatures for 1
minute. During this time, it is incapable of meaningful
communication and has disadvantage on attack rolls and ability
checks.
Fear.
Each target must make a Wisdom saving throw and becomes
frightened for 1 minute on a failed save. While frightened, the
target drops whatever it is holding and must move at least 30
feet away from the glyph on each of its turns, if able.
Hopelessness.
Each target must make a Charisma saving throw. On a failed save,
the target is overwhelmed with despair for 1 minute. During this
time, it can’t attack or target any creature with harmful
abilities, spells, or other magical effects.
Insanity.
Each target must make an Intelligence saving throw. On a failed
save, the target is driven insane for 1 minute. An insane
creature can’t take actions, can’t understand what other
creatures say, can’t read, and speaks only in gibberish. The GM
controls its movement, which is erratic.
Pain.
Each target must make a Constitution saving throw and becomes
incapacitated with excruciating pain for 1 minute on a failed
save.
Sleep.
Each target must make a Wisdom saving throw and falls
unconscious for 10 minutes on a failed save. A creature awakens
if it takes damage or if someone uses an action to shake or slap
it awake.
Stunning.
Each target must make a Wisdom saving throw and becomes stunned
for 1 minute on a failed save.
Spells (T)
Telekinesis
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up
to 10 minutes
You gain the ability to move or manipulate creatures or objects
by thought. When you cast the spell, and as your action each
round for the duration, you can exert your will on one creature
or object that you can see within range, causing the appropriate
effect below. You can affect the same target round after round,
or choose a new one at any time. If you switch targets, the
prior target is no longer affected by the spell.
Creature.
You can try to move a Huge or smaller creature. Make an ability
check with your spellcasting ability contested by the creature’s
Strength check. If you win the contest, you move the creature up
to 30 feet in any direction, including upward but not beyond the
range of this spell. Until the end of your next turn, the
creature is restrained in your telekinetic grip. A creature
lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to
maintain your telekinetic grip on the creature by repeating the
contest.
Object.
You can try to move an object that weighs up to 1,000 pounds. If
the object isn’t being worn or carried, you automatically move
it up to 30 feet in any direction, but not beyond the range of
this spell.
If the object is worn or carried by a creature, you must make an
ability check with your spellcasting ability contested by that
creature’s Strength check. If you succeed, you pull the object
away from that creature and can move it up to 30 feet in any
direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic
grip, such as manipulating a simple tool, opening a door or a
container, stowing or retrieving an item from an open container,
or pouring the contents from a vial.
Telepathic Bond
5th-level divination (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (pieces
of eggshell from two different kinds of creatures)
Duration: 1 hour
You forge a telepathic link among up to eight willing creatures
of your choice within range, psychically linking each creature
to all the others for the duration. Creatures with Intelligence
scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically
through the bond whether or not they have a common language. The
communication is possible over any distance, though it can’t
extend to other planes of existence.
Teleport
7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range, or a
single object that you can see within range, to a destination
you select. If you target an object, it must be able to fit
entirely inside a 10-foot cube, and it can’t be held or carried
by an unwilling creature.
The destination you choose must be known to you, and it must be
on the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully.
The GM rolls d100 and consults the table.
Table- Teleport Familiarity
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
-
-
-
01-100
Associated object
-
-
-
01-100
Very familiar
01-05
06-13
14-24
25-100
Seen casually
01-33
34-43
44-53
54-100
Viewed once
01-43
44-53
54-73
74-100
Description
01-43
44-53
54-73
74-100
False destination
01-50
51-100
-
-
Familiarity.
Permanent circle
means a permanent teleportation
circle whose sigil sequence you know. Associated
object
means that you possess an object taken from the
desired destination within the last six months, such as a book
from a wizard’s library, bed linen from a royal suite, or a
chunk of marble from a lich’s secret tomb.
Very familiar
is a place you have been very
often, a place you have carefully studied, or a place you can
see when you cast the spell. Seen casually
is
someplace you have seen more than once but with which you aren’t
very familiar. Viewed once
is a place you have
seen once, possibly using magic. Description
is a
place whose location and appearance you know through someone
else’s description, perhaps from a map.
False destination
is a place that doesn’t exist.
Perhaps you tried to scry an enemy’s sanctum but instead viewed
an illusion, or you are attempting to teleport to a familiar
location that no longer exists.
On
Target. You and your group (or the target
object) appear where you want to.
Off
Target. You and your group (or the target
object) appear a random distance away from the destination in a
random direction. Distance off target is 1d10 × 1d10 percent of
the distance that was to be traveled. For example, if you tried
to travel 120 miles, landed off target, and rolled a 5 and 3 on
the two d10s, then you would be off target by 15 percent, or 18
miles. The GM determines the direction off target randomly by
rolling a d8 and designating 1 as north, 2 as northeast, 3 as
east, and so on around the points of the compass. If you were
teleporting to a coastal city and wound up 18 miles out at sea,
you could be in trouble.
Similar
Area. You and your group (or the target
object) wind up in a different area that’s visually or
thematically similar to the target area. If you are heading for
your home laboratory, for example, you might wind up in another
wizard’s laboratory or in an alchemical supply shop that has
many of the same tools and implements as your laboratory.
Generally, you appear in the closest similar place, but since
the spell has no range limit, you could conceivably wind up
anywhere on the plane.
Mishap.
The spell’s unpredictable magic results in a difficult journey.
Each teleporting creature (or the target object) takes 3d10
force damage, and the GM rerolls on the table to see where you
wind up (multiple mishaps can occur, dealing damage each time).
Teleportation Circle
5th-level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare chalks
and inks infused with precious gems with 50 gp, which the spell
consumes)
Duration: 1 round
As you cast the spell, you draw a 10-foot diameter circle on the
ground inscribed with sigils that link your location to a
permanent teleportation circle of your choice whose sigil
sequence you know and that is on the same plane of existence as
you. A shimmering portal opens within the circle you drew and
remains open until the end of your next turn. Any creature that
enters the portal instantly appears within 5 feet of the
destination circle or in the nearest unoccupied space if that
space is occupied.
Many major temples, guilds, and other important places have
permanent teleportation circles inscribed somewhere within their
confines. Each such circle includes a unique sigil sequence-a
string of magical runes arranged in a particular pattern. When
you first gain the ability to cast this spell, you learn the
sigil sequences for two destinations on the Material Plane,
determined by the GM. You can learn additional sigil sequences
during your adventures. You can commit a new sigil sequence to
memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this
spell in the same location every day for one year. You need not
use the circle to teleport when you cast the spell in this way.
Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power,
within range. You create one of the following magical effects
within Range:
Your voice booms up to three times as loud as normal for 1
minute.
You cause flames to flicker, brighten, dim, or change color
for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a
point of your choice within range, such as a rumble of
thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly
open or slam shut.
You alter the appearance of your eyes for 1 minute. If you
cast this spell multiple times, you can have up to three of
its 1-minute effects active at a time, and you can dismiss
such an effect as an action.
Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in
a 15-foot cube originating from you must make a Constitution
saving throw. On a failed save, a creature takes 2d8 thunder
damage and is pushed 10 feet away from you. On a successful
save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the
area of effect are automatically pushed 10 feet away from you by
the spell’s effect, and the spell emits a thunderous boom
audible out to 300 feet.
At Higher
Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8
for each slot level above 1st.
Time Stop
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No
time passes for other creatures, while you take 1d4 + 1 turns in
a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this
period, or any effects that you create during this period,
affects a creature other than you or an object being worn or
carried by someone other than you. In addition, the spell ends
if you move to a place more than 1,000 feet from the location
where you cast it.
Tiny Hut
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot radius
hemisphere)
Components: V, S, M (a small
crystal bead)
Duration: 8 hours
A 10-foot radius immobile dome of force springs into existence
around and above you and remains stationary for the duration.
The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome
with you. The spell fails if its area includes a larger creature
or more than nine creatures. Creatures and objects within the
dome when you cast this spell can move through it freely. All
other creatures and objects are barred from passing through it.
Spells and other magical effects can’t extend through the dome
or be cast through it. The atmosphere inside the space is
comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become
dimly lit or dark. The dome is opaque from the outside, of any
color you choose, but it is transparent from the inside.
Tongues
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small
clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to
understand any spoken language it hears. Moreover, when the
target speaks, any creature that knows at least one language and
can hear the target understands what it says.
Transport via Plants
6th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
This spell creates a magical link between a Large or larger
inanimate plant within range and another plant, at any distance,
on the same plane of existence. You must have seen or touched
the destination plant at least once before. For the duration,
any creature can step into the target plant and exit from the
destination plant by using 5 feet of movement.
Tree Stride
5th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 1 minute
You gain the ability to enter a tree and move from inside it to
inside another tree of the same kind within 500 feet. Both trees
must be living and at least the same size as you. You must use 5
feet of movement to enter a tree. You instantly know the
location of all other trees of the same kind within 500 feet
and, as part of the move used to enter the tree, can either pass
into one of those trees or step out of the tree you’re in. You
appear in a spot of your choice within 5 feet of the destination
tree, using another 5 feet of movement. If you have no movement
left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the
duration. You must end each turn outside a tree.
True Polymorph
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop
of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up
to 1 hour
Choose one creature or nonmagical object that you can see within
range. You transform the creature into a different creature, the
creature into a nonmagical object, or the object into a creature
(the object must be neither worn nor carried by another
creature). The transformation lasts for the duration, or until
the target drops to 0 hit points or dies. If you concentrate on
this spell for the full duration, the transformation lasts until
it is dispelled.
This spell has no effect on a shapechanger or a creature with 0
hit points. An unwilling creature can make a Wisdom saving
throw, and if it succeeds, it isn’t affected by this spell.
Creature into
Creature. If you turn a creature into
another kind of creature, the new form can be any kind you
choose whose challenge rating is equal to or less than the
target’s (or its level, if the target doesn’t have a challenge
rating). The target’s game statistics, including mental ability
scores, are replaced by the statistics of the new form. It
retains its alignment and personality.
The target assumes the hit points of its new form, and when it
reverts to its normal form, the creature returns to the number
of hit points it had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess damage carries
over to its normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it isn’t
knocked unconscious.
The creature is limited in the actions it can perform by the
nature of its new form, and it can’t speak, cast spells, or take
any other action that requires hands or speech, unless its new
form is capable of such actions.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its
equipment.
Object into
Creature. You can turn an object into any
kind of creature, as long as the creature’s size is no larger
than the object’s size and the creature’s challenge rating is 9
or lower. The creature is friendly to you and your companions.
It acts on each of your turns. You decide what action it takes
and how it moves. The GM has the creature’s statistics and
resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the
creature. It might remain friendly to you, depending on how you
have treated it.
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
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a
sprinkle of holy water and diamonds worth at least 25,000 gp,
which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200
years and that died for any reason except old age. If the
creature’s soul is free and willing, the creature is restored to
life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all
diseases, and lifts any curses affecting the creature when it
died. The spell replaces damaged or missing organs and limbs. If
the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer
exists, in which case you must speak the creature’s name. The
creature then appears in an unoccupied space you choose within
10 feet of you.
True Seeing
6th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an
ointment for the eyes that costs 25 gp; is made from mushroom
powder, saffron, and fat; and is consumed by the spell)
Duration: 1 hour
This spell gives the willing creature you touch the ability to
see things as they actually are. For the duration, the creature
has truesight, notices secret doors hidden by magic, and can see
into the Ethereal Plane, all out to a range of 120 feet.
True Strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up
to 1 round
You extend your hand and point a finger at a target in range.
Your magic grants you a brief insight into the target’s
defenses. On your next turn, you gain advantage on your first
attack roll against the target, provided that this spell hasn’t
ended.
Spells (U)
Unseen Servant
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece
of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium
force that performs simple tasks at your command until the spell
ends. The servant springs into existence in an unoccupied space
on the ground within range. It has AC 10, 1 hit point, and a
Strength of 2, and it can’t attack. If it drops to 0 hit points,
the spell ends.
Once on each of your turns as a bonus action, you can mentally
command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human
servant could do, such as fetching things, cleaning, mending,
folding clothes, lighting fires, serving food, and pouring wine.
Once you give the command, the servant performs the task to the
best of its ability until it completes the task, then waits for
your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.
Spells (V)
Vampiric Touch
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up
to 1 minute
The touch of your shadow-wreathed hand can siphon life force
from others to heal your wounds. Make a melee spell attack
against a creature within your reach. On a hit, the target takes
3d6 necrotic damage, and you regain hit points equal to half the
amount of necrotic damage dealt. Until the spell ends, you can
make the attack again on each of your turns as an action.
At Higher
Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d6
for each slot level above 3rd.
Vicious Mockery
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments
at a creature you can see within range. If the target can hear
you (though it need not understand you), it must succeed on a
Wisdom saving throw or take 1d4 psychic damage and have
disadvantage on the next attack roll it makes before the end of
its next turn.
This spell’s damage increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4).
Spells (W)
Wall of Fire
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small
piece of phosphorus)
Duration: Concentration, up
to 1 minute
You create a wall of fire on a solid surface within range. You
can make the wall up to 60 feet long, 20 feet high, and 1 foot
thick, or a ringed wall up to 20 feet in diameter, 20 feet high,
and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 5d8
fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell,
deals 5d8 fire damage to each creature that ends its turn within
10 feet of that side or inside the wall. A creature takes the
same damage when it enters the wall for the first time on a turn
or ends its turn there. The other side of the wall deals no
damage.
At Higher
Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by 1d8
for each slot level above 4th.
Wall of Force
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch
of powder made by crushing a clear gemstone)
Duration: Concentration, up
to 10 minutes
An invisible wall of force springs into existence at a point you
choose within range. The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It
can be free floating or resting on a solid surface. You can form
it into a hemispherical dome or a sphere with a radius of up to
10 feet, or you can shape a flat surface made up of ten
10-foot-by-10-foot panels. Each panel must be contiguous with
another panel. In any form, the wall is 1/4 inch thick. It lasts
for the duration. If the wall cuts through a creature’s space
when it appears, the creature is pushed to one side of the wall
(your choice which side).
Nothing can physically pass through the wall. It is immune to
all damage and can’t be dispelled by dispel
magic. A disintegrate spell
destroys the wall instantly, however. The wall also extends into
the Ethereal Plane, blocking ethereal travel through the wall.
Wall of Ice
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small
piece of quartz)
Duration: Concentration, up
to 10 minutes
You create a wall of ice on a solid surface within range. You
can form it into a hemispherical dome or a sphere with a radius
of up to 10 feet, or you can shape a flat surface made up of ten
10-foot square panels. Each panel must be contiguous with
another panel. In any form, the wall is 1 foot thick and lasts
for the duration.
If the wall cuts through a creature’s space when it appears, the
creature within its area is pushed to one side of the wall and
must make a Dexterity saving throw. On a failed save, the
creature takes 10d6 cold damage, or half as much damage on a
successful save.
The wall is an object that can be damaged and thus breached. It
has AC 12 and 30 hit points per 10-foot section, and it is
vulnerable to fire damage. Reducing a 10-foot section of wall to
0 hit points destroys it and leaves behind a sheet of frigid air
in the space the wall occupied. A creature moving through the
sheet of frigid air for the first time on a turn must make a
Constitution saving throw. That creature takes 5d6 cold damage
on a failed save, or half as much damage on a successful one.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage the wall deals
when it appears increases by 2d6, and the damage from passing
through the sheet of frigid air increases by 1d6, for each slot
level above 6th.
Wall of Stone
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small
block of granite)
Duration: Concentration, up
to 10 minutes
A nonmagical wall of solid stone springs into existence at a
point you choose within range. The wall is 6 inches thick and is
composed of ten 10-foot-by-10-foot panels. Each panel must be
contiguous with at least one other panel. Alternatively, you can
create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the
creature is pushed to one side of the wall (your choice). If a
creature would be surrounded on all sides by the wall (or the
wall and another solid surface), that creature can make a
Dexterity saving throw. On a success, it can use its reaction to
move up to its speed so that it is no longer enclosed by the
wall.
The wall can have any shape you desire, though it can’t occupy
the same space as a creature or object. The wall doesn’t need to
be vertical or rest on any firm foundation. It must, however,
merge with and be solidly supported by existing stone. Thus, you
can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can crudely
shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus
breached. Each panel has AC 15 and 30 hit points per inch of
thickness. Reducing a panel to 0 hit points destroys it and
might cause connected panels to collapse at the GM’s discretion.
If you maintain your concentration on this spell for its whole
duration, the wall becomes permanent and can’t be dispelled.
Otherwise, the wall disappears when the spell ends.
Wall of Thorns
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a
handful of thorns)
Duration: Concentration, up
to 10 minutes
You create a wall of tough, pliable, tangled brush bristling
with needle-sharp thorns. The wall appears within range on a
solid surface and lasts for the duration. You choose to make the
wall up to 60 feet long, 10 feet high, and 5 feet thick or a
circle that has a 20-foot diameter and is up to 20 feet high and
5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 7d8
piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and
painfully. For every 1 foot a creature moves through the wall,
it must spend 4 feet of movement. Furthermore, the first time a
creature enters the wall on a turn or ends its turn there, the
creature must make a Dexterity saving throw. It takes 7d8
slashing damage on a failed save, or half as much damage on a
successful one.
At Higher
Levels. When you cast this spell using a
spell slot of 7th level or higher, both types of damage increase
by 1d8 for each slot level above 6th.
Warding Bond
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair
of platinum rings worth at least 50 gp each, which you and the
target must wear for the duration)
Duration: 1 hour
This spell wards a willing creature you touch and creates a
mystic connection between you and the target until the spell
ends. While the target is within 60 feet of you, it gains a +1
bonus to AC and saving throws, and it has resistance to all
damage. Also, each time it takes damage, you take the same
amount of damage.
The spell ends if you drop to 0 hit points or if you and the
target become separated by more than 60 feet. It also ends if
the spell is cast again on either of the connected creatures.
You can also dismiss the spell as an action.
Water Breathing
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short
reed or piece of straw)
Duration: 24 hours
This spell grants up to ten willing creatures you can see within
range the ability to breathe underwater until the spell ends.
Affected creatures also retain their normal mode of respiration.
Water Walk
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece
of cork)
Duration: 1 hour
This spell grants the ability to move across any liquid
surface-such as water, acid, mud, snow, quicksand, or lava-as if
it were harmless solid ground (creatures crossing molten lava
can still take damage from the heat). Up to ten willing
creatures you can see within range gain this ability for the
duration.
If you target a creature submerged in a liquid, the spell
carries the target to the surface of the liquid at a rate of 60
feet per round.
Web
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of
spiderweb)
Duration: Concentration, up
to 1 hour
You conjure a mass of thick, sticky webbing at a point of your
choice within range. The webs fill a 20-foot cube from that
point for the duration. The webs are difficult terrain and
lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as
walls or trees) or layered across a floor, wall, or ceiling, the
conjured web collapses on itself, and the spell ends at the
start of your next turn. Webs layered over a flat surface have a
depth of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a
Dexterity saving throw. On a failed save, the creature is
restrained as long as it remains in the webs or until it breaks
free.
A creature restrained by the webs can use its action to make a
Strength check against your spell save DC. If it succeeds, it is
no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire
burns away in 1 round, dealing 2d4 fire damage to any creature
that starts its turn in the fire.
Weird
9th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up
to one minute
Drawing on the deepest fears of a group of creatures, you create
illusory creatures in their minds, visible only to them. Each
creature in a 30-foot radius sphere centered on a point of your
choice within range must make a Wisdom saving throw. On a failed
save, a creature becomes frightened for the duration. The
illusion calls on the creature’s deepest fears, manifesting its
worst nightmares as an implacable threat. At the end of each of
the frightened creature’s turns, it must succeed on a Wisdom
saving throw or take 4d10 psychic damage. On a successful save,
the spell ends for that creature.
Wind Walk
6th-level transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (fire and
holy water)
Duration: 8 hours
You and up to ten willing creatures you can see within range
assume a gaseous form for the duration, appearing as wisps of
cloud. While in this cloud form, a creature has a flying speed
of 300 feet and has resistance to damage from nonmagical
weapons. The only actions a creature can take in this form are
the Dash action or to revert to its normal form. Reverting takes
1 minute, during which time a creature is incapacitated and
can’t move. Until the spell ends, a creature can revert to cloud
form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends,
the creature descends 60 feet per round for 1 minute until it
lands, which it does safely. If it can’t land after 1 minute,
the creature falls the remaining distance.
Wind Wall
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny
fan and a feather of exotic origin)
Duration: Concentration, up
to 1 minute
A wall of strong wind rises from the ground at a point you
choose within range. You can make the wall up to 50 feet long,
15 feet high, and 1 foot thick. You can shape the wall in any
way you choose so long as it makes one continuous path along the
ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a
Strength saving throw. A creature takes 3d8 bludgeoning damage
on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small
or smaller flying creatures or objects can’t pass through the
wall. Loose, lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary projectiles launched
at targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or siege engines,
and similar projectiles, are unaffected.) Creatures in gaseous
form can’t pass through it.
Wish
9th-level conjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal
creature can cast. By simply speaking aloud, you can alter the
very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of
8th level or lower. You don’t need to meet any requirements in
that spell, including costly components. The spell simply takes
effect.
Alternatively, you can create one of the following effects of
your choice:
You create one object of up to 25,000 gp in value that isn’t
a magic item. The object can be no more than 300 feet in any
dimension, and it appears in an unoccupied space you can see
on the ground.
You allow up to twenty creatures that you can see to regain
all hit points, and you end all effects on them described in
the greater restoration spell.
You grant up to ten creatures that you can see resistance to
a damage type you choose.
You grant up to ten creatures you can see immunity to a
single spell or other magical effect for 8 hours. For
instance, you could make yourself and all your companions
immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any
roll made within the last round (including your last turn).
Reality reshapes itself to accommodate the new result. For
example, a wish spell could undo an
opponent’s successful save, a foe’s critical hit, or a
friend’s failed save. You can force the reroll to be made
with advantage or disadvantage, and you can choose whether
to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the
above examples. State your wish to the GM as precisely as
possible. The GM has great latitude in ruling what occurs in
such an instance; the greater the wish, the greater the
likelihood that something goes wrong. This spell might simply
fail, the effect you desire might only be partly achieved, or
you might suffer some unforeseen consequence as a result of how
you worded the wish. For example, wishing that a villain were
dead might propel you forward in time to a period when that
villain is no longer alive, effectively removing you from the
game. Similarly, wishing for a legendary magic item or artifact
might instantly transport you to the presence of the item’s
current owner.
The stress of casting this spell to produce any effect other
than duplicating another spell weakens you. After enduring that
stress, each time you cast a spell until you finish a long rest,
you take 1d10 necrotic damage per level of that spell. This
damage can’t be reduced or prevented in any way. In addition,
your Strength drops to 3, if it isn’t 3 or lower already, for
2d4 days. For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery
time decreases by 2 days. Finally, there is a 33 percent chance
that you are unable to cast wish ever again
if you suffer this stress.
Word of Recall
6th-level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five willing creatures within 5 feet of you
instantly teleport to a previously designated sanctuary. You and
any creatures that teleport with you appear in the nearest
unoccupied space to the spot you designated when you prepared
your sanctuary (see below). If you cast this spell without first
preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a
location, such as a temple, dedicated to or strongly linked to
your deity. If you attempt to cast the spell in this manner in
an area that isn’t dedicated to your deity, the spell has no
effect.
Spells (Z)
Zone of Truth
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a
15-foot radius sphere centered on a point of your choice within
range. Until the spell ends, a creature that enters the spell’s
area for the first time on a turn or starts its turn there must
make a Charisma saving throw. On a failed save, a creature can’t
speak a deliberate lie while in the radius. You know whether
each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid
answering questions to which it would normally respond with a
lie. Such a creature can be evasive in its answers as long as it
remains within the boundaries of the truth.
Conditions
Conditions alter a creature’s capabilities in a variety of ways
and can arise as a result of a spell, a class feature, a monster’s
attack, or other effect. Most conditions, such as blinded, are
impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or for a
duration specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each
instance of the condition has its own duration, but the
condition’s effects don’t get worse. A creature either has a
condition or doesn’t.
The following definitions specify what happens to a creature while
it is subjected to a condition.
Blinded
A blinded creature can’t see and automatically fails any
ability check that requires sight.
Attack rolls against the creature have advantage, and the
creature’s attack rolls have disadvantage.
Charmed
A charmed creature can’t attack the charmer or target the
charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact
socially with the creature.
Deafened
A deafened creature can’t hear and automatically fails any
ability check that requires hearing.
Exhaustion
Some special abilities and environmental hazards, such as
starvation and the long-term effects of freezing or scorching
temperatures, can lead to a special condition called exhaustion.
Exhaustion is measured in six levels. An effect can give a
creature one or more levels of exhaustion, as specified in the
effect’s description.
Table- Exhaustion Effects
Level
Effect
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
5
Speed reduced to 0
6
Death
If an already exhausted creature suffers another effect that
causes exhaustion, its current level of exhaustion increases by
the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion
as well as all lower levels. For example, a creature suffering
level 2 exhaustion has its speed halved and has disadvantage on
ability checks.
An effect that removes exhaustion reduces its level as specified
in the effect’s description, with all exhaustion effects ending
if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by
1, provided that the creature has also ingested some food and
drink. Also, being raised from the dead reduces a creature’s
exhaustion level by 1.
Frightened
A frightened creature has disadvantage on ability checks and
attack rolls while the source of its fear is within line of
sight.
The creature can’t willingly move closer to the source of
its fear.
Grappled
A grappled creature’s speed becomes 0, and it can’t benefit
from any bonus to its speed.
The condition ends if the grappler is incapacitated (see the
condition).
The condition also ends if an effect removes the grappled
creature from the reach of the grappler or grappling effect,
such as when a creature is hurled away by the
thunder-wave spell.
Incapacitated
An incapacitated creature can’t take actions or reactions.
Invisible
An invisible creature is impossible to see without the aid
of magic or a special sense. For the purpose of hiding, the
creature is heavily obscured. The creature’s location can be
detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the
creature’s attack rolls have advantage.
Paralyzed
A paralyzed creature is incapacitated (see the condition)
and can’t move or speak.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Petrified
A petrified creature is transformed, along with any
nonmagical object it is wearing or carrying, into a solid
inanimate substance (usually stone). Its weight increases by
a factor of ten, and it ceases aging.
The creature is incapacitated (see the condition), can’t
move or speak, and is unaware of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity
saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, although a
poison or disease already in its system is suspended, not
neutralized.
Poisoned
A poisoned creature has disadvantage on attack rolls and
ability checks.
Prone
A prone creature’s only movement option is to crawl, unless
it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the
attacker is within 5 feet of the creature. Otherwise, the
attack roll has disadvantage.
Restrained
A restrained creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the
creature’s attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned
A stunned creature is incapacitated (see the condition),
can’t move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
Unconscious
An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware of its
surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Pantheons
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy
interpretations of historical religions from our world’s ancient
times. They include deities that are most appropriate for use in a
game, divorced from their historical context in the real world and
united into pantheons that serve the needs of the game.
The Celtic Pantheon
It’s said that something wild lurks in the heart of every soul,
a space that thrills to the sound of geese calling at night, to
the whispering wind through the pines, to the unexpected red of
mistletoe on an oak-and it is in this space that the Celtic gods
dwell. They sprang from the brook and stream, their might
heightened by the strength of the oak and the beauty of the
woodlands and open moor. When the first forester dared put a
name to the face seen in the bole of a tree or the voice
babbling in a brook, these gods forced themselves into being.
The Celtic gods are as often served by druids as by clerics, for
they are closely aligned with the forces of nature that druids
revere.
Table- Celtic Deities
Deity
Alignment
Suggested Domains
Symbol
The Daghdha, god of weather and crops
CG
Nature, Trickery
Bubbling cauldron or shield
Arawn, god of life and death
NE
Life, Death
Black star on gray background
Belenus, god of sun, light, and warmth
NG
Light
Solar disk and standing stones
Brigantia, goddess of rivers and livestock
NG
Life
Footbridge
Diancecht, god of medicine and healing
LG
Life
Crossed oak and mistletoe branches
Dunatis, god of mountains and peaks
N
Nature
Red sun-capped mountain peak
Goibhniu, god of smiths and healing
NG
Knowledge, Life
Giant mallet over sword
Lugh, god of arts, travel, and commerce
CN
Knowledge, Life
Pair of long hands
Manannan mac Lir, god of oceans and sea creatures
LN
Nature, Tempest
Wave of white water on green
Math Mathonwy, god of magic
NE
Knowledge
Staff
Morrigan, goddess of battle
CE
War
Two crossed spears
Nuada, god of war and warriors
N
War
Silver hand on black background
Oghma, god of speech and writing
NG
Knowledge
Unfurled scroll
Silvanus, god of nature and forests
N
Nature
Summer oak tree
The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of
waves against the shores and the crash of the thunder among the
cloud-enshrouded peaks. The thick boar-infested woods and the
sere, olive-covered hillsides hold evidence of their passing.
Every aspect of nature echoes with their presence, and they’ve
made a place for themselves inside the human heart, too.
Table- Greek Deities
Deity
Alignment
Suggested Domains
Symbol
Zeus, god of the sky, ruler of the gods
N
Tempest
Fist full of lightning bolts
Aphrodite, goddess of love and beauty
CG
Light
Sea shell
Apollo, god of light, music, and healing
CG
Knowledge, Life, Light
Lyre
Ares, god of war and strife
CE
War
Spear
Artemis, goddess of hunting and childbirth
NG
Life, Nature
Bow and arrow on lunar disk
Athena, goddess of wisdom and civilization
LG
Knowledge, War
Owl
Demeter, goddess of agriculture
NG
Life
Mare’s head
Dionysus, god of mirth and wine
CN
Life
Thyrsus (staff tipped with pine cone)
Hades, god of the underworld
LE
Death
Black ram
Hecate, goddess of magic and the moon
CE
Knowledge, Trickery
Setting moon
Hephaestus, god of smithing and craft
NG
Knowledge
Hammer and anvil
Hera, goddess of marriage and intrigue
CN
Trickery
Fan of peacock feathers
Hercules, god of strength and adventure
CG
Tempest, War
Lion’s head
Hermes, god of travel and commerce
CG
Trickery
Caduceus (winged staff and serpents)
Hestia, goddess of home and family
NG
Life
Hearth
Nike, goddess of victory
LN
War
Winged woman
Pan, god of nature
CN
Nature
Syrinx (pan pipes)
Poseidon, god of the sea and earthquakes
CN
Tempest
Trident
Tyche, goddess of good fortune
N
Trickery
Red pentagram
The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family,
heirs to the rulership of the cosmos and the maintenance of the
divine principle of Ma’at-the fundamental order of truth,
justice, law, and order that puts gods, mortal pharaohs, and
ordinary men and women in their logical and rightful place in
the universe.
The Egyptian pantheon is unusual in having three gods
responsible for death, each with different alignments. Anubis is
the lawful neutral god of the afterlife, who judges the souls of
the dead. Set is a chaotic evil god of murder, perhaps best
known for killing his brother Osiris. And Nephthys is a chaotic
good goddess of mourning.
Table- 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
The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords
below, where the longboats draw up on to the beach, where the
glaciers flow forward and retreat with every fall and
spring-this is the land of the Vikings, the home of the Norse
pantheon. It’s a brutal clime, and one that calls for brutal
living. The warriors of the land have had to adapt to the harsh
conditions in order to survive, but they haven’t been too
twisted by the needs of their environment. Given the necessity
of raiding for food and wealth, it’s surprising the mortals
turned out as well as they did. Their powers reflect the need
these warriors had for strong leadership and decisive action.
Thus, they see their deities in every bend of a river, hear them
in the crash of the thunder and the booming of the glaciers, and
smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir
(deities of war and destiny) and the Vanir (gods of fertility
and prosperity). Once enemies, these two families are now
closely allied against their common enemies, the giants
(including the gods Surtur and Thrym).
Table- Norse Deities
Deity
Alignment
Suggested Domains
Symbol
Odin, god of knowledge and war
NG
Knowledge, War
Watching blue eye
Aegir, god of the sea and storms
NE
Tempest
Rough ocean waves
Balder, god of beauty and poetry
NG
Life, Light
Gem-encrusted silver chalice
Forseti, god of justice and law
N
Light
Head of a bearded man
Frey, god of fertility and the sun
NG
Life, Light
Ice-blue greatsword
Freya, goddess of fertility and love
NG
Life
Falcon
Frigga, goddess of birth and fertility
N
Life, Light
Cat
Heimdall, god of watchfulness and loyalty
LG
Light, War
Curling musical horn
Hel, goddess of the underworld
NE
Death
Woman’s face, rotting on one side
Hermod, god of luck
CN
Trickery
Winged scroll
Loki, god of thieves and trickery
CE
Trickery
Flame
Njord, god of sea and wind
NG
Nature, Tempest
Gold coin
Odur, god of light and the sun
CG
Light
Solar disk
Sif, goddess of war
CG
War
Upraised sword
Skadi, god of earth and mountains
N
Nature
Mountain peak
Surtur, god of fire giants and war
LE
War
Flaming sword
Thor, god of storms and thunder
CG
Tempest, War
Hammer
Thrym, god of frost giants and cold
CE
War
White double-bladed axe
Tyr, god of courage and strategy
LN
Knowledge, War
Sword
Uller, god of hunting and winter
CN
Nature
Longbow
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.
Many spells and magic items can draw energy from these planes,
summon the creatures that dwell there, communicate with their
denizens, and allow adventurers to travel there. As your character
achieves greater power and higher levels, you might walk on
streets made of solid fire or test your mettle on a battlefield
where the fallen are resurrected with each dawn.
The Material Plane
The Material Plane is the nexus where the philosophical and
elemental forces that define the other planes collide in the
jumbled existence of mortal life and mundane matter. All fantasy
gaming worlds exist within the Material Plane, making it the
starting point for most campaigns and adventures. The rest of
the multiverse is defined in relation to the Material Plane.
The worlds of the Material Plane are infinitely diverse, for
they reflect the creative imagination of the GMs who set their
games there, as well as the players whose heroes adventure
there. They include magic-wasted desert planets and
island-dotted water worlds, worlds where magic combines with
advanced technology and others trapped in an endless Stone Age,
worlds where the gods walk and places they have abandoned.
Beyond the Material
Beyond the Material Plane, the various planes of existence are
realms of myth and mystery. They’re not simply other worlds, but
different qualities of being, formed and governed by spiritual
and elemental principles abstracted from the ordinary world.
Planar Travel
When adventurers travel into other planes of existence, they
are undertaking a legendary journey across the thresholds of
existence to a mythic destination where they strive to
complete their quest. Such a journey is the stuff of legend.
Braving the realms of the dead, seeking out the celestial
servants of a deity, or bargaining with an efreeti in its home
city will be the subject of song and story for years to come.
Travel to the planes beyond the Material Plane can be
accomplished in two ways: by casting a spell or by using a
planar portal.
Spells.
A number of spells allow direct or indirect access to other
planes of existence. Plane shift and
gate can transport adventurers directly
to any other plane of existence, with different degrees of
precision. Etherealness allows
adventurers to enter the Ethereal Plane and travel from there
to any of the planes it touches-such as the Elemental Planes.
And the astral projection spell lets
adventurers project themselves into the Astral Plane and
travel to the Outer Planes.
Portals.
A portal is a general term for a stationary interplanar
connection that links a specific location on one plane to a
specific location on another. Some portals are like doorways,
a clear window, or a fog- shrouded passage, and simply
stepping through it effects the interplanar travel. Others are
locations- circles of standing stones, soaring towers, sailing
ships, or even whole towns-that exist in multiple planes at
once or flicker from one plane to another in turn. Some are
vortices, typically joining an Elemental Plane with a very
similar location on the Material Plane, such as the heart of a
volcano (leading to the Plane of Fire) or the depths of the
ocean (to the Plane of Water).
Transitive Planes
The Ethereal Plane and the Astral Plane are called the
Transitive Planes. They are mostly featureless realms that
serve primarily as ways to travel from one plane to another.
Spells such as etherealness and
astral projection allow characters to
enter these planes and traverse them to reach the planes
beyond.
The Ethereal Plane is a
misty, fog-bound dimension that is sometimes described as a
great ocean. Its shores, called the Border Ethereal, overlap
the Material Plane and the Inner Planes, so that every
location on those planes has a corresponding location on the
Ethereal Plane. Certain creatures can see into the Border
Ethereal, and the see invisibility and
true seeing spell grant that ability.
Some magical effects also extend from the Material Plane into
the Border Ethereal, particularly effects that use force
energy such as forcecage and
wall of force. The depths of the plane,
the Deep Ethereal, are a region of swirling mists and colorful
fogs.
The Astral Plane is the
realm of thought and dream, where visitors travel as
disembodied souls to reach the planes of the divine and
demonic. It is a great, silvery sea, the same above and below,
with swirling wisps of white and gray streaking among motes of
light resembling distant stars. Erratic whirlpools of color
flicker in midair like spinning coins. Occasional bits of
solid matter can be found here, but most of the Astral Plane
is an endless, open domain.
Inner Planes
The Inner Planes surround and enfold the Material Plane and
its echoes, providing the raw elemental substance from which
all the worlds were made. The four
Elemental Planes - Air,
Earth, Fire, and Water - form a ring around the Material
Plane, suspended within the churning
Elemental Chaos.
At their innermost edges, where they are closest to the
Material Plane (in a conceptual if not a literal geographical
sense), the four Elemental Planes resemble a world in the
Material Plane. The four elements mingle together as they do
in the Material Plane, forming land, sea, and sky. Farther
from the Material Plane, though, the Elemental Planes are both
alien and hostile. Here, the elements exist in their purest
form-great expanses of solid earth, blazing fire,
crystal-clear water, and unsullied air. These regions are
little-known, so when discussing the Plane of Fire, for
example, a speaker usually means just the border region. At
the farthest extents of the Inner Planes, the pure elements
dissolve and bleed together into an unending tumult of
clashing energies and colliding substance, the Elemental
Chaos.
Outer Planes
If the Inner Planes are the raw matter and energy that makes
up the multiverse, the Outer Planes are the direction, thought
and purpose for such construction. Accordingly, many sages
refer to the Outer Planes as divine planes, spiritual planes,
or godly planes, for the Outer Planes are best known as the
homes of deities.
When discussing anything to do with deities, the language used
must be highly metaphorical. Their actual homes are not
literally places
at all, but exemplify the idea
that the Outer Planes are realms of thought and spirit. As
with the Elemental Planes, one can imagine the perceptible
part of the Outer Planes as a sort of border region, while
extensive spiritual regions lie beyond ordinary sensory
experience.
Even in those perceptible regions, appearances can be
deceptive. Initially, many of the Outer Planes appear
hospitable and familiar to natives of the Material Plane. But
the landscape can change at the whims of the powerful forces
that live on the Outer Planes. The desires of the mighty
forces that dwell on these planes can remake them completely,
effectively erasing and rebuilding existence itself to better
fulfill their own needs.
Distance is a virtually meaningless concept on the Outer
Planes. The perceptible regions of the planes often seem quite
small, but they can also stretch on to what seems like
infinity. It might be possible to take a guided tour of the
Nine Hells, from the first layer to the ninth, in a single
day-if the powers of the Hells desire it. Or it could take
weeks for travelers to make a grueling trek across a single
layer.
The most well-known Outer Planes are a group of sixteen planes
that correspond to the eight alignments (excluding neutrality)
and the shades of distinction between them.
Outer Planes
The planes with some element of good in their nature are
called the Upper Planes.
Celestial creatures such as angels and pegasi dwell in the
Upper Planes. Planes with some element of evil are the
Lower Planes. Fiends such
as demons and devils dwell in the Lower Planes. A plane’s
alignment is its essence, and a character whose alignment
doesn’t match the plane’s experiences a profound sense of
dissonance there. When a good creature visits Elysium, for
example (a neutral good Upper Plane), it feels in tune with
the plane, but an evil creature feels out of tune and more
than a little uncomfortable.
Demiplanes
Demiplanes are small extradimensional spaces with their own
unique rules. They are pieces of reality that don’t seem to
fit anywhere else. Demiplanes come into being by a variety
of means. Some are created by spells, such as
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
Traps can be found almost anywhere. One wrong step in an ancient
tomb might trigger a series of scything blades, which cleave
through armor and bone. The seemingly innocuous vines that hang
over a cave entrance might grasp and choke anyone who pushes
through them. A net hidden among the trees might drop on
travelers who pass underneath. In a fantasy game, unwary
adventurers can fall to their deaths, be burned alive, or fall
under a fusillade of poisoned darts.
A trap can be either mechanical or magical in nature.
Mechanical traps include
pits, arrow traps, falling blocks, water-filled rooms, whirling
blades, and anything else that depends on a mechanism to
operate. Magic traps are
either magical device traps or spell traps. Magical device traps
initiate spell effects when activated. Spell traps are spells
such as glyph of warding and
symbol that function as traps.
Traps in Play
When adventurers come across a trap, you need to know how the
trap is triggered and what it does, as well as the possibility
for the characters to detect the trap and to disable or avoid
it.
Triggering a Trap
Most traps are triggered when a creature goes somewhere or
touches something that the trap’s creator wanted to protect.
Common triggers include stepping on a pressure plate or a
false section of floor, pulling a trip wire, turning a
doorknob, and using the wrong key in a lock. Magic traps are
often set to go off when a creature enters an area or
touches an object. Some magic traps (such as the
glyph of warding spell) have more
complicated trigger conditions, including a password that
prevents the trap from activating.
Detecting and Disabling a Trap
Usually, some element of a trap is visible to careful
inspection. Characters might notice an uneven flagstone that
conceals a pressure plate, spot the gleam of light off a
trip wire, notice small holes in the walls from which jets
of flame will erupt, or otherwise detect something that
points to a trap’s presence.
A trap’s description specifies the checks and DCs needed to
detect it, disable it, or both. A character actively looking
for a trap can attempt a Wisdom (Perception) check against
the trap’s DC. You can also compare the DC to detect the
trap with each character’s passive Wisdom (Perception) score
to determine whether anyone in the party notices the trap in
passing. If the adventurers detect a trap before triggering
it, they might be able to disarm it, either permanently or
long enough to move past it. You might call for an
Intelligence (Investigation) check for a character to deduce
what needs to be done, followed by a Dexterity check using
thieves’ tools to perform the necessary sabotage.
Any character can attempt an Intelligence (Arcana) check to
detect or disarm a magic trap, in addition to any other
checks noted in the trap’s description. The DCs are the same
regardless of the check used. In addition, dispel
magic has a chance of disabling most magic traps.
A magic trap’s description provides the DC for the ability
check made when you use dispel magic.
In most cases, a trap’s description is clear enough that you
can adjudicate whether a character’s actions locate or foil
the trap. As with many situations, you shouldn’t allow die
rolling to override clever play and good planning. Use your
common sense, drawing on the trap’s description to determine
what happens. No trap’s design can anticipate every possible
action that the characters might attempt.
You should allow a character to discover a trap without
making an ability check if an action would clearly reveal
the trap’s presence. For example, if a character lifts a rug
that conceals a pressure plate, the character has found the
trigger and no check is required.
Foiling traps can be a little more complicated. Consider a
trapped treasure chest. If the chest is opened without first
pulling on the two handles set in its sides, a mechanism
inside fires a hail of poison needles toward anyone in front
of it. After inspecting the chest and making a few checks,
the characters are still unsure if it’s trapped. Rather than
simply open the chest, they prop a shield in front of it and
push the chest open at a distance with an iron rod. In this
case, the trap still triggers, but the hail of needles fires
harmlessly into the shield.
Traps are often designed with mechanisms that allow them to
be disarmed or bypassed. Intelligent monsters that place
traps in or around their lairs need ways to get past those
traps without harming themselves. Such traps might have
hidden levers that disable their triggers, or a secret door
might conceal a passage that goes around the trap.
Trap Effects
The effects of traps can range from inconvenient to deadly,
making use of elements such as arrows, spikes, blades,
poison, toxic gas, blasts of fire, and deep pits. The
deadliest traps combine multiple elements to kill, injure,
contain, or drive off any creature unfortunate enough to
trigger them. A trap’s description specifies what happens
when it is triggered.
The attack bonus of a trap, the save DC to resist its
effects, and the damage it deals can vary depending on the
trap’s severity. Use the Trap Save DCs and Attack Bonuses
table and the Damage Severity by Level table for suggestions
based on three levels of trap severity.
A trap intended to be a
setback is unlikely to
kill or seriously harm characters of the indicated levels,
whereas a dangerous trap
is likely to seriously injure (and potentially kill)
characters of the indicated levels. A
deadly trap is likely to
kill characters of the indicated levels.
Table- Trap Dangers
Trap Danger
Save DC
Attack Bonus
Setback
10-11
+3 to +5
Dangerous
12-15
+6 to +8
Deadly
16-20
+9 to +12
Table- Trap Severity
Character Level
Setback
Dangerous
Deadly
1st-4th
1d10
2d10
4d10
5th-10th
2d10
4d10
10d10
11th-16th
4d10
10d10
18d10
17th-20th
10d10
18d10
24d10
Complex Traps
Complex traps work like standard traps, except once
activated they execute a series of actions each round. A
complex trap turns the process of dealing with a trap into
something more like a combat encounter.
When a complex trap activates, it rolls initiative. The
trap’s description includes an initiative bonus. On its
turn, the trap activates again, often taking an action. It
might make successive attacks against intruders, create an
effect that changes over time, or otherwise produce a
dynamic challenge. Otherwise, the complex trap can be
detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works
best as a complex trap. On the trap’s turn, the water level
rises. After several rounds, the room is completely flooded.
Sample Traps
The magical and mechanical traps presented here vary in
deadliness and are presented in alphabetical order.
Collapsing Roof
Mechanical trap
This trap uses a trip wire to collapse the supports keeping
an unstable section of a ceiling in place.
The trip wire is 3 inches off the ground and stretches
between two support beams. The DC to spot the trip wire is
10. A successful DC 15 Dexterity check using thieves’ tools
disables the trip wire harmlessly. A character without
thieves’ tools can attempt this check with disadvantage
using any edged weapon or edged tool. On a failed check, the
trap triggers.
Anyone who inspects the beams can easily determine that they
are merely wedged in place. As an action, a character can
knock over a beam, causing the trap to trigger.
The ceiling above the trip wire is in bad repair, and anyone
who can see it can tell that it’s in danger of collapse.
When the trap is triggered, the unstable ceiling collapses.
Any creature in the area beneath the unstable section must
succeed on a DC 15 Dexterity saving throw, taking 22 (4d10)
bludgeoning damage on a failed save, or half as much damage
on a successful one. Once the trap is triggered, the floor
of the area is filled with rubble and becomes difficult
terrain.
Falling Net
Mechanical trap
This trap uses a trip wire to release a net suspended from
the ceiling.
The trip wire is 3 inches off the ground and stretches
between two columns or trees. The net is hidden by cobwebs
or foliage. The DC to spot the trip wire and net is 10. A
successful DC 15 Dexterity check using thieves’ tools breaks
the trip wire harmlessly. A character without thieves’ tools
can attempt this check with disadvantage using any edged
weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a
10-foot square area. Those in the area are trapped under the
net and restrained, and those that fail a DC 10 Strength
saving throw are also knocked prone. A creature can use its
action to make a DC 10
Strength check, freeing itself or another creature within
its reach on a success. The net has AC 10 and 20 hit points.
Dealing 5 slashing damage to the net (AC 10) destroys a
5-foot square section of it, freeing any creature trapped in
that section.
Fire-Breathing Statue
Magic trap
This trap is activated when an intruder steps on a hidden
pressure plate, releasing a magical gout of flame from a
nearby statue. The statue can be of anything, including a
dragon or a wizard casting a spell.
The DC is 15 to spot the pressure plate, as well as faint
scorch marks on the floor and walls. A spell or other effect
that can sense the presence of magic, such as
detect magic, reveals an aura of
evocation magic around the statue.
The trap activates when more than 20 pounds of weight is
placed on the pressure plate, causing the statue to release
a 30-foot cone of fire. Each creature in the fire must make
a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
on a failed save, or half as much damage on a successful
one.
Wedging an iron spike or other object under the pressure
plate prevents the trap from activating. A successful
dispel magic (DC 13) cast on the statue
destroys the trap.
Pits
Mechanical trap
Four basic pit traps are presented here.
Simple
Pit. A simple pit trap is a hole dug
in the ground. The hole is covered by a large cloth anchored
on the pit’s edge and camouflaged with dirt and debris.
The DC to spot the pit is 10. Anyone stepping on the cloth
falls through and pulls the cloth down into the pit, taking
damage based on the pit’s depth (usually 10 feet, but some
pits are deeper).
Hidden
Pit. This pit has a cover constructed
from material identical to the floor around it.
A successful DC 15 Wisdom (Perception) check discerns an
absence of foot traffic over the section of floor that forms
the pit’s cover. A successful DC 15 Intelligence
(Investigation) check is necessary to confirm that the
trapped section of floor is actually the cover of a pit.
When a creature steps on the cover, it swings open like a
trapdoor, causing the intruder to spill into the pit below.
The pit is usually 10 or 20 feet deep but can be deeper.
Once the pit trap is detected, an iron spike or similar
object can be wedged between the pit’s cover and the
surrounding floor in such a way as to prevent the cover from
opening, thereby making it safe to cross. The cover can also
be magically held shut using the arcane
lock spell or similar magic.
Locking
Pit. This pit trap is identical to a
hidden pit trap, with one key exception: the trap door that
covers the pit is spring-loaded. After a creature falls into
the pit, the cover snaps shut to trap its victim inside.
A successful DC 20 Strength check is necessary to pry the
cover open. The cover can also be smashed open. A character
in the pit can also attempt to disable the spring mechanism
from the inside with a DC 15 Dexterity check using thieves’
tools, provided that the mechanism can be reached and the
character can see. In some cases, a mechanism (usually
hidden behind a secret door nearby) opens the pit.
Spiked
Pit. This pit trap is a simple,
hidden, or locking pit trap with sharpened wooden or iron
spikes at the bottom. A creature falling into the pit takes
11 (2d10) piercing damage from the spikes, in addition to
any falling damage. Even nastier versions have poison
smeared on the spikes. In that case, anyone taking piercing
damage from the spikes must also make a DC 13 Constitution
saving throw, taking an 22 (4d10) poison damage on a failed
save, or half as much damage on a successful one.
Poison Darts
Mechanical trap
When a creature steps on a hidden pressure plate,
poison-tipped darts shoot from spring-loaded or pressurized
tubes cleverly embedded in the surrounding walls. An area
might include multiple pressure plates, each one rigged to
its own set of darts.
The tiny holes in the walls are obscured by dust and
cobwebs, or cleverly hidden amid bas-reliefs, murals, or
frescoes that adorn the walls. The DC to spot them is 15.
With a successful DC 15 Intelligence (Investigation) check,
a character can deduce the presence of the pressure plate
from variations in the mortar and stone used to create it,
compared to the surrounding floor. Wedging an iron spike or
other object under the pressure plate prevents the trap from
activating. Stuffing the holes with cloth or wax prevents
the darts contained within from launching.
The trap activates when more than 20 pounds of weight is
placed on the pressure plate, releasing four darts. Each
dart makes a ranged attack with a +8
bonus against a random target within 10 feet of the pressure
plate (vision is irrelevant to this attack roll). (If there
are no targets in the area, the darts don’t hit anything.) A
target that is hit takes 2 (1d4) piercing damage and must
succeed on a DC 15 Constitution saving throw, taking 11
(2d10) poison damage on a failed save, or half as much
damage on a successful one.
Poison Needle
Mechanical trap
A poisoned needle is hidden within a treasure chest’s lock,
or in something else that a creature might open. Opening the
chest without the proper key causes the needle to spring
out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches
straight out from the lock. A creature within range takes 1
piercing damage and 11 (2d10) poison damage, and must
succeed on a DC 15 Constitution saving throw or be poisoned
for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows
a character to deduce the trap’s presence from alterations
made to the lock to accommodate the needle. A successful DC
15 Dexterity check using thieves’ tools disarms the trap,
removing the needle from the lock. Unsuccessfully attempting
to pick the lock triggers the trap.
Rolling Sphere
Mechanical trap
When 20 or more pounds of pressure are placed on this trap’s
pressure plate, a hidden trapdoor in the ceiling opens,
releasing a 10-foot diameter rolling sphere of solid stone.
With a successful DC 15 Wisdom (Perception) check, a
character can spot the trapdoor and pressure plate. A search
of the floor accompanied by a successful DC 15 Intelligence
(Investigation) check reveals variations in the mortar and
stone that betray the pressure plate’s presence. The same
check made while inspecting the ceiling notes variations in
the stonework that reveal the trapdoor. Wedging an iron
spike or other object under the pressure plate prevents the
trap from activating.
Activation of the sphere requires all creatures present to
roll initiative. The sphere rolls initiative with a +8
bonus. On its turn, it moves 60 feet in a straight line. The
sphere can move through creatures’ spaces, and creatures can
move through its space, treating it as difficult terrain.
Whenever the sphere enters a creature’s space or a creature
enters its space while it’s rolling, that creature must
succeed on a DC 15 Dexterity saving throw or take 55 (10d10)
bludgeoning damage and be knocked prone.
The sphere stops when it hits a wall or similar barrier. It
can’t go around corners, but smart dungeon builders
incorporate gentle, curving turns into nearby passages that
allow the sphere to keep moving.
As an action, a creature within 5 feet of the sphere can
attempt to slow it down with a DC 20 Strength check. On a
successful check, the sphere’s speed is reduced by 15 feet.
If the sphere’s speed drops to 0, it stops moving and is no
longer a threat.
Sphere of Annihilation
Magic trap
Magical, impenetrable darkness fills the gaping mouth of a
stone face carved into a wall. The mouth is 2 feet in
diameter and roughly circular. No sound issues from it, no
light can illuminate the inside of it, and any matter that
enters it is instantly obliterated.
A successful DC 20 Intelligence (Arcana) check reveals that
the mouth contains a sphere of
annihilation that can’t be controlled or moved.
It is otherwise identical to a normal sphere of
annihilation.
Some versions of the trap include an enchantment placed on
the stone face, such that specified creatures feel an
overwhelming urge to approach it and crawl inside its mouth.
This effect is otherwise like the sympathy aspect of the
antipathy/sympathy spell. A successful
dispel magic (DC 18) removes this
enchantment.
Diseases
A plague ravages the kingdom, setting the adventurers on a quest
to find a cure. An adventurer emerges from an ancient tomb,
unopened for centuries, and soon finds herself suffering from a
wasting illness. A warlock offends some dark power and contracts
a strange affliction that spreads whenever he casts spells.
A simple outbreak might amount to little more than a small drain
on party resources, curable by a casting of lesser
restoration. A more complicated outbreak can form the
basis of one or more adventures as characters search for a cure,
stop the spread of the disease, and deal with the consequences.
A disease that does more than infect a few party members is
primarily a plot device. The rules help describe the effects of
the disease and how it can be cured, but the specifics of how a
disease works aren’t bound by a common set of rules. Diseases
can affect any creature, and a given illness might or might not
pass from one race or kind of creature to another. A plague
might affect only constructs or undead, or sweep through a
halfling neighborhood but leave other races untouched. What
matters is the story you want to tell.
Sample Diseases
The diseases here illustrate the variety of ways disease can
work in the game. Feel free to alter the saving throw DCs,
incubation times, symptoms, and other characteristics of these
diseases to suit your campaign.
Cackle Fever
This disease targets humanoids, although gnomes are
strangely immune. While in the grips of this disease,
victims frequently succumb to fits of mad laughter, giving
the disease its common name and its morbid nickname:
the shrieks.
Symptoms manifest 1d4 hours after infection and include
fever and disorientation. The infected creature gains one
level of exhaustion that can’t be removed until the disease
is cured.
Any event that causes the infected creature great
stress-including entering combat, taking damage,
experiencing fear, or having a nightmare-forces the creature
to make a DC 13 Constitution saving throw. On a failed save,
the creature takes 5 (1d10) psychic damage and becomes
incapacitated with mad laughter for 1 minute. The creature
can repeat the saving throw at the end of each of its turns,
ending the mad laughter and the incapacitated condition on a
success.
Any humanoid creature that starts its turn within 10 feet of
an infected creature in the throes of mad laughter must
succeed on a DC 10 Constitution saving throw or also become
infected with the disease. Once a creature succeeds on this
save, it is immune to the mad laughter of that particular
infected creature for 24 hours.
At the end of each long rest, an infected creature can make
a DC 13 Constitution saving throw. On a successful save, the
DC for this save and for the save to avoid an attack of mad
laughter drops by 1d6. When the saving throw DC drops to 0,
the creature recovers from the disease. A creature that
fails three of these saving throws gains a randomly
determined form of indefinite madness, as described later in
this chapter.
Sewer Plague
Sewer plague is a generic term for a broad category of
illnesses that incubate in sewers, refuse heaps, and
stagnant swamps, and which are sometimes transmitted by
creatures that dwell in those areas, such as rats and
otyughs.
When a humanoid creature is bitten by a creature that
carries the disease, or when it comes into contact with
filth or offal contaminated by the disease, the creature
must succeed on a DC 11 Constitution saving throw or become
infected.
It takes 1d4 days for sewer plague’s symptoms to manifest in
an infected creature. Symptoms include fatigue and cramps.
The infected creature suffers one level of exhaustion, and
it regains only half the normal number of hit points from
spending Hit Dice and no hit points from finishing a long
rest.
At the end of each long rest, an infected creature must make
a DC 11 Constitution saving throw. On a failed save, the
character gains one level of exhaustion. On a successful
save, the character’s exhaustion level decreases by one
level. If a successful saving throw reduces the infected
creature’s level of exhaustion below 1, the creature
recovers from the disease.
Sight Rot
This painful infection causes bleeding from the eyes and
eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot
must succeed on a DC 15 Constitution saving throw or become
infected. One day after infection, the creature’s vision
starts to become blurry. The creature takes a -1 penalty to
attack rolls and ability checks that rely on sight. At the
end of each long rest after the symptoms appear, the penalty
worsens by 1. When it reaches -5, the victim is blinded
until its sight is restored by magic such as
lesser restoration or
heal.
Sight rot can be cured using a rare flower called Eyebright,
which grows in some swamps. Given an hour, a character who
has proficiency with an herbalism kit can turn the flower
into one dose of ointment. Applied to the eyes before a long
rest, one dose of it prevents the disease from worsening
after that rest. After three doses, the ointment cures the
disease entirely.
Madness
In a typical campaign, characters aren’t driven mad by the
horrors they face and the carnage they inflict day after day,
but sometimes the stress of being an adventurer can be too much
to bear. If your campaign has a strong horror theme, you might
want to use madness as a way to reinforce that theme,
emphasizing the extraordinarily horrific nature of the threats
the adventurers face.
Going Mad
Various magical effects can inflict madness on an otherwise
stable mind. Certain spells, such as contact other
plane and symbol, can cause
insanity, and you can use the madness rules here instead of
the spell effects of those spells. Diseases, poisons, and
planar effects such as psychic wind or the howling winds of
Pandemonium can all inflict madness. Some artifacts can also
break the psyche of a character who uses or becomes attuned to
them.
Resisting a madness-inducing effect usually requires a Wisdom
or Charisma saving throw.
Madness Effects
Madness can be short-term, long-term, or indefinite. Most
relatively mundane effects impose short-term madness, which
lasts for just a few minutes. More horrific effects or
cumulative effects can result in long-term or indefinite
madness.
A character afflicted with short-term
madness is subjected to an effect from the
Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term
madness is subjected to an effect from the
Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite
madness gains a new character flaw from the
Indefinite Madness table that lasts until cured.
Table- Madness Short-Term
Effects
d100
Effect (lasts 1d10 minutes)
01-20
The character retreats into his or her mind and
becomes paralyzed. The effect ends if the character
takes any damage.
21-30
The character becomes incapacitated and spends the
duration screaming, laughing, or weeping.
31-40
The character becomes frightened and must use his or
her action and movement each round to flee from the
source of the fear.
41-50
The character begins babbling and is incapable of
normal speech or spellcasting.
51-60
The character must use his or her action each round to
attack the nearest creature.
61-70
The character experiences vivid hallucinations and has
disadvantage on ability checks.
71-75
The character does whatever anyone tells him or her to
do that isn’t obviously self- destructive.
76-80
The character experiences an overpowering urge to eat
something strange such as dirt, slime, or offal.
81-90
The character is stunned.
91-100
The character falls unconscious.
Table- Madness Long-Term
Effects
d100
Effect (lasts 1d10 × 10 hours)
01-10
The character feels compelled to repeat a specific
activity over and over, such as washing hands,
touching things, praying, or counting coins.
11-20
The character experiences vivid hallucinations and has
disadvantage on ability checks.
21-30
The character suffers extreme paranoia. The character
has disadvantage on Wisdom and Charisma checks.
31-40
The character regards something (usually the source of
madness) with intense revulsion, as if affected by the
antipathy effect of the antipathy/sympathy spell.
41-45
The character experiences a powerful delusion. Choose
a potion. The character imagines that he or she is
under its effects.
46-55
The character becomes attached to a lucky
charm,
such as a person or an object, and has
disadvantage on attack rolls, ability checks, and
saving throws while more than 30 feet from it.
56-65
The character is blinded (25%) or deafened (75%).
66-75
The character experiences uncontrollable tremors or
tics, which impose disadvantage on attack rolls,
ability checks, and saving throws that involve
Strength or Dexterity.
76-85
The character suffers from partial amnesia. The
character knows who he or she is and retains racial
traits and class features, but doesn’t recognize other
people or remember anything that happened before the
madness took effect.
86-90
Whenever the character takes damage, he or she must
succeed on a DC 15 Wisdom saving throw or be affected
as though he or she failed a saving throw against the
confusion spell. The confusion effect lasts for 1
minute.
91-95
The character loses the ability to speak.
96-100
The character falls unconscious. No amount of jostling
or damage can wake the character.
Table- Madness Indefinite
Flaws
d100
Flaw (lasts until cured)
01-15
Being drunk keeps me sane.
16-25
I keep whatever I find.
26-30
I try to become more like someone else I
know-adopting his or her style of dress, mannerisms,
and name.
31-35
I must bend the truth, exaggerate, or outright
lie to be interesting to other people.
36-45
Achieving my goal is the only thing of interest
to me, and I’ll ignore everything else to pursue
it.
46-50
I find it hard to care about anything that goes
on around me.
51-55
I don’t like the way people judge me all the
time.
56-70
I am the smartest, wisest, strongest, fastest,
and most beautiful person I know.
71-80
I am convinced that powerful enemies are
hunting me, and their agents are everywhere I go. I am
sure they’re watching me all the time.
81-85
There’s only one person I can trust. And only I
can see this special friend.
86-95
I can’t take anything seriously. The more
serious the situation, the funnier I find it.
96-100
I’ve discovered that I really like killing
people.
Curing Madness
A calm emotions spell can suppress the
effects of madness, while a lesser
restoration spell can rid a character of a
short-term or long-term madness. Depending on the source of
the madness, remove curse or
dispel evil might also prove effective. A
greater restoration spell or more
powerful magic is required to rid a character of indefinite
madness.
Objects
When characters need to saw through ropes, shatter a window, or
smash a vampire’s coffin, the only hard and fast rule is this:
given enough time and the right tools, characters can destroy
any destructible object. Use common sense when determining a
character’s success at damaging an object. Can a fighter cut
through a section of a stone wall with a sword? No, the sword is
likely to break before the wall does.
For the purpose of these rules, an object is a discrete,
inanimate item like a window, door, sword, book, table, chair,
or stone, not a building or a vehicle that is composed of many
other objects.
Statistics for Objects
When time is a factor, you can assign an Armor Class and hit
points to a destructible object. You can also give it
immunities, resistances, and vulnerabilities to specific types
of damage.
Armor
Class. An object’s Armor Class is a
measure of how difficult it is to deal damage to the object
when striking it (because the object has no chance of dodging
out of the way). The Object Armor Class table provides
suggested AC values for various substances.
Table- Object’s Armor Class
Substance
AC
Cloth, paper, rope
11
Crystal, glass, ice
13
Wood, bone
15
Stone
17
Iron, steel
19
Mithral
21
Adamantine
23
Hit
Points. An object’s hit points measure
how much damage it can take before losing its structural
integrity. Resilient objects have more hit points than fragile
ones. Large objects also tend to have more hit points than
small ones, unless breaking a small part of the object is just
as effective as breaking the whole thing. The Object Hit
Points table provides suggested hit points for fragile and
resilient objects that are Large or smaller.
Table- Object’s Hit Points
Size
Fragile
Resilient
Tiny (bottle, lock)
2 (1d4)
5 (2d4)
Small (chest, lute)
3 (1d6)
10 (3d6)
Medium (barrel, chandelier)
4 (1d8)
18 (4d8)
Large (cart, 10-ft-by-10-ft window)
5 (1d10)
27 (5d10)
Huge and Gargantuan
Objects. Normal weapons are of little
use against many Huge and Gargantuan objects, such as a
colossal statue, towering column of stone, or massive boulder.
That said, one torch can burn a Huge tapestry, and an
earthquake spell can reduce a colossus to
rubble. You can track a Huge or Gargantuan object’s hit points
if you like, or you can simply decide how long the object can
withstand whatever weapon or force is acting against it. If
you track hit points for the object, divide it into Large or
smaller sections, and track each section’s hit points
separately. Destroying one of those sections could ruin the
entire object. For example, a Gargantuan statue of a human
might topple over when one of its Large legs is reduced to 0
hit points.
Objects and Damage
Types. Objects are immune to poison and
psychic damage. You might decide that some damage types are
more effective against a particular object or substance than
others. For example, bludgeoning damage works well for
smashing things but not for cutting through rope or leather.
Paper or cloth objects might be vulnerable to fire and
lightning damage. A pick can chip away stone but can’t
effectively cut down a tree. As always, use your best
judgment.
Damage
Threshold. Big objects such as castle
walls often have extra resilience represented by a damage
threshold. An object with a damage threshold has immunity to
all damage unless it takes an amount of damage from a single
attack or effect equal to or greater than its damage
threshold, in which case it takes damage as normal. Any damage
that fails to meet or exceed the object’s damage threshold is
considered superficial and doesn’t reduce the object’s hit
points.
Poisons
Given their insidious and deadly nature, poisons are illegal in
most societies but are a favorite tool among assassins, drow,
and other evil creatures.
Poisons come in the following four types.
Contact.
Contact poison can be smeared on an object and remains potent
until it is touched or washed off. A creature that touches
contact poison with exposed skin suffers its effects.
Ingested.
A creature must swallow an entire dose of ingested poison to
suffer its effects. The dose can be delivered in food or a
liquid. You may decide that a partial dose has a reduced effect,
such as allowing advantage on the saving throw or dealing only
half damage on a failed save.
Inhaled.
These poisons are powders or gases that take effect when
inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot cube to its effect. The resulting cloud
dissipates immediately afterward. Holding one’s breath is
ineffective against inhaled poisons, as they affect nasal
membranes, tear ducts, and other parts of the body.
Injury.
Injury poison can be applied to weapons, ammunition, trap
components, and other objects that deal piercing or slashing
damage and remains potent until delivered through a wound or
washed off. A creature that takes piercing or slashing damage
from an object coated with the poison is exposed to its effects.
Table- List of Poisons
Item
Type
Price/Dose
Assassin’s blood
Ingested
150 gp
Burnt othur fumes
Inhaled
500 gp
Crawler mucus
Contact
200 gp
Drow poison
Injury
200 gp
Essence of ether
Inhaled
300 gp
Malice
Inhaled
250 gp
Midnight tears
Ingested
1,500 gp
Oil of taggit
Contact
400 gp
Pale tincture
Ingested
250 gp
Purple worm poison
Injury
2,000 gp
Serpent venom
Injury
200 gp
Torpor
Ingested
600 gp
Truth serum
Ingested
150 gp
Wyvern poison
Injury
1,200 gp
Sample Poisons
Each type of poison has its own debilitating effects.
Assassin’s Blood
(Ingested). A creature subjected to this
poison must make a DC 10 Constitution saving throw. On a
failed save, it takes 6 (1d12) poison damage and is poisoned
for 24 hours. On a successful save, the creature takes half
damage and isn’t poisoned.
Burnt Othur Fumes
(Inhaled). A creature subjected to this
poison must succeed on a DC 13 Constitution saving throw or
take 10 (3d6) poison damage, and must repeat the saving throw
at the start of each of its turns. On each successive failed
save, the character takes 3 (1d6) poison damage. After three
successful saves, the poison ends.
Crawler Mucus
(Contact). This poison must be harvested
from a dead or incapacitated crawler. A creature subjected to
this poison must succeed on a DC 13 Constitution saving throw
or be poisoned for 1 minute. The poisoned creature is
paralyzed. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Drow Poison
(Injury). This poison is typically made
only by the drow, and only in a place far removed from
sunlight. A creature subjected to this poison must succeed on
a DC 13 Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the creature is also
unconscious while poisoned in this way. The creature wakes up
if it takes damage or if another creature takes an action to
shake it awake.
Essence of Ether
(Inhaled). A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw or
become poisoned for 8 hours. The poisoned creature is
unconscious. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.
Malice
(Inhaled). A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw or
become poisoned for 1 hour. The poisoned creature is blinded.
Midnight Tears
(Ingested). A creature that ingests this
poison suffers no effect until the stroke of midnight. If the
poison has not been neutralized before then, the creature must
succeed on a DC 17 Constitution saving throw, taking 31 (9d6)
poison damage on a failed save, or half as much damage on a
successful one.
Oil of Taggit
(Contact). A creature subjected to this
poison must succeed on a DC 13 Constitution saving throw or
become poisoned for 24 hours. The poisoned creature is
unconscious. The creature wakes up if it takes damage.
Pale Tincture
(Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving throw or
take 3 (1d6) poison damage and become poisoned. The poisoned
creature must repeat the saving throw every 24 hours, taking 3
(1d6) poison damage on a failed save. Until this poison ends,
the damage the poison deals can’t be healed by any means.
After seven successful saving throws, the effect ends and the
creature can heal normally.
Purple Worm Poison
(Injury). This poison must be harvested
from a dead or incapacitated purple worm. A creature subjected
to this poison must make a DC 19 Constitution saving throw,
taking 42 (12d6) poison damage on a failed save, or half as
much damage on a successful one.
Serpent Venom
(Injury). This poison must be harvested
from a dead or incapacitated giant poisonous snake. A creature
subjected to this poison must succeed on a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
Torpor
(Ingested). A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw or
become poisoned for 4d6 hours. The poisoned creature is
incapacitated.
Truth Serum
(Ingested). A creature subjected to this
poison must succeed on a DC 11 Constitution saving throw or
become poisoned for 1 hour. The poisoned creature can’t
knowingly speak a lie, as if under the effect of a
zone of truth spell.
Wyvern Poison
(Injury). This poison must be harvested
from a dead or incapacitated wyvern. A creature subjected to
this poison must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one.
TREASURE
Magic items are presented in alphabetical order. A magic item’s
description gives the item’s name, its category, its rarity, and
its magical properties.
Magic Items (A)
Adamantine Armor
Armor (medium or heavy, but not hide),
uncommon
This suit of armor is reinforced with adamantine, one of the
hardest substances in existence. While you’re wearing it, any
critical hit against you becomes a normal hit.
Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or
very rare (+3)
You have a bonus to attack and damage rolls made with this piece
of magic ammunition. The bonus is determined by the rarity of
the ammunition. Once it hits a target, the ammunition is no
longer magical.
Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has
no effect on you if your Constitution is already 19 or higher.
Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires
attunement)
While wearing this amulet, you are hidden from divination magic.
You can’t be targeted by such magic or perceived through magical
scrying sensors.
Amulet of the Planes
Wondrous item, very rare (requires
attunement)
While wearing this amulet, you can use an action to name a
location that you are familiar with on another plane of
existence. Then make a DC 15 Intelligence check. On a successful
check, you cast the plane shift spell. On a
failure, you and each creature and object within 15 feet of you
travel to a random destination. Roll a d100. On a 1-60, you
travel to a random location on the plane you named. On a 61-100,
you travel to a randomly determined plane of existence.
Animated Shield
Armor (shield), very rare (requires
attunement)
While holding this shield, you can speak its command word as a
bonus action to cause it to animate. The shield leaps into the
air and hovers in your space to protect you as if you were
wielding it, leaving your hands free. The shield remains
animated for 1 minute, until you use a bonus action to end this
effect, or until you are incapacitated or die, at which point
the shield falls to the ground or into your hand if you have one
free.
Apparatus of the Crab
Wondrous item, legendary
This item first appears to be a Large sealed iron barrel
weighing 500 pounds. The barrel has a hidden catch, which can be
found with a successful DC 20 Intelligence (Investigation)
check. Releasing the catch unlocks a hatch at one end of the
barrel, allowing two Medium or smaller creatures to crawl
inside. Ten levers are set in a row at the far end, each in a
neutral position, able to move either up or down. When certain
levers are used, the apparatus transforms to resemble a giant
lobster.
The apparatus of the Crab is a Large object with the following
statistics:
Armor Class 20
Hit Points 200
Speed 30 ft., swim 30 ft. (or
0 ft. for both if the legs and tail aren’t extended)
Damage Immunities poison,
psychic
To be used as a vehicle, the apparatus requires one pilot. While
the apparatus’s hatch is closed, the compartment is airtight and
watertight. The compartment holds enough air for 10 hours of
breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a
depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning
damage per minute from pressure.
A creature in the compartment can use an action to move as many
as two of the apparatus’s levers up or down. After each use, a
lever goes back to its neutral position. Each lever, from left
to right, functions as shown in the Apparatus of the Crab Levers
table.
Table- Apparatus of the Crab
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and
swim.
Legs and tail retract, reducing the apparatus’s speed to
0 and making it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two per side).
4
Two claws extend from the front sides of the apparatus.
The claws retract.
5
Each extended claw makes the following melee weapon
attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6)
bludgeoning damage.
Each extended claw makes the following melee weapon
attack: +8 to hit, reach 5 ft., one target. Hit: The
target is grappled (escape DC 15).
6
The apparatus walks or swims forward.
The apparatus walks or swims backward.
7
The apparatus turns 90 degrees left.
The apparatus turns 90 degrees right.
8
Eyelike fixtures emit bright light in a 30-foot radius
and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare
(+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is
determined by its rarity.
Armor of Invulnerability
Armor (plate), legendary (requires
attunement)
You have resistance to nonmagical damage while you wear this
armor. Additionally, you can use an action to make yourself
immune to nonmagical damage for 10 minutes or until you are no
longer wearing the armor. Once this special action is used, it
can’t be used again until the next dawn.
Armor of Resistance
Armor (light, medium, or heavy), rare (requires
attunement)
You have resistance to one type of damage while you wear this
armor. The GM chooses the type or determines it randomly from
the options below.
Table- Armor of Resistance
d10
Damage Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Necrotic
7
Poison
8
Psychic
9
Radiant
10
Thunder
Armor of Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the
following damage types: bludgeoning, piercing, or slashing. The
GM chooses the type or determines it randomly.
Curse.
This armor is cursed, a fact that is revealed only when an
identify spell is cast on the armor or you
attune to it. Attuning to the armor curses you until you are
targeted by the remove curse spell or
similar magic; removing the armor fails to end the curse. While
cursed, you have vulnerability to two of the three damage types
associated with the armor (not the one to which it grants
resistance).
Arrow-Catching Shield
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield
this shield. This bonus is in addition to the shield’s normal
bonus to AC. In addition, whenever an attacker makes a ranged
attack against a target within 5 feet of you, you can use your
reaction to become the target of the attack instead.
Arrow of Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant
to slay a particular kind of creature. Some are more focused
than others; for example, there are both arrows of
dragon slaying and arrows of blue dragon
slaying. If a creature belonging to the type, race,
or group associated with an arrow of
slaying takes damage from the arrow, the creature
must make a DC 17 Constitution saving throw, taking an extra
6d10 piercing damage on a failed save, or half as much extra
damage on a successful one.
Once an arrow of slaying deals its extra
damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as
bolts of slaying meant for a crossbow,
though arrows are most common.
Magic Items (B)
Bag of Beans
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs
1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag’s contents out on the ground, they explode
in a 10-foot radius, extending from the beans. Each creature in
the area, including you, must make a DC 15 Dexterity saving
throw, taking 5d4 fire damage on a failed save, or half as much
damage on a successful one. The fire ignites flammable objects
in the area that aren’t being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and
then water it, the bean produces an effect 1 minute later from
the ground where it was planted. The GM can choose an effect
from the following table, determine it randomly, or create an
effect.
Table- Bag of Beans
d100
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool,
roll any die. On an odd roll, the eater must succeed on
a DC 15 Constitution saving throw or take 5d6 poison
damage and become poisoned for 1 hour. On an even roll,
the eater gains 5d6 temporary hit points for 1 hour.
02-10
A geyser erupts and spouts water, beer, berry juice,
tea, vinegar, wine, or oil (GM’s choice) 30 feet into
the air for 1d12 rounds.
11-20
A treant sprouts. There’s a 50 percent chance that the
treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness
rises. It makes verbal threats against you. If you leave
it and others come near, it describes you as the most
heinous of villains and directs the newcomers to find
and attack you. If you are on the same plane of
existence as the statue, it knows where you are. The
statue becomes inanimate after 24 hours.
31-40
A campfire with blue flames springs forth and burns for
24 hours (or until it is extinguished).
41-50
1d6+6 shriekers sprout.
51-60
1d4+8 bright pink toads crawl forth. Whenever a toad is
touched, it transforms into a Large or smaller monster
of the GM’s choice. The monster remains for 1 minute,
then disappears in a puff of bright pink smoke.
61-70
A hungry bulette burrows up and attacks. 71-80 A fruit
tree grows. It has 1d10+20 fruit, 1d8 of which act as
randomly determined magic potions, while one acts as an
ingested poison of the GM’s choice. The tree vanishes
after 1 hour. Picked fruit remains, retaining any magic
for 30 days.
81-90
A nest of 1d4+3 eggs springs up. Any creature that eats
an egg must make a DC 20 Constitution saving throw. On a
successful save, a creature permanently increases its
lowest ability score by 1, randomly choosing among
equally low scores. On a failed save, the creature takes
10d6 force damage from an internal magical explosion.
91-99
A pyramid with a 60-foot square base bursts upward.
Inside is a sarcophagus containing a mummy lord. The
pyramid is treated as the mummy lord’s lair, and its
sarcophagus contains treasure of the GM’s choice.
100
A giant beanstalk sprouts, growing to a height of the
GM’s choice. The top leads where the GM chooses, such as
to a great view, a cloud giant’s castle, or a different
plane of existence.
Bag of Devouring
Wondrous item, very rare
This bag superficially resembles a bag of
holding but is a feeding orifice for a gigantic
extradimensional creature. Turning the bag inside out closes the
orifice.
The extradimensional creature attached to the bag can sense
whatever is placed inside the bag. Animal or vegetable matter
placed wholly in the bag is devoured and lost forever. When part
of a living creature is placed in the bag, as happens when
someone reaches inside it, there is a 50 percent chance that the
creature is pulled inside the bag. A creature inside the bag can
use its action to try to escape with a successful DC 15 Strength
check. Another creature can use its action to reach into the bag
to pull a creature out, doing so with a successful DC 20
Strength check (provided it isn’t pulled inside the bag first).
Any creature that starts its turn inside the bag is devoured,
its body destroyed.
Inanimate objects can be stored in the bag, which can hold a
cubic foot of such material. However, once each day, the bag
swallows any objects inside it and spits them out into another
plane of existence. The GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything
contained within it is transported to a random location on the
Astral Plane.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its
outside dimensions, roughly 2 feet in diameter at the mouth and
4 feet deep. The bag can hold up to 500 pounds, not exceeding a
volume of 64 cubic feet. The bag weighs 15 pounds, regardless of
its contents. Retrieving an item from the bag requires an
action.
If the bag is overloaded, pierced, or torn, it ruptures and is
destroyed, and its contents are scattered in the Astral Plane.
If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be used
again. Breathing creatures inside the bag can survive up to a
number of minutes equal to 10 divided by the number of creatures
(minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an
extradimensional space created by a handy
haversack, portable hole, or
similar item instantly destroys both items and opens a gate to
the Astral Plane. The gate originates where the one item was
placed inside the other. Any creature within 10 feet of the gate
is sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can’t be
reopened.
Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears
empty. Reaching inside the bag, however, reveals the presence of
a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and
throw it up to 20 feet. When the object lands, it transforms
into a creature you determine by rolling a d8 and consulting the
table that corresponds to the bag’s color.
The creature is friendly to you and your companions, and it acts
on your turn. You can use a bonus action to command how the
creature moves and what action it takes on its next turn, or to
give it general orders, such as to attack your enemies. In the
absence of such orders, the creature acts in a fashion
appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag
can’t be used again until the next dawn.
Table- Gray Bag of Tricks
d8
Creature
1
Weasel
2
Giant rat
3
Badger
4
Boar
5
Panther
6
Giant badger
7
Dire wolf
8
Giant elk
Table- Rust Bag of Tricks
d8
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Table- Tan Bag of Tricks
d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe beak
5
Black bear
6
Giant weasel
7
Giant hyena
8
Tiger
Bead of Force
Wondrous item, rare
This small black sphere measures 3/4 of an inch in diameter and
weighs an ounce. Typically, 1d4+4 beads of
force are found together.
You can use an action to throw the bead up to 60 feet. The bead
explodes on impact and is destroyed. Each creature within a
10-foot radius of where the bead landed must succeed on a DC 15
Dexterity saving throw or take 5d4 force damage. A sphere of
transparent force then encloses the area for 1 minute. Any
creature that failed the save and is completely within the area
is trapped inside this sphere. Creatures that succeeded on the
save, or are partially within the area, are pushed away from the
center of the sphere until they are no longer inside it. Only
breathable air can pass through the sphere’s wall. No attack or
other effect can.
An enclosed creature can use its action to push against the
sphere’s wall, moving the sphere up to half the creature’s
walking speed. The sphere can be picked up, and its magic causes
it to weigh only 1 pound, regardless of the weight of creatures
inside.
Belt of Dwarvenkind
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to
interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent
chance each day at dawn of growing a full beard if you’re
capable of growing one, or a visibly thicker beard if you
already have one.
If you aren’t a dwarf, you gain the following additional
benefits while wearing the belt:
You have advantage on saving throws against poison, and you
have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Belt of Giant Strength
Wondrous item, rarity varies (requires
attunement)
While wearing this belt, your Strength score changes to a score
granted by the belt. If your Strength is already equal to or
greater than the belt’s score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having
rarity according to the six kinds of true giants. The
belt of stone giant strength and the
belt of frost giant strength look
different, but they have the same effect.
Table- Belt of Strength
Type
Strength
Rarity
Hill giant
21
Rare
Stone/frost giant
23
Very rare
Fire giant
25
Very rare
Cloud giant
27
Legendary
Storm giant
29
Legendary
Berserker Axe
Weapon (any axe), rare (requires
attunement)
You gain a +1 bonus to attack and damage rolls made with this
magic weapon. In addition, while you are attuned to this weapon,
your hit point maximum increases by 1 for each level you have
attained.
Curse.
This axe is cursed, and becoming attuned to it extends the curse
to you. As long as you remain cursed, you are unwilling to part
with the axe, keeping it within reach at all times. You also
have disadvantage on attack rolls with weapons other than this
one, unless no foe is within 60 feet of you that you can see or
hear.
Whenever a hostile creature damages you while the axe is in your
possession, you must succeed on a DC 15 Wisdom saving throw or
go berserk. While berserk, you must use your action each round
to attack the creature nearest to you with the axe. If you can
make extra attacks as part of the Attack action, you use those
extra attacks, moving to attack the next nearest creature after
you fell your current target. If you have multiple possible
targets, you attack one at random. You are berserk until you
start your turn with no creatures within 60 feet of you that you
can see or hear.
Boots of Elvenkind
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless
of the surface you are moving across. You also have advantage on
Dexterity (Stealth) checks that rely on moving silently.
Boots of Levitation
Wondrous item, rare (requires attunement)
While you wear these boots, you can use an action to cast the
levitate spell on yourself at will.
Boots of Speed
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click
the boots’ heels together. If you do, the boots double your
walking speed, and any creature that makes an opportunity attack
against you has disadvantage on the attack roll. If you click
your heels together again, you end the effect.
When the boots’ property has been used for a total of 10
minutes, the magic ceases to function until you finish a long
rest.
Boots of Striding and Springing
Wondrous item, uncommon (requires
attunement)
While you wear these boots, your walking speed becomes 30 feet,
unless your walking speed is higher, and your speed isn’t
reduced if you are encumbered or wearing heavy armor. In
addition, you can jump three times the normal distance, though
you can’t jump farther than your remaining movement would allow.
Boots of the Winterlands
Wondrous item, uncommon (requires
attunement)
These furred boots are snug and feel quite warm. While you wear
them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees
Fahrenheit without any additional protection. If you wear
heavy clothes, you can tolerate temperatures as low as -100
degrees Fahrenheit.
Bowl of Commanding Water Elementals
Wondrous item, rare
While this bowl is filled with water, you can use an action to
speak the bowl’s command word and summon a water elemental, as
if you had cast the conjure elemental
spell. The bowl can’t be used this way again until the next
dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs
3 pounds and holds about 3 gallons.
Bracers of Archery
Wondrous item, uncommon (requires
attunement)
While wearing these bracers, you have proficiency with the
longbow and shortbow, and you gain a +2 bonus to damage rolls on
ranged attacks made with such weapons.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you
are wearing no armor and using no shield.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action
to speak the brazier’s command word and summon a fire elemental,
as if you had cast the conjure elemental
spell. The brazier can’t be used this way again until the next
dawn.
The brazier weighs 5 pounds.
Brooch of Shielding
Wondrous item, uncommon (requires
attunement)
While wearing this brooch, you have resistance to force damage,
and you have immunity to damage from the magic
missile spell.
Broom of Flying
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a
mundane broom until you stand astride it and speak its command
word. It then hovers beneath you and can be ridden in the air.
It has a flying speed of 50 feet. It can carry up to 400 pounds,
but its flying speed becomes 30 feet while carrying over 200
pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1
mile of you if you speak the command word, name the location,
and are familiar with that place. The broom comes back to you
when you speak another command word, provided that the broom is
still within 1 mile of you.
Magic Items (C)
Candle of Invocation
Wondrous item, very rare (requires
attunement)
This slender taper is dedicated to a deity and shares that
deity’s alignment. The candle’s alignment can be detected with
the detect evil and good spell. The GM
chooses the god and associated alignment or determines the
alignment randomly.
Table- Candle of Invocation
d20
Alignment
1-2
Chaotic evil
3-4
Chaotic neutral
5-7
Chaotic good
8-9
Neutral evil
10-11
Neutral
12-13
Neutral good
14-15
Lawful evil
16-17
Lawful neutral
18-20
Lawful good
The candle’s magic is activated when the candle is lit, which
requires an action. After burning for 4 hours, the candle is
destroyed. You can snuff it out early for use at a later time.
Deduct the time it burned in increments of 1 minute from the
candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any
creature within that light whose alignment matches that of the
candle makes attack rolls, saving throws, and ability checks
with advantage. In addition, a cleric or druid in the light
whose alignment matches the candle’s can cast 1st-level spells
he or she has prepared without expending spell slots, though the
spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you
can cast the gate spell with it. Doing so
destroys the candle.
Cape of the Mountebank
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can
use it to cast the dimension door spell as
an action. This property of the cape can’t be used again until
the next dawn.
When you disappear, you leave behind a cloud of smoke, and you
appear in a similar cloud of smoke at your destination. The
smoke lightly obscures the space you left and the space you
appear in, and it dissipates at the end of your next turn. A
light or stronger wind disperses the smoke.
Carpet of Flying
Wondrous item, very rare
You can speak the carpet’s command word as an action to make the
carpet hover and fly. It moves according to your spoken
directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The
GM chooses the size of a given carpet or determines it randomly.
Table- Carpet of Flying
d100
Size
Capacity
Flying Speed
01-20
3 ft. × 5 ft.
200 lb.
80 feet
21-55
4 ft. × 6 ft.
400 lb.
60 feet
56-80
5 ft. × 7 ft.
600 lb.
40 feet
81-100
6 ft. × 9 ft.
800 lb.
30 feet
A carpet can carry up to twice the weight shown on the table,
but it flies at half speed if it carries more than its normal
capacity.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action
to speak the censer’s command word and summon an air elemental,
as if you had cast the conjure elemental
spell. The censer can’t be used this way again until the next
dawn.
This 6-inch-wide, 1-foot high vessel resembles a chalice with a
decorated lid. It weighs 1 pound.
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1
pound. You can strike it as an action, pointing it at an object
within 120 feet of you that can be opened, such as a door, lid,
or lock. The chime issues a clear tone, and one lock or latch on
the object opens unless the sound can’t reach the object. If no
locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks
and becomes useless.
Circlet of Blasting
Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the
scorching ray spell with it. When you make
the spell’s attacks, you do so with an attack bonus of +5. The
circlet can’t be used this way again until the next dawn.
Cloak of Arachnida
Wondrous item, very rare (requires
attunement)
This fine garment is made of black silk interwoven with faint
silvery threads. While wearing it, you gain the following
benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and
upside down along ceilings, while leaving your hands free.
You can’t be caught in webs of any sort and can move through
webs as if they were difficult terrain.
You can use an action to cast the web
spell (save DC 13). The web created by the spell fills twice
its normal area. Once used, this property of the cloak can’t
be used again until the next dawn.
Cloak of Displacement
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes
you appear to be standing in a place near your actual location,
causing any creature to have disadvantage on attack rolls
against you. If you take damage, the property ceases to function
until the start of your next turn. This property is suppressed
while you are incapacitated, restrained, or otherwise unable to
move.
Cloak of Elvenkind
Wondrous item, uncommon (requires
attunement)
While you wear this cloak with its hood up, Wisdom (Perception)
checks made to see you have disadvantage, and you have advantage
on Dexterity (Stealth) checks made to hide, as the cloak’s color
shifts to camouflage you. Pulling the hood up or down requires
an action.
Cloak of Protection
Wondrous item, uncommon (requires
attunement)
You gain a +1 bonus to AC and saving throws while you wear this
cloak.
Cloak of the Bat
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity
(Stealth) checks. In an area of dim light or darkness, you can
grip the edges of the cloak with both hands and use it to fly at
a speed of 40 feet. If you ever fail to grip the cloak’s edges
while flying in this way, or if you are no longer in dim light
or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you
can use your action to cast polymorph on
yourself, transforming into a bat. While you are in the form of
the bat, you retain your Intelligence, Wisdom, and Charisma
scores. The cloak can’t be used this way again until the next
dawn.
Cloak of the Manta Ray
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe
underwater, and you have a swimming speed of 60 feet. Pulling
the hood up or down requires an action.
Crystal Ball
Wondrous item, very rare or legendary (requires
attunement)
The typical crystal ball, a very rare item,
is about 6 inches in diameter. While touching it, you can cast
the scrying spell (save DC 17) with it.
The following crystal ball variants are
legendary items and have additional properties.
Crystal Ball of Mind
Reading. You can use an action to cast the
detect thoughts spell (save DC 17) while
you are scrying with the crystal ball,
targeting creatures you can see within 30 feet of the spell’s
sensor. You don’t need to concentrate on this detect
thoughts to maintain it during its duration, but it
ends if scrying ends.
Crystal Ball of
Telepathy. While scrying with the crystal
ball, you can communicate telepathically with creatures you can
see within 30 feet of the spell’s sensor. You can also use an
action to cast the suggestion spell (save
DC 17) through the sensor on one of those creatures. You don’t
need to concentrate on this suggestion to
maintain it during its duration, but it ends if
scrying ends. Once used, the
suggestion power of the crystal
ball can’t be used again until the next dawn.
Crystal Ball of True
Seeing. While scrying with the crystal
ball, you have truesight with a radius of 120 feet centered on
the spell’s sensor.
Cube of Force
Wondrous item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct
marking on it that can be pressed. The cube starts with 36
charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube’s faces,
expending a number of charges based on the chosen face, as shown
in the Cube of Force Faces table. Each face has a different
effect. If the cube has insufficient charges remaining, nothing
happens. Otherwise, a barrier of invisible force springs into
existence, forming a cube 15 feet on a side. The barrier is
centered on you, moves with you, and lasts for 1 minute, until
you use an action to press the cube’s sixth face, or the cube
runs out of charges. You can change the barrier’s effect by
pressing a different face of the cube and expending the
requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a
solid object that can’t pass through the cube, you can’t move
any closer to that object as long as the barrier remains.
Table- Cube of Force Effects
Face
Charges
Effect
1
1
Gases, wind, and fog can’t pass through the barrier.
2
2
Nonliving matter can’t pass through the barrier. Walls,
floors, and ceilings can pass through at your
discretion.
3
3
Living matter can’t pass through the barrier.
4
4
Spell effects can’t pass through the barrier.
5
5
Nothing can pass through the barrier. Walls, floors, and
ceilings can pass through at your discretion.
6
0
The barrier deactivates.
The cube loses charges when the barrier is targeted by certain
spells or comes into contact with certain spell or magic item
effects, as shown in the table below.
Table- Cube of Force Charges
Lost
Spell or Item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
Cubic Gate
Wondrous item, legendary
This cube is 3 inches across and radiates palpable magical
energy. The six sides of the cube are each keyed to a different
plane of existence, one of which is the Material Plane. The
other sides are linked to planes determined by the GM.
You can use an action to press one side of the cube to cast the
gate spell with it, opening a portal to the
plane keyed to that side. Alternatively, if you use an action to
press one side twice, you can cast the plane
shift spell (save DC 17) with the cube and transport
the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge.
The cube regains 1d3 expended charges daily at dawn.
Magic Items (D)
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
You can use an action to cause thick, black poison to coat the
blade. The poison remains for 1 minute or until an attack using
this weapon hits a creature. That creature must succeed on a DC
15 Constitution saving throw or take 2d10 poison damage and
become poisoned for 1 minute. The dagger can’t be used this way
again until the next dawn.
Dancing Sword
Weapon (any sword), very rare (requires
attunement)
You can use a bonus action to toss this magic sword into the air
and speak the command word. When you do so, the sword begins to
hover, flies up to 30 feet, and attacks one creature of your
choice within 5 feet of it. The sword uses your attack roll and
ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it
to fly up to 30 feet to another spot within 30 feet of you. As
part of the same bonus action, you can cause the sword to attack
one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies
up to 30 feet and tries to return to your hand. If you have no
hand free, it falls to the ground at your feet. If the sword has
no unobstructed path to you, it moves as close to you as it can
and then falls to the ground. It also ceases to hover if you
grasp it or move more than 30 feet away from it.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains
water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of
three command words, whereupon an amount of fresh water or salt
water (your choice) pours out of the flask. The water stops
pouring out at the start of your next turn. Choose from the
following options:
Stream
produces 1 gallon of water.
Fountain
produces 5 gallons of water.
Geyser
produces 30 gallons of water that
gushes forth in a geyser 30 feet long and 1 foot wide. As a
bonus action while holding the decanter, you can aim the
geyser at a creature you can see within 30 feet of you. The
target must succeed on a DC 13 Strength saving throw or take
1d4 bludgeoning damage and fall prone. Instead of a
creature, you can target an object that isn’t being worn or
carried and that weighs no more than 200 pounds. The object
is either knocked over or pushed up to 15 feet away from
you.
Deck of Illusions
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34
cards. A deck found as treasure is usually missing 1d20-1 cards.
The magic of the deck functions only if cards are drawn at
random (you can use an altered deck of playing cards to simulate
the deck). You can use an action to draw a card at random from
the deck and throw it to the ground at a point within 30 feet of
you.
An illusion of one or more creatures forms over the thrown card
and remains until dispelled. An illusory creature appears real,
of the appropriate size, and behaves as if it were a real
creature except that it can do no harm. While you are within 120
feet of the illusory creature and can see it, you can use an
action to move it magically anywhere within 30 feet of its card.
Any physical interaction with the illusory creature reveals it
to be an illusion, because objects pass through it. Someone who
uses an action to visually inspect the creature identifies it as
illusory with a successful DC 15 Intelligence (Investigation)
check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is
dispelled. When the illusion ends, the image on its card
disappears, and that card can’t be used again.
Table- Deck of Illusions
Playing Card
Illusion
Ace of hearts
Red dragon
King of hearts
Knight and four guards
Queen of hearts
Succubus or incubus
Jack of hearts
Druid
Ten of hearts
Cloud giant
Nine of hearts
Ettin
Eight of hearts
Bugbear
Two of hearts
Goblin
Ace of diamonds
Beholder
King of diamonds
Archmage and mage apprentice
Queen of diamonds
Night hag
Jack of diamonds
Assassin
Ten of diamonds
Fire giant
Nine of diamonds
Ogre mage
Eight of diamonds
Gnoll
Two of diamonds
Kobold
Ace of spades
Lich
King of spades
Priest and two acolytes
Queen of spades
Medusa
Jack of spades
Veteran
Ten of spades
Frost giant
Nine of spades
Troll
Eight of spades
Hobgoblin
Two of spades
Goblin
Ace of clubs
Iron golem
King of clubs
Bandit captain and three bandits
Queen of clubs
Erinyes
Jack of clubs
Berserker
Ten of clubs
Hill giant
Nine of clubs
Ogre
Eight of clubs
Orc
Two of clubs
Kobold
Jokers (2)
You (the deck’s owner)
Deck of Many Things
Wondrous item, legendary
Usually found in a box or pouch, this deck contains a number of
cards made of ivory or vellum. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you
intend to draw and then draw them randomly (you can use an
altered deck of playing cards to simulate the deck). Any cards
drawn in excess of this number have no effect. Otherwise, as
soon as you draw a card from the deck, its magic takes effect.
You must draw each card no more than 1 hour after the previous
draw. If you fail to draw the chosen number, the remaining
number of cards fly from the deck on their own and take effect
all at once.
Once a card is drawn, it fades from existence. Unless the card
is the Fool or the Jester, the card reappears in the deck,
making it possible to draw the same card twice.
Table- Deck of Many Things
Playing Card
Card
Ace of diamonds
Vizier*
King of diamonds
Sun
Queen of diamonds
Moon
Jack of diamonds
Star
Two of diamonds
Comet*
Ace of hearts
The Fates*
King of hearts
Throne
Queen of hearts
Key
Jack of hearts
Knight
Two of hearts
Gem*
Ace of clubs
Talons*
King of clubs
The Void
Queen of clubs
Flames
Jack of clubs
Skull
Two of clubs
Idiot*
Ace of spades
Donjon*
King of spades
Ruin
Queen of spades
Euryale
Jack of spades
Rogue
Two of spades
Balance*
Joker (with TM)
Fool*
Joker (without TM)
Jester
* Found only in a deck with twenty-two cards
Balance.
Your mind suffers a wrenching alteration, causing your alignment
to change. Lawful becomes chaotic, good becomes evil, and vice
versa. If you are true neutral or unaligned, this card has no
effect on you.
Comet.
If you single-handedly defeat the next hostile monster or group
of monsters you encounter, you gain experience points enough to
gain one level. Otherwise, this card has no effect.
Donjon.
You disappear and become entombed in a state of suspended
animation in an extradimensional sphere. Everything you were
wearing and carrying stays behind in the space you occupied when
you disappeared. You remain imprisoned until you are found and
removed from the sphere. You can’t be located by any divination
magic, but a wish spell can reveal the
location of your prison. You draw no more cards.
Euryale.
The card’s medusa-like visage curses you. You take a -2 penalty
on saving throws while cursed in this way. Only a god or the
magic of The Fates card can end this curse.
The
Fates. Reality’s fabric unravels and spins
anew, allowing you to avoid or erase one event as if it never
happened. You can use the card’s magic as soon as you draw the
card or at any other time before you die.
Flames.
A powerful devil becomes your enemy. The devil seeks your ruin
and plagues your life, savoring your suffering before attempting
to slay you. This enmity lasts until either you or the devil
dies.
Fool.
You lose 10,000 XP, discard this card, and draw from the deck
again, counting both draws as one of your declared draws. If
losing that much XP would cause you to lose a level, you instead
lose an amount that leaves you with just enough XP to keep your
level.
Gem.
Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems
worth 1,000 gp each appear at your feet.
Idiot.
Permanently reduce your Intelligence by 1d4+1 (to a minimum
score of 1). You can draw one additional card beyond your
declared draws.
Jester.
You gain 10,000 XP, or you can draw two additional cards beyond
your declared draws.
Key. A
rare or rarer magic weapon with which you are proficient appears
in your hands. The GM chooses the weapon.
Knight.
You gain the service of a 4th-level fighter who appears in a
space you choose within 30 feet of you. The fighter is of the
same race as you and serves you loyally until death, believing
the fates have drawn him or her to you. You control this
character.
Moon.
You are granted the ability to cast the
wish spell 1d3 times.
Rogue. A
nonplayer character of the GM’s choice becomes hostile toward
you. The identity of your new enemy isn’t known until the NPC or
someone else reveals it. Nothing less than a
wish spell or divine intervention can end
the NPC’s hostility toward you.
Ruin.
All forms of wealth that you carry or own, other than magic
items, are lost to you. Portable property vanishes. Businesses,
buildings, and land you own are lost in a way that alters
reality the least. Any documentation that proves you should own
something lost to this card also disappears.
Skull.
You summon an avatar of death-a ghostly humanoid skeleton clad
in a tattered black robe and carrying a spectral scythe. It
appears in a space of the GM’s choice within 10 feet of you and
attacks you, warning all others that you must win the battle
alone. The avatar fights until you die or it drops to 0 hit
points, whereupon it disappears. If anyone tries to help you,
the helper summons its own avatar of death. A creature slain by
an avatar of death can’t be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20
Hit Points half the hit
point maximum of its summoner
Speed 60 ft., fly 60 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic,
poison
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned,
unconscious
Senses darkvision 60 ft.,
truesight 60 ft., passive Perception 13
Languages all languages
known to its summoner
Challenge - (0 XP)
Incorporeal
Movement. The avatar can move through
other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Turning
Immunity. The avatar is immune to
features that turn undead.
Actions
Reaping
Scythe. The avatar sweeps its spectral
scythe through a creature within 5 feet of it, dealing 7
(1d8+3) slashing damage plus 4 (1d8) necrotic damage.
Star.
Increase one of your ability scores by 2. The score can
exceed 20 but can’t exceed 24.
Sun.
You gain 50,000 XP, and a wondrous item (which the GM
determines randomly) appears in your hands.
Talons.
Every magic item you wear or carry disintegrates. Artifacts
in your possession aren’t destroyed but do vanish.
Throne.
You gain proficiency in the Persuasion skill, and you double
your proficiency bonus on checks made with that skill. In
addition, you gain rightful ownership of a small keep
somewhere in the world. However, the keep is currently in
the hands of monsters, which you must clear out before you
can claim the keep as yours.
Vizier.
At any time you choose within one year of drawing this card,
you can ask a question in meditation and mentally receive a
truthful answer to that question. Besides information, the
answer helps you solve a puzzling problem or other dilemma.
In other words, the knowledge comes with wisdom on how to
apply it.
The
Void. This black card spells disaster.
Your soul is drawn from your body and contained in an object
in a place of the GM’s choice. One or more powerful beings
guard the place. While your soul is trapped in this way,
your body is incapacitated. A wish
spell can’t restore your soul, but the spell reveals the
location of the object that holds it. You draw no more
cards.
Defender
Weapon (any sword), legendary (requires
attunement)
You gain a +3 bonus to attack and damage rolls made with this
magic weapon.
The first time you attack with the sword on each of your turns,
you can transfer some or all of the sword’s bonus to your Armor
Class, instead of using the bonus on any attacks that turn. For
example, you could reduce the bonus to your attack and damage
rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses
remain in effect until the start of your next turn, although you
must hold the sword to gain a bonus to AC from it.
Demon Armor
Armor (plate), very rare (requires
attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can
understand and speak Abyssal. In addition, the armor’s clawed
gauntlets turn unarmed strikes with your hands into magic
weapons that deal slashing damage, with a +1 bonus to attack
rolls and damage rolls and a damage die of 1d8.
Curse.
Once you don this cursed armor, you can’t doff it unless you are
targeted by the remove curse spell or
similar magic. While wearing the armor, you have disadvantage on
attack rolls against demons and on saving throws against their
spells and special abilities.
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an
incapacitated creature. The shackles adjust to fit a creature of
Small to Large size. In addition to serving as mundane manacles,
the shackles prevent a creature bound by them from using any
method of extradimensional movement, including teleportation or
travel to a different plane of existence. They don’t prevent the
creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can
use an action to remove them. Once every 30 days, the bound
creature can make a DC 30 Strength (Athletics) check. On a
success, the creature breaks free and destroys the shackles.
Dragon Scale Mail
Armor (scale mail), very rare (requires
attunement)
Dragon scale mail is made of the scales of one kind of dragon.
Sometimes dragons collect their cast-off scales and gift them to
humanoids. Other times, hunters carefully skin and preserve the
hide of a dead dragon. In either case, dragon scale mail is
highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have
advantage on saving throws against the Frightful Presence and
breath weapons of dragons, and you have resistance to one damage
type that is determined by the kind of dragon that provided the
scales (see the table).
Additionally, you can focus your senses as an action to
magically discern the distance and direction to the closest
dragon within 30 miles of you that is of the same type as the
armor. This special action can’t be used again until the next
dawn.
Table- Dragon Scale Mail
Dragon
Resistance
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
When you hit a dragon with this weapon, the dragon takes an
extra 3d6 damage of the weapon’s type. For the purpose of this
weapon, dragon
refers to any creature with the
dragon type, including dragon turtles and wyverns.
Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand.
There is enough of it for one use. When you use an action to
throw the dust into the air, you and each creature and object
within 10 feet of you become invisible for 2d4 minutes. The
duration is the same for all subjects, and the dust is consumed
when its magic takes effect. If a creature affected by the dust
attacks or casts a spell, the invisibility ends for that
creature.
Dust of Dryness
Wondrous item, uncommon
This small packet contains 1d6+4 pinches of dust. You can use an
action to sprinkle a pinch of it over water. The dust turns a
cube of water 15 feet on a side into one marble-sized pellet,
which floats or rests near where the dust was sprinkled. The
pellet’s weight is negligible.
Someone can use an action to smash the pellet against a hard
surface, causing the pellet to shatter and release the water the
dust absorbed. Doing so ends that pellet’s magic.
An elemental composed mostly of water that is exposed to a pinch
of the dust must make a DC 13 Constitution saving throw, taking
10d6 necrotic damage on a failed save, or half as much damage on
a successful one.
Dust of Sneezing and Choking
Wondrous item, uncommon
Found in a small container, this powder resembles very fine
sand. It appears to be dust of
disappearance, and an identify
spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the
air, you and each creature that needs to breathe within 30 feet
of you must succeed on a DC 15 Constitution saving throw or
become unable to breathe, while sneezing uncontrollably. A
creature affected in this way is incapacitated and suffocating.
As long as it is conscious, a creature can repeat the saving
throw at the end of each of its turns, ending the effect on it
on a success. The lesser restoration spell
can also end the effect on a creature.
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In
addition, if an effect moves you against your will along the
ground, you can use your reaction to reduce the distance you are
moved by up to 10 feet.
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by
a dwarf)
You gain a +3 bonus to attack and damage rolls made with this
magic weapon. It has the thrown property with a normal range of
20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 damage or, if
the target is a giant, 2d8 damage. Immediately after the attack,
the weapon flies back to your hand.
Magic Items (E)
Efficient Quiver
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an
extradimensional space that allows the quiver to hold numerous
items while never weighing more than 2 pounds. The shortest
compartment can hold up to sixty arrows, bolts, or similar
objects. The midsize compartment holds up to eighteen javelins
or similar objects. The longest compartment holds up to six long
objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a
regular quiver or scabbard.
Efreeti Bottle
Wondrous item, very rare
This painted brass bottle weighs 1 pound. When you use an action
to remove the stopper, a cloud of thick smoke flows out of the
bottle. At the end of your turn, the smoke disappears with a
flash of harmless fire, and an efreeti appears in an unoccupied
space within 30 feet of you.
The first time the bottle is opened, the GM rolls to determine
what happens.
Table- Efreeti Bottle
d100
Effect
01-10
The efreeti attacks you. After fighting for 5 rounds,
the efreeti disappears, and the bottle loses its magic.
11-90
The efreeti serves you for 1 hour, doing as you command.
Then the efreeti returns to the bottle, and a new
stopper contains it. The stopper can’t be removed for 24
hours. The next two times the bottle is opened, the same
effect occurs. If the bottle is opened a fourth time,
the efreeti escapes and disappears, and the bottle loses
its magic.
91-100
The efreeti can cast the wish spell three times for you.
It disappears when it grants the final wish or after 1
hour, and the bottle loses its magic.
Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an
action to break the gem, an elemental is summoned as if you had
cast the conjure elemental spell, and the
gem’s magic is lost. The type of gem determines the elemental
summoned by the spell.
Table- Elemental Gem
Gem
Summoned Elemental
Blue sapphire
Air elemental
Yellow diamond
Earth elemental
Red corundum
Fire elemental
Emerald
Water elemental
Elven Chain
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are
considered proficient with this armor even if you lack
proficiency with medium armor.
Eversmoking Bottle
Wondrous item, uncommon
Smoke leaks from the lead-stoppered mouth of this brass bottle,
which weighs 1 pound. When you use an action to remove the
stopper, a cloud of thick smoke pours out in a 60-foot radius
from the bottle. The cloud’s area is heavily obscured. Each
minute the bottle remains open and within the cloud, the radius
increases by 10 feet until it reaches its maximum radius of 120
feet.
The cloud persists as long as the bottle is open. Closing the
bottle requires you to speak its command word as an action. Once
the bottle is closed, the cloud disperses after 10 minutes. A
moderate wind (11 to 20 miles per hour) can also disperse the
smoke after 1 minute, and a strong wind (21 or more miles per
hour) can do so after 1 round.
Eyes of Charming
Wondrous item, uncommon (requires
attunement)
These crystal lenses fit over the eyes. They have 3 charges.
While wearing them, you can expend 1 charge as an action to cast
the charm person spell (save DC 13) on a
humanoid within 30 feet of you, provided that you and the target
can see each other. The lenses regain all expended charges daily
at dawn.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you
can see much better than normal out to a range of 1 foot. You
have advantage on Intelligence (Investigation) checks that rely
on sight while searching an area or studying an object within
that range.
Eyes of the Eagle
Wondrous item, uncommon (requires
attunement)
These crystal lenses fit over the eyes. While wearing them, you
have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of
even extremely distant creatures and objects as small as 2 feet
across.
Magic Items (F)
Feather Token
Wondrous item, rare
This tiny object looks like a feather. Different types of
feather tokens exist, each with a different single-use effect.
The GM chooses the kind of token or determines it randomly.
Table- Feather Token
d100
Feather Token
01-20
Anchor
21-35
Bird
36-50
Fan
51-65
Swan boat
66-90
Tree
91-100
Whip
Anchor.
You can use an action to touch the token to a boat or ship. For
the next 24 hours, the vessel can’t be moved by any means.
Touching the token to the vessel again ends the effect. When the
effect ends, the token disappears.
Bird.
You can use an action to toss the token 5 feet into the air. The
token disappears and an enormous, multicolored bird takes its
place. The bird has the statistics of a roc, but it obeys your
simple commands and can’t attack. It can carry up to 500 pounds
while flying at its maximum speed (16 miles an hour for a
maximum of 144 miles per day, with a one-hour rest for every 3
hours of flying), or 1,000 pounds at half that speed. The bird
disappears after flying its maximum distance for a day or if it
drops to 0 hit points. You can dismiss the bird as an action.
Fan. If
you are on a boat or ship, you can use an action to toss the
token up to 10 feet in the air. The token disappears, and a
giant flapping fan takes its place. The fan floats and creates a
wind strong enough to fill the sails of one ship, increasing its
speed by 5 miles per hour for 8 hours. You can dismiss the fan
as an action.
Swan
Boat. You can use an action to touch the
token to a body of water at least 60 feet in diameter. The token
disappears, and a 50-foot long, 20-foot wide boat shaped like a
swan takes its place. The boat is self-propelled and moves
across water at a speed of 6 miles per hour. You can use an
action while on the boat to command it to move or to turn up to
90 degrees. The boat can carry up to thirty-two Medium or
smaller creatures. A Large creature counts as four Medium
creatures, while a Huge creature counts as nine. The boat
remains for 24 hours and then disappears. You can dismiss the
boat as an action.
Tree.
You must be outdoors to use this token. You can use an action to
touch it to an unoccupied space on the ground. The token
disappears, and in its place a nonmagical oak tree springs into
existence. The tree is 60 feet tall and has a 5-foot diameter
trunk, and its branches at the top spread out in a 20-foot
radius.
Whip.
You can use an action to throw the token to a point within 10
feet of you. The token disappears, and a floating whip takes its
place. You can then use a bonus action to make a melee spell
attack against a creature within 10 feet of the whip, with an
attack bonus of +9. On a hit, the target takes 1d6+5 force
damage.
As a bonus action on your turn, you can direct the whip to fly
up to 20 feet and repeat the attack against a creature within 10
feet of it. The whip disappears after 1 hour, when you use an
action to dismiss it, or when you are incapacitated or die.
Figurine of Wondrous Power
Wondrous item, rarity by figurine
A figurine of wondrous power is a statuette
of a beast small enough to fit in a pocket. If you use an action
to speak the command word and throw the figurine to a point on
the ground within 60 feet of you, the figurine becomes a living
creature. If the space where the creature would appear is
occupied by other creatures or objects, or if there isn’t enough
space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It
understands your languages and obeys your spoken commands. If
you issue no commands, the creature defends itself but takes no
other actions.
The creature exists for a duration specific to each figurine. At
the end of the duration, the creature reverts to its figurine
form. It reverts to a figurine early if it drops to 0 hit points
or if you use an action to speak the command word again while
touching it. When the creature becomes a figurine again, its
property can’t be used again until a certain amount of time has
passed, as specified in the figurine’s description.
Bronze Griffon
(Rare). This bronze statuette is of a
griffon rampant. It can become a griffon for up to 6 hours. Once
it has been used, it can’t be used again until 5 days have
passed.
Ebony Fly
(Rare). This ebony statuette is carved in
the likeness of a horsefly. It can become a giant fly for up to
12 hours and can be ridden as a mount. Once it has been used, it
can’t be used again until 2 days have passed.
Giant Fly
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10+3)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (+0)
3 (-4)
Senses darkvision 60 ft.,
passive Perception 10
Languages -
Golden Lions
(Rare). These gold statuettes of lions
are always created in pairs. You can use one figurine or both
simultaneously. Each can become a lion for up to 1 hour. Once
a lion has been used, it can’t be used again until 7 days have
passed.
Ivory Goats
(Rare). These ivory statuettes of goats
are always created in sets of three. Each goat looks unique
and functions differently from the others. Their properties
are as follows:
The goat of traveling can become a
Large goat with the same statistics as a riding horse. It
has 24 charges, and each hour or portion thereof it spends
in beast form costs 1 charge. While it has charges, you
can use it as often as you wish. When it runs out of
charges, it reverts to a figurine and can’t be used again
until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant
goat for up to 3 hours. Once it has been used, it can’t be
used again until 30 days have passed.
The goat of terror becomes a giant
goat for up to 3 hours. The goat can’t attack, but you can
remove its horns and use them as weapons. One horn becomes
a +1 lance, and the other becomes a
+2 longsword. Removing a horn
requires an action, and the weapons disappear and the
horns return when the goat reverts to figurine form. In
addition, the goat radiates a 30-foot radius aura of
terror while you are riding it. Any creature hostile to
you that starts its turn in the aura must succeed on a DC
15 Wisdom saving throw or be frightened of the goat for 1
minute, or until the goat reverts to figurine form. The
frightened creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success. Once it successfully saves against the effect, a
creature is immune to the goat’s aura for the next 24
hours. Once the figurine has been used, it can’t be used
again until 15 days have passed.
Marble Elephant
(Rare). This marble statuette is about 4
inches high and long. It can become an elephant for up to 24
hours. Once it has been used, it can’t be used again until 7
days have passed.
Obsidian Steed (Very
Rare). This polished obsidian horse can
become a nightmare for up to 24 hours. The nightmare fights
only to defend itself. Once it has been used, it can’t be used
again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent
chance each time you use it to ignore your orders, including a
command to revert to figurine form. If you mount the nightmare
while it is ignoring your orders, you and the nightmare are
instantly transported to a random location on the plane of
Hades, where the nightmare reverts to figurine form.
Onyx Dog
(Rare). This onyx statuette of a dog can
become a mastiff for up to 6 hours. The mastiff has an
Intelligence of 8 and can speak Common. It also has darkvision
out to a range of 60 feet and can see invisible creatures and
objects within that range. Once it has been used, it can’t be
used again until 7 days have passed.
Serpentine Owl
(Rare). This serpentine statuette of an
owl can become a giant owl for up to 8 hours. Once it has been
used, it can’t be used again until 2 days have passed. The owl
can telepathically communicate with you at any range if you
and it are on the same plane of existence.
Silver Raven
(Uncommon). This silver statuette of a
raven can become a raven for up to 12 hours. Once it has been
used, it can’t be used again until 2 days have passed. While
in raven form, the figurine allows you to cast the
animal messenger spell on it at will.
Flame Tongue
Weapon (any sword), rare (requires
attunement)
You can use a bonus action to speak this magic sword’s command
word, causing flames to erupt from the blade. These flames shed
bright light in a 40-foot radius and dim light for an additional
40 feet. While the sword is ablaze, it deals an extra 2d6 fire
damage to any target it hits. The flames last until you use a
bonus action to speak the command word again or until you drop
or sheathe the sword.
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches
long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and
floats. It can be opened to store items inside. This item also
has three command words, each requiring you to use an action to
speak it.
One command word causes the box to unfold into a boat 10 feet
long, 4 feet wide, and 2 feet deep. The boat has one pair of
oars, an anchor, a mast, and a lateen sail. The boat can hold up
to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24
feet long, 8 feet wide, and 6 feet deep. The ship has a deck,
rowing seats, five sets of oars, a steering oar, an anchor, a
deck cabin, and a mast with a square sail. The ship can hold
fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a
normal vessel its size, and anything that was stored in the box
remains in the boat.
The third command word causes the folding
boat to fold back into a box, provided that no
creatures are aboard. Any objects in the vessel that can’t fit
inside the box remain outside the box as it folds. Any objects
in the vessel that can fit inside the box do so.
Frost Brand
Weapon (any sword), very rare (requires
attunement)
When you hit with an attack using this magic sword, the target
takes an extra 1d6 cold damage. In addition, while you hold the
sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical
flames within 30 feet of you. This property can be used no more
than once per hour.
Magic Items (G)
Gauntlets of Ogre Power
Wondrous item, uncommon (requires
attunement)
Your Strength score is 19 while you wear these gauntlets. They
have no effect on you if your Strength is already 19 or higher.
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use
an action to speak one of three command words to cause one of
the following effects:
The first command word causes the gem to shed bright light
in a 30-foot radius and dim light for an additional 30 feet.
This effect doesn’t expend a charge. It lasts until you use
a bonus action to repeat the command word or until you use
another function of the gem.
The second command word expends 1 charge and causes the gem
to fire a brilliant beam of light at one creature you can
see within 60 feet of you. The creature must succeed on a DC
15 Constitution saving throw or become blinded for 1 minute.
The creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem
to flare with blinding light in a 30-foot cone originating
from it. Each creature in the cone must make a saving throw
as if struck by the beam created with the second command
word.
When all of the gem’s charges are expended, the gem becomes a
nonmagical jewel worth 50 gp.
Gem of Seeing
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s
command word and expend 1 charge. For the next 10 minutes, you
have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Giant Slayer
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
When you hit a giant with it, the giant takes an extra 2d6
damage of the weapon’s type and must succeed on a DC 15 Strength
saving throw or fall prone. For the purpose of this weapon,
giant
refers to any creature with the giant type,
including ettins and trolls.
Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can
also use a bonus action to speak the armor’s command word and
cause the armor to assume the appearance of a normal set of
clothing or some other kind of armor. You decide what it looks
like, including color, style, and accessories, but the armor
retains its normal bulk and weight. The illusory appearance
lasts until you use this property again or remove the armor.
Gloves of Missile Snaring
Wondrous item, uncommon (requires
attunement)
These gloves seem to almost meld into your hands when you don
them. When a ranged weapon attack hits you while you’re wearing
them, you can use your reaction to reduce the damage by
1d10+your Dexterity modifier, provided that you have a free
hand. If you reduce the damage to 0, you can catch the missile
if it is small enough for you to hold in that hand.
Gloves of Swimming and Climbing
Wondrous item, uncommon (requires
attunement)
While wearing these gloves, climbing and swimming don’t cost you
extra movement, and you gain a +5 bonus to Strength (Athletics)
checks made to climb or swim.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a
range of 60 feet. If you already have darkvision, wearing the
goggles increases its range by 60 feet.
Magic Items (H)
Hammer of Thunderbolts
Weapon (maul), legendary
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Giant’s Bane (Requires
Attunement). You must be wearing a
belt of giant strength (any variety) and
gauntlets of ogre power to attune to this
weapon. The attunement ends if you take off either of those
items. While you are attuned to this weapon and holding it, your
Strength score increases by 4 and can exceed 20, but not 30.
When you roll a 20 on an attack roll made with this weapon
against a giant, the giant must succeed on a DC 17 Constitution
saving throw or die.
The hammer also has 5 charges. While attuned to it, you can
expend 1 charge and make a ranged weapon attack with the hammer,
hurling it as if it had the thrown property with a normal range
of 20 feet and a long range of 60 feet. If the attack hits, the
hammer unleashes a thunderclap audible out to 300 feet. The
target and every creature within 30 feet of it must succeed on a
DC 17 Constitution saving throw or be stunned until the end of
your next turn. The hammer regains 1d4+1 expended charges daily
at dawn.
Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of
which is an extradimensional space. Each side pouch can hold up
to 20 pounds of material, not exceeding a volume of 2 cubic
feet. The large central pouch can hold up to 8 cubic feet or 80
pounds of material. The backpack always weighs 5 pounds,
regardless of its contents.
Placing an object in the haversack follows the normal rules for
interacting with objects. Retrieving an item from the haversack
requires you to use an action. When you reach into the haversack
for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if
a sharp object pierces it or tears it, the haversack ruptures
and is destroyed. If the haversack is destroyed, its contents
are lost forever, although an artifact always turns up again
somewhere. If the haversack is turned inside out, its contents
spill forth, unharmed, and the haversack must be put right
before it can be used again. If a breathing creature is placed
within the haversack, the creature can survive for up to 10
minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created
by a bag of holding, portable
hole, or similar item instantly destroys both items
and opens a gate to the Astral Plane. The gate originates where
the one item was placed inside the other. Any creature within 10
feet of the gate is sucked through it and deposited in a random
location on the Astral Plane. The gate then closes. The gate is
one-way only and can’t be reopened.
Hat of Disguise
Wondrous item, uncommon (requires
attunement)
While wearing this hat, you can use an action to cast the
disguise self spell from it at will. The
spell ends if the hat is removed.
Headband of Intellect
Wondrous item, uncommon (requires
attunement)
Your Intelligence score is 19 while you wear this headband. It
has no effect on you if your Intelligence is already 19 or
higher.
Helm of Brilliance
Wondrous item, very rare (requires
attunement)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10
fire opals, and 4d10 opals. Any gem pried from the helm crumbles
to dust. When all the gems are removed or destroyed, the helm
loses its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells
(save DC 18), using one of the helm’s gems of the specified
type as a component: daylight (opal),
fireball (fire opal),
prismatic spray (diamond), or
wall of fire (ruby). The gem is
destroyed when the spell is cast and disappears from the
helm.
As long as it has at least one diamond, the helm emits dim
light in a 30-foot radius when at least one undead is within
that area. Any undead that starts its turn in that area
takes 1d6 radiant damage.
As long as the helm has at least one ruby, you have
resistance to fire damage.
As long as the helm has at least one fire opal, you can use
an action and speak a command word to cause one weapon you
are holding to burst into flames. The flames emit bright
light in a 10-foot radius and dim light for an additional 10
feet. The flames are harmless to you and the weapon. When
you hit with an attack using the blazing weapon, the target
takes an extra 1d6 fire damage. The flames last until you
use a bonus action to speak the command word again or until
you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a
result of failing a saving throw against a spell. On a roll of
1, the helm emits beams of light from its remaining gems. Each
creature within 60 feet of the helm other than you must succeed
on a DC 17 Dexterity saving throw or be struck by a beam, taking
radiant damage equal to the number of gems in the helm. The helm
and its gems are then destroyed.
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the
comprehend languages spell from it at will.
Helm of Telepathy
Wondrous item, uncommon (requires
attunement)
While wearing this helm, you can use an action to cast the
detect thoughts spell (save DC 13) from it.
As long as you maintain concentration on the spell, you can use
a bonus action to send a telepathic message to a creature you
are focused on. It can reply-using a bonus action to do so-while
your focus on it continues.
While focusing on a creature with detect
thoughts, you can use an action to cast the
suggestion spell (save DC 13) from the helm
on that creature. Once used, the suggestion
property can’t be used again until the next dawn.
Helm of Teleportation
Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can use an action
and expend 1 charge to cast the teleport
spell from it. The helm regains 1d3 expended charges daily at
dawn.
Holy Avenger
Weapon (any sword), legendary (requires attunement by
a paladin)
You gain a +3 bonus to attack and damage rolls made with this
magic weapon. When you hit a fiend or an undead with it, that
creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot
radius around you. You and all creatures friendly to you in the
aura have advantage on saving throws against spells and other
magical effects. If you have 17 or more levels in the paladin
class, the radius of the aura increases to 30 feet.
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then
blow the horn, which emits a thunderous blast in a 30-foot cone
that is audible 600 feet away. Each creature in the cone must
make a DC 15 Constitution saving throw. On a failed save, a
creature takes 5d6 thunder damage and is deafened for 1 minute.
On a successful save, a creature takes half as much damage and
isn’t deafened. Creatures and objects made of glass or crystal
have disadvantage on the saving throw and take 10d6 thunder
damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing
the horn to explode. The explosion deals 10d6 fire damage to the
blower and destroys the horn.
Horn of Valhalla
Wondrous item, rare (silver or brass), very rare
(bronze), or legendary (iron)
You can use an action to blow this horn. In response, warrior
spirits from the Valhalla appear within 60 feet of you. They use
the statistics of a berserker. They return to Valhalla after 1
hour or when they drop to 0 hit points. Once you use the horn,
it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to
exist, each made of a different metal. The horn’s type
determines how many berserkers answer its summons, as well as
the requirement for its use. The GM chooses the horn’s type or
determines it randomly.
Table- Horn of Valhalla
d100
Horn Type
Berserkers Summoned
Requirement
01-40
Silver
2d4+2
None
41-75
Brass
3d4+3
Proficiency with all simple weapons
76-90
Bronze
4d4+4
Proficiency with all medium armor
91-00
Iron
5d4+5
Proficiency with all martial weapons
If you blow the horn without meeting its requirement, the
summoned berserkers attack you. If you meet the requirement,
they are friendly to you and your companions and follow your
commands.
Horseshoes of a Zephyr
Wondrous item, very rare
These iron horseshoes come in a set of four. While all four
shoes are affixed to the hooves of a horse or similar creature,
they allow the creature to move normally while floating 4 inches
above the ground. This effect means the creature can cross or
stand above nonsolid or unstable surfaces, such as water or
lava. The creature leaves no tracks and ignores difficult
terrain. In addition, the creature can move at normal speed for
up to 12 hours a day without suffering exhaustion from a forced
march.
Horseshoes of Speed
Wondrous item, rare
These iron horseshoes come in a set of four. While all four
shoes are affixed to the hooves of a horse or similar creature,
they increase the creature’s walking speed by 30 feet.
Magic Items (I)
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an
action to press the button, which causes the rod to become
magically fixed in place. Until you or another creature uses an
action to push the button again, the rod doesn’t move, even if
it is defying gravity. The rod can hold up to 8,000 pounds of
weight. More weight causes the rod to deactivate and fall. A
creature can use an action to make a DC 30 Strength check,
moving the fixed rod up to 10 feet on a success.
Instant Fortress
Wondrous item, rare
You can use an action to place this 1-inch metal cube on the
ground and speak its command word. The cube rapidly grows into a
fortress that remains until you use an action to speak the
command word that dismisses it, which works only if the fortress
is empty.
The fortress is a square tower, 20 feet on a side and 30 feet
high, with arrow slits on all sides and a battlement atop it.
Its interior is divided into two floors, with a ladder running
along one wall to connect them. The ladder ends at a trapdoor
leading to the roof. When activated, the tower has a small door
on the side facing you. The door opens only at your command,
which you can speak as a bonus action. It is immune to the
knock spell and similar magic, such as that
of a chime of opening.
Each creature in the area where the fortress appears must make a
DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on
a failed save, or half as much damage on a successful one. In
either case, the creature is pushed to an unoccupied space
outside but next to the fortress. Objects in the area that
aren’t being worn or carried take this damage and are pushed
automatically.
The tower is made of adamantine, and its magic prevents it from
being tipped over. The roof, the door, and the walls each have
100 hit points,
immunity to damage from nonmagical weapons excluding siege
weapons, and resistance to all other damage. Only a
wish spell can repair the fortress (this
use of the spell counts as replicating a spell of 8th level or
lower). Each casting of wish causes the
roof, the door, or one wall to regain 50 hit points.
Ioun Stone
Wondrous item, rarity varies (requires
attunement)
An Ioun stone is named after Ioun, a god of
knowledge and prophecy revered on some worlds. Many types of
Ioun stone exist, each type a distinct
combination of shape and color.
When you use an action to toss one of these stones into the air,
the stone orbits your head at a distance of 1d3 feet and confers
a benefit to you. Thereafter, another creature must use an
action to grasp or net the stone to separate it from you, either
by making a successful attack roll against AC 24 or a successful
DC 24 Dexterity (Acrobatics) check. You can use an action to
seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage.
It is considered to be an object that is being worn while it
orbits your head.
Absorption (Very
Rare). While this pale lavender ellipsoid
orbits your head, you can use your reaction to cancel a spell of
4th level or lower cast by a creature you can see and targeting
only you.
Once the stone has canceled 20 levels of spells, it burns out
and turns dull gray, losing its magic. If you are targeted by a
spell whose level is higher than the number of spell levels the
stone has left, the stone can’t cancel it.
Agility (Very
Rare). Your Dexterity score increases by
2, to a maximum of 20, while this deep red sphere orbits your
head.
Awareness
(Rare). You can’t be surprised while this
dark blue rhomboid orbits your head.
Fortitude (Very
Rare). Your Constitution score increases
by 2, to a maximum of 20, while this pink rhomboid orbits your
head.
Greater Absorption
(Legendary). While this marbled lavender
and green ellipsoid orbits your head, you can use your reaction
to cancel a spell of 8th level or lower cast by a creature you
can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out
and turns dull gray, losing its magic. If you are targeted by a
spell whose level is higher than the number of spell levels the
stone has left, the stone can’t cancel it.
Insight (Very
Rare). Your Wisdom score increases by 2,
to a maximum of 20, while this incandescent blue sphere orbits
your head.
Intellect (Very
Rare). Your Intelligence score increases
by 2, to a maximum of 20, while this marbled scarlet and blue
sphere orbits your head.
Leadership (Very
Rare). Your Charisma score increases by 2,
to a maximum of 20, while this marbled pink and green sphere
orbits your head.
Mastery
(Legendary). Your proficiency bonus
increases by 1 while this pale green prism orbits your head.
Protection
(Rare). You gain a +1 bonus to AC while
this dusty rose prism orbits your head.
Regeneration
(Legendary). You regain 15 hit points at
the end of each hour this pearly white spindle orbits your head,
provided that you have at least 1 hit point.
Reserve
(Rare). This vibrant purple prism stores
spells cast into it, holding them until you use them. The stone
can store up to 3 levels worth of spells at a time. When found,
it contains 1d4-1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the
stone by touching it as the spell is cast. The spell has no
effect, other than to be stored in the stone. If the stone can’t
hold the spell, the spell is expended without effect. The level
of the slot used to cast the spell determines how much space it
uses.
While this stone orbits your head, you can cast any spell stored
in it. The spell uses the slot level, spell save DC, spell
attack bonus, and spellcasting ability of the original caster,
but is otherwise treated as if you cast the spell. The spell
cast from the stone is no longer stored in it, freeing up space.
Strength (Very
Rare). Your Strength score increases by 2,
to a maximum of 20, while this pale blue rhomboid orbits your
head.
Sustenance
(Rare). You don’t need to eat or drink
while this clear spindle orbits your head.
Iron Bands of Binding
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs
1 pound. You can use an action to speak the command word and
throw the sphere at a Huge or smaller creature you can see
within 60 feet of you. As the sphere moves through the air, it
opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your
Dexterity modifier plus your proficiency bonus. On a hit, the
target is restrained until you take a bonus action to speak the
command word again to release it. Doing so, or missing with the
attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to
make a DC 20 Strength check to break the iron bands. On a
success, the item is destroyed, and the restrained creature is
freed. If the check fails, any further attempts made by that
creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next
dawn.
Iron Flask
Wondrous item, legendary
This iron bottle has a brass stopper. You can use an action to
speak the flask’s command word, targeting a creature that you
can see within 60 feet of you. If the target is native to a
plane of existence other than the one you’re on, the target must
succeed on a DC 17 Wisdom saving throw or be trapped in the
flask. If the target has been trapped by the flask before, it
has advantage on the saving throw. Once trapped, a creature
remains in the flask until released. The flask can hold only one
creature at a time. A creature trapped in the flask doesn’t need
to breathe, eat, or drink and doesn’t age.
You can use an action to remove the flask’s stopper and release
the creature the flask contains. The creature is friendly to you
and your companions for 1 hour and obeys your commands for that
duration. If you give no commands or give it a command that is
likely to result in its death, it defends itself but otherwise
takes no actions. At the end of the duration, the creature acts
in accordance with its normal disposition and alignment.
An identify spell reveals that a creature
is inside the flask, but the only way to determine the type of
creature is to open the flask. A newly discovered bottle might
already contain a creature chosen by the GM or determined
randomly.
Table- Iron Flask
d100
Contents
1‒50
Empty
51‒54
Demon (type 1)
55‒58
Demon (type 2)
59‒62
Demon (type 3)
63‒64
Demon (type 4)
65
Demon (type 5)
66
Demon (type 6)
67
Deva
68‒69
Devil (greater)
70‒73
Devil (lesser)
74‒75
Djinni
76‒77
Efreeti
78‒83
Elemental (any)
84‒86
Invisible stalker
87‒90
Night hag
91
Planetar
92‒95
Salamander
96
Solar
97‒99
Succubus/incubus
100
Xorn
Magic Items (J)
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its
command word, it transforms into a bolt of lightning, forming a
line 5 feet wide that extends out from you to a target within
120 feet. Each creature in the line excluding you and the target
must make a DC 13 Dexterity saving throw, taking 4d6 lightning
damage on a failed save, and half as much damage on a successful
one. The lightning bolt turns back into a javelin when it
reaches the target. Make a ranged weapon attack against the
target. On a hit, the target takes damage from the javelin plus
4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn.
In the meantime, the javelin can still be used as a magic
weapon.
Magic Items (L)
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of
oil, shedding bright light in a 30-foot radius and dim light for
an additional 30 feet. Invisible creatures and objects are
visible as long as they are in the lantern’s bright light. You
can use an action to lower the hood, reducing the light to dim
light in a 5-foot radius.
Luck Blade
Weapon (any sword), legendary (requires
attunement)
You gain a +1 bonus to attack and damage rolls made with this
magic weapon. While the sword is on your person, you also gain a
+1 bonus to saving throws.
Luck. If
the sword is on your person, you can call on its luck (no action
required) to reroll one attack roll, ability check, or saving
throw you dislike. You must use the second roll. This property
can’t be used again until the next dawn.
Wish.
The sword has 1d4-1 charges. While holding it, you can use an
action to expend 1 charge and cast the wish
spell from it. This property can’t be used again until the next
dawn. The sword loses this property if it has no charges.
Magic Items (M)
Mace of Disruption
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that
creature takes an extra 2d6 radiant damage. If the target has 25
hit points or fewer after taking this damage, it must succeed on
a DC 15 Wisdom saving throw or be destroyed. On a successful
save, the creature becomes frightened of you until the end of
your next turn.
While you hold this weapon, it sheds bright light in a 20-foot
radius and dim light for an additional 20 feet.
Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this
magic weapon. The bonus increases to +3 when you use the mace to
attack a construct.
When you roll a 20 on an attack roll made with this weapon, the
target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning
damage if it’s a construct. If a construct has 25 hit points or
fewer after taking this damage, it is destroyed.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use
an action and expend 1 charge to release a wave of terror. Each
creature of your choice in a 30-foot radius extending from you
must succeed on a DC 15 Wisdom saving throw or become frightened
of you for 1 minute. While it is frightened in this way, a
creature must spend its turns trying to move as far away from
you as it can, and it can’t willingly move to a space within 30
feet of you. It also can’t take reactions. For its action, it
can use only the Dash action or try to escape from an effect
that prevents it from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each of its
turns, a creature can repeat the saving throw, ending the effect
on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you
wear this cloak.
Manual of Bodily Health
Wondrous item, very rare
This book contains health and diet tips, and its words are
charged with magic. If you spend 48 hours over a period of 6
days or fewer studying the book’s contents and practicing its
guidelines, your Constitution score increases by 2, as does your
maximum for that score. The manual then loses its magic, but
regains it in a century.
Manual of Gainful Exercise
Wondrous item, very rare
This book describes fitness exercises, and its words are charged
with magic. If you spend 48 hours over a period of 6 days or
fewer studying the book’s contents and practicing its
guidelines, your Strength score increases by 2, as does your
maximum for that score. The manual then loses its magic, but
regains it in a century.
Manual of Golems
Wondrous item, very rare
This tome contains information and incantations necessary to
make a particular type of golem. The GM chooses the type or
determines it randomly. To decipher and use the manual, you must
be a spellcaster with at least two 5th-level spell slots. A
creature that can’t use a manual of golems
and attempts to read it takes 6d6 psychic damage.
Table- Manual of Golems
d20
Golem
Time
Cost
1-5
Clay
30 days
65,000 gp
6-17
Flesh
60 days
50,000 gp
18
Iron
120 days
100,000 gp
19-20
Stone
90 days
80,000 gp
To create a golem, you must spend the time shown on the table,
working without interruption with the manual at hand and resting
no more than 8 hours per day. You must also pay the specified
cost to purchase supplies.
Once you finish creating the golem, the book is consumed in
eldritch flames. The golem becomes animate when the ashes of the
manual are sprinkled on it. It is under your control, and it
understands and obeys your spoken commands.
Manual of Quickness of Action
Wondrous item, very rare
This book contains coordination and balance exercises, and its
words are charged with magic. If you spend 48 hours over a
period of 6 days or fewer studying the book’s contents and
practicing its guidelines, your Dexterity score increases by 2,
as does your maximum for that score. The manual then loses its
magic, but regains it in a century.
Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box with a
brush (weighing 1 pound in total), these pigments allow you to
create three-dimensional objects by painting them in two
dimensions. The paint flows from the brush to form the desired
object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a
surface, which lets you create inanimate objects or terrain
features-such as a door, a pit, flowers, trees, cells, rooms, or
weapons - that are up to 10,000 cubic feet. It takes 10 minutes
to cover 100 square feet.
When you complete the painting, the object or terrain feature
depicted becomes a real, nonmagical object. Thus, painting a
door on a wall creates an actual door that can be opened to
whatever is beyond. Painting a pit on a floor creates a real
pit, and its depth counts against the total area of objects you
create.
Nothing created by the pigments can have a value greater than 25
gp. If you paint an object of greater value (such as a diamond
or a pile of gold), the object looks authentic, but close
inspection reveals it is made from paste, bone, or some other
worthless material.
If you paint a form of energy such as fire or lightning, the
energy appears but dissipates as soon as you complete the
painting, doing no harm to anything.
Medallion of Thoughts
Wondrous item, uncommon (requires
attunement)
The medallion has 3 charges. While wearing it, you can use an
action and expend 1 charge to cast the detect
thoughts spell (save DC 13) from it. The medallion
regains 1d3 expended charges daily at dawn.
Mirror of Life Trapping
Wondrous item, very rare
When this 4-foot tall mirror is viewed indirectly, its surface
shows faint images of creatures. The mirror weighs 50 pounds,
and it has AC 11, 10 hit points, and vulnerability to
bludgeoning damage. It shatters and is destroyed when reduced to
0 hit points.
If the mirror is hanging on a vertical surface and you are
within 5 feet of it, you can use an action to speak its command
word and activate it. It remains activated until you use an
action to speak the command word again.
Any creature other than you that sees its reflection in the
activated mirror while within 30 feet of it must succeed on a DC
15 Charisma saving throw or be trapped, along with anything it
is wearing or carrying, in one of the mirror’s twelve
extradimensional cells. This saving throw is made with advantage
if the creature knows the mirror’s nature, and constructs
succeed on the saving throw automatically.
An extradimensional cell is an infinite expanse filled with
thick fog that reduces visibility to 10 feet. Creatures trapped
in the mirror’s cells don’t age, and they don’t need to eat,
drink, or sleep. A creature trapped within a cell can escape
using magic that permits planar travel. Otherwise, the creature
is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional
cells are already occupied, the mirror frees one trapped
creature at random to accommodate the new prisoner. A freed
creature appears in an unoccupied space within sight of the
mirror but facing away from it. If the mirror is shattered, all
creatures it contains are freed and appear in unoccupied spaces
near it.
While within 5 feet of the mirror, you can use an action to
speak the name of one creature trapped in it or call out a
particular cell by number. The creature named or contained in
the named cell appears as an image on the mirror’s surface. You
and the creature can then communicate normally.
In a similar way, you can use an action to speak a second
command word and free one creature trapped in the mirror. The
freed creature appears, along with its possessions, in the
unoccupied space nearest to the mirror and facing away from it.
Mithral Armor
Armor (medium or heavy, but not hide),
uncommon
Mithral is a light, flexible metal. A mithral chain shirt or
breastplate can be worn under normal clothes. If the armor
normally imposes disadvantage on Dexterity (Stealth) checks or
has a Strength requirement, the mithral version of the armor
doesn’t.
Magic Items (N)
Necklace of Adaptation
Wondrous item, uncommon (requires
attunement)
While wearing this necklace, you can breathe normally in any
environment, and you have advantage on saving throws made
against harmful gases and vapors (such as
cloudkill and stinking
cloud effects, inhaled poisons, and the breath
weapons of some dragons).
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6+3 beads hanging from it. You can use an
action to detach a bead and throw it up to 60 feet away. When it
reaches the end of its trajectory, the bead detonates as a
3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one
action. When you do so, increase the level of the
fireball by 1 for each bead beyond the
first.
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)
This necklace has 1d4+2 magic beads made from aquamarine, black
pearl, or topaz. It also has many nonmagical beads made from
stones such as amber, bloodstone, citrine, coral, jade, pearl,
or quartz. If a magic bead is removed from the necklace, that
bead loses its magic.
Six types of magic beads exist. The GM decides the type of each
bead on the necklace or determines it randomly. A necklace can
have more than one bead of the same type. To use one, you must
be wearing the necklace. Each bead contains a spell that you can
cast from it as a bonus action (using your spell save DC if a
save is necessary). Once a magic bead’s spell is cast, that bead
can’t be used again until the next dawn.
Table- Necklace of Prayer
Beads
d20
Bead of …
Spell
1-6
Blessing
Bless
7-12
Curing
Cure wounds (2nd level) or lesser restoration
13-16
Favor
Greater restoration
17-18
Smiting
Branding smite
19
Summons
Planar ally
20
Wind walking
Wind walk
Nine Lives Stealer
Weapon (any sword), very rare (requires
attunement)
You gain a +2 bonus to attack and damage rolls made with this
magic weapon.
The sword has 1d8+1 charges. If you score a critical hit against
a creature that has fewer than 100 hit points, it must succeed
on a DC 15 Constitution saving throw or be slain instantly as
the sword tears its life force from its body (a construct or an
undead is immune). The sword loses 1 charge if the creature is
slain. When the sword has no charges remaining, it loses this
property.
Magic Items (O)
Oathbow
Weapon (longbow), very rare (requires
attunement)
When you nock an arrow on this bow, it whispers in Elvish,
Swift defeat to my enemies.
When you use this
weapon to make a ranged attack, you can, as a command phrase,
say, Swift death to you who have wronged me.
The
target of your attack becomes your sworn enemy until it dies or
until dawn seven days later. You can have only one such sworn
enemy at a time. When your sworn enemy dies, you can choose a
new one after the next dawn.
When you make a ranged attack roll with this weapon against your
sworn enemy, you have advantage on the roll. In addition, your
target gains no benefit from cover, other than total cover, and
you suffer no disadvantage due to long range. If the attack
hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack
rolls with all other weapons.
Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its
container and quickly evaporate. The oil can cover a Medium or
smaller creature, along with the equipment it’s wearing and
carrying (one additional vial is required for each size category
above Medium). Applying the oil takes 10 minutes. The affected
creature then gains the effect of the
etherealness spell for 1 hour.
Oil of Sharpness
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver
shards. The oil can coat one slashing or piercing weapon or up
to 5 pieces of slashing or piercing ammunition. Applying the oil
takes 1 minute. For 1 hour, the coated item is magical and has a
+3 bonus to attack and damage rolls.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container,
but it flows quickly when poured. The oil can cover a Medium or
smaller creature, along with the equipment it’s wearing and
carrying (one additional vial is required for each size category
above Medium). Applying the oil takes 10 minutes. The affected
creature then gains the effect of a freedom of
movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action,
where it covers a 10-foot square, duplicating the effect of the
grease spell in that area for 8 hours.
Magic Items (P)
Pearl of Power
Wondrous item, uncommon (requires attunement by a
spellcaster)
While this pearl is on your person, you can use an action to
speak its command word and regain one expended spell slot. If
the expended slot was of 4th level or higher, the new slot is
3rd level. Once you use the pearl, it can’t be used again until
the next dawn.
Periapt of Health
Wondrous item, uncommon
You are immune to contracting any disease while you wear this
pendant. If you are already infected with a disease, the effects
of the disease are suppressed you while you wear the pendant.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem
pendant. While you wear it, poisons have no effect on you. You
are immune to the poisoned condition and have immunity to poison
damage.
Periapt of Wound Closure
Wondrous item, uncommon (requires
attunement)
While you wear this pendant, you stabilize whenever you are
dying at the start of your turn. In addition, whenever you roll
a Hit Die to regain hit points, double the number of hit points
it restores.
Philter of Love
Potion, uncommon
The next time you see a creature within 10 minutes after
drinking this philter, you become charmed by that creature for 1
hour. If the creature is of a species and gender you are
normally attracted to, you regard it as your true love while you
are charmed. This potion’s rose-hued, effervescent liquid
contains one easy-to-miss bubble shaped like a heart.
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes.
They have 3 charges. You can use an action to play them and
expend 1 charge to create an eerie, spellbinding tune. Each
creature within 30 feet of you that hears you play must succeed
on a DC 15 Wisdom saving throw or become frightened of you for 1
minute. If you wish, all creatures in the area that aren’t
hostile toward you automatically succeed on the saving throw. A
creature that fails the saving throw can repeat it at the end of
each of its turns, ending the effect on itself on a success. A
creature that succeeds on its saving throw is immune to the
effect of these pipes for 24 hours. The pipes regain 1d3
expended charges daily at dawn.
Pipes of the Sewers
Wondrous item, uncommon (requires
attunement)
You must be proficient with wind instruments to use these pipes.
While you are attuned to the pipes, ordinary rats and giant rats
are indifferent toward you and will not attack you unless you
threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action,
you can use a bonus action to expend 1 to 3 charges, calling
forth one swarm of rats with each expended charge, provided that
enough rats are within half a mile of you to be called in this
fashion (as determined by the GM). If there aren’t enough rats
to form a swarm, the charge is wasted. Called swarms move toward
the music by the shortest available route but aren’t under your
control otherwise. The pipes regain 1d3 expended charges daily
at dawn.
Whenever a swarm of rats that isn’t under another creature’s
control comes within 30 feet of you while you are playing the
pipes, you can make a Charisma check contested by the swarm’s
Wisdom check. If you lose the contest, the swarm behaves as it
normally would and can’t be swayed by the pipes’ music for the
next 24 hours. If you win the contest, the swarm is swayed by
the pipes’ music and becomes friendly to you and your companions
for as long as you continue to play the pipes each round as an
action. A friendly swarm obeys your commands. If you issue no
commands to a friendly swarm, it defends itself but otherwise
takes no actions. If a friendly swarm starts its turn and can’t
hear the pipes’ music, your control over that swarm ends, and
the swarm behaves as it normally would and can’t be swayed by
the pipes’ music for the next 24 hours.
Plate Armor of Etherealness
Armor (plate), legendary (requires
attunement)
While you’re wearing this armor, you can speak its command word
as an action to gain the effect of the
etherealness spell, which last for 10
minutes or until you remove the armor or use an action to speak
the command word again. This property of the armor can’t be used
again until the next dawn.
Portable Hole
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the
dimensions of a handkerchief. It unfolds into a circular sheet 6
feet in diameter.
You can use an action to unfold a portable
hole and place it on or against a solid surface,
whereupon the portable hole creates an
extradimensional hole 10 feet deep. The cylindrical space within
the hole exists on a different plane, so it can’t be used to
create open passages. Any creature inside an open
portable hole can exit the hole by climbing
out of it.
You can use an action to close a portable
hole by taking hold of the edges of the cloth and
folding it up. Folding the cloth closes the hole, and any
creatures or objects within remain in the extradimensional
space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s
extradimensional space can use an action to make a DC 10
Strength check. On a successful check, the creature forces its
way out and appears within 5 feet of the portable
hole or the creature carrying it. A breathing
creature within a closed portable hole can
survive for up to 10 minutes, after which time it begins to
suffocate.
Placing a portable hole inside an
extradimensional space created by a bag of
holding, handy haversack, or
similar item instantly destroys both items and opens a gate to
the Astral Plane. The gate originates where the one item was
placed inside the other. Any creature within 10 feet of the gate
is sucked through it and deposited in a random location on the
Astral Plane. The gate then closes. The gate is one-way only and
can’t be reopened.
Potion of Animal Friendship
Potion, uncommon
When you drink this potion, you can cast the animal
friendship spell (save DC 13) for 1 hour at will.
Agitating this muddy liquid brings little bits into view: a fish
scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Potion of Clairvoyance
Potion, rare
When you drink this potion, you gain the effect of the
clairvoyance spell. An eyeball bobs in this
yellowish liquid but vanishes when the potion is opened.
Potion of Climbing
Potion, common
When you drink this potion, you gain a climbing speed equal to
your walking speed for 1 hour. During this time, you have
advantage on Strength (Athletics) checks you make to climb. The
potion is separated into brown, silver, and gray layers
resembling bands of stone. Shaking the bottle fails to mix the
colors.
Potion of Diminution
Potion, rare
When you drink this potion, you gain the reduce
effect of the enlarge/reduce spell for 1d4
hours (no concentration required). The red in the potion’s
liquid continuously contracts to a tiny bead and then expands to
color the clear liquid around it. Shaking the bottle fails to
interrupt this process.
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to
your walking speed for 1 hour and can hover. If you’re in the
air when the potion wears off, you fall unless you have some
other means of staying aloft. This potion’s clear liquid floats
at the top of its container and has cloudy white impurities
drifting in it.
Potion of Gaseous Form
Potion, rare
When you drink this potion, you gain the effect of the
gaseous form spell for 1 hour (no
concentration required) or until you end the effect as a bonus
action. This potion’s container seems to hold fog that moves and
pours like water.
Potion of Giant Strength
Potion, rarity varies
When you drink this potion, your Strength score changes for 1
hour. The type of giant determines the score (see the table
below). The potion has no effect on you if your Strength is
equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of
fingernail from a giant of the appropriate type. The
potion of frost giant strength and the
potion of stone giant strength have the
same effect.
Table- Potion of Giant
Strength
Type of Giant
Strength
Rarity
Hill giant
21
Uncommon
Frost/stone giant
23
Rare
Fire giant
25
Rare
Cloud giant
27
Very rare
Storm giant
29
Legendary
Potion of Growth
Potion, uncommon
When you drink this potion, you gain the enlarge
effect of the enlarge/reduce spell for 1d4
hours (no concentration required). The red in the potion’s
liquid continuously expands from a tiny bead to color the clear
liquid around it and then contracts. Shaking the bottle fails to
interrupt this process.
Potion of Healing
Potion, rarity varies
You regain hit points when you drink this potion. The number of
hit points depends on the potion’s rarity, as shown in the
Potions of Healing table. Whatever its potency, the potion’s red
liquid glimmers when agitated.
Table- Potions of Healing
Potion of …
Rarity
HP Regained
Healing
Common
2d4+2
Greater healing
Uncommon
4d4+4
Superior healing
Rare
8d4+8
Supreme healing
Very rare
10d4+20
Potion of Heroism
Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points
that last for 1 hour. For the same duration, you are under the
effect of the bless spell (no concentration
required). This blue potion bubbles and steams as if boiling.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as though it holds
liquid. When you drink it, you become invisible for 1 hour.
Anything you wear or carry is invisible with you. The effect
ends early if you attack or cast a spell.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the
detect thoughts spell (save DC 13). The
potion’s dense, purple liquid has an ovoid cloud of pink
floating in it.
Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a
potion of healing or other beneficial
potion. However, it is actually poison masked by illusion magic.
An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must
succeed on a DC 13 Constitution saving throw or be poisoned. At
the start of each of your turns while you are poisoned in this
way, you take 3d6 poison damage. At the end of each of your
turns, you can repeat the saving throw. On a successful save,
the poison damage you take on your subsequent turns decreases by
1d6. The poison ends when the damage decreases to 0.
Potion of Resistance
Potion, uncommon
When you drink this potion, you gain resistance to one type of
damage for 1 hour. The GM chooses the type or determines it
randomly from the options below.
Table- Potion of Resistance
d10
Damage Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Necrotic
7
Poison
8
Psychic
9
Radiant
10
Thunder
Potion of Speed
Potion, very rare
When you drink this potion, you gain the effect of the
haste spell for 1 minute (no concentration
required). The potion’s yellow fluid is streaked with black and
swirls on its own.
Potion of Water Breathing
Potion, uncommon
You can breathe underwater for 1 hour after drinking this
potion. Its cloudy green fluid smells of the sea and has a
jellyfish-like bubble floating in it.
Magic Items (R)
Restorative Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4+1 doses of a
thick mixture that smells faintly of aloe. The jar and its
contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or
applied to the skin. The creature that receives it regains 2d8+2
hit points, ceases to be poisoned, and is cured of any disease.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges
daily at dawn. While wearing the ring, you can use an action to
expend 1 of its charges to cast one of the following spells:
Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an
Intelligence of 3 or lower
Speak with animals
Ring of Djinni Summoning
Ring, legendary (requires attunement)
While wearing this ring, you can speak its command word as an
action to summon a particular djinni from the Elemental Plane of
Air. The djinni appears in an unoccupied space you choose within
120 feet of you. It remains as long as you concentrate (as if
concentrating on a spell), to a maximum of 1 hour, or until it
drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your
companions. It obeys any commands you give it, no matter what
language you use. If you fail to command it, the djinni defends
itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24
hours, and the ring becomes nonmagical if the djinni dies.
Ring of Elemental Command
Ring, legendary (requires attunement)
This ring is linked to one of the four Elemental Planes. The GM
chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on attack rolls
against elementals from the linked plane, and they have
disadvantage on attack rolls against you. In addition, you have
access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4+1 expended charges daily
at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental
Command. You can expend 2 of the ring’s
charges to cast dominate monster on an air
elemental. In addition, when you fall, you descend 60 feet per
round and take no damage from falling. You can also speak and
understand Auran.
If you help slay an air elemental while attuned to the ring, you
gain access to the following additional properties:
You have resistance to lightning damage.
You have a flying speed equal to your walking speed and can
hover.
You can cast the following spells from the ring, expending
the necessary number of charges: chain
lightning (3 charges), gust of
wind (2 charges), or wind
wall (1 charge).
Ring of Earth Elemental
Command. You can expend 2 of the ring’s
charges to cast dominate monster on an
earth elemental. In addition, you can move in difficult terrain
that is composed of rubble, rocks, or dirt as if it were normal
terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring,
you gain access to the following additional properties:
You have resistance to acid damage.
You can move through solid earth or rock as if those areas
were difficult terrain. If you end your turn there, you are
shunted out to the nearest unoccupied space you last
occupied.
You can cast the following spells from the ring, expending
the necessary number of charges: stone
shape (2 charges), stoneskin
(3 charges), or wall of stone (3
charges).
Ring of Fire Elemental
Command. You can expend 2 of the ring’s
charges to cast dominate monster on a fire
elemental. In addition, you have resistance to fire damage. You
can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you
gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending
the necessary number of charges: burning
hands (1 charge), fireball
(2 charges), and wall of fire (3
charges).
Ring of Water Elemental
Command. You can expend 2 of the ring’s
charges to cast dominate monster on a water
elemental. In addition, you can stand on and walk across liquid
surfaces as if they were solid ground. You can also speak and
understand Aquan.
If you help slay a water elemental while attuned to the ring,
you gain access to the following additional properties:
You can breathe underwater and have a swimming speed equal
to your walking speed.
You can cast the following spells from the ring, expending
the necessary number of charges: create or destroy
water (1 charge), control
water (3 charges), ice storm
(2 charges), or wall of ice (3
charges).
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges
daily at dawn. When you fail a Dexterity saving throw while
wearing it, you can use your reaction to expend 1 of its charges
to succeed on that saving throw instead.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per
round and take no damage from falling.
Ring of Free Action
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you
extra movement. In addition, magic can neither reduce your speed
nor cause you to be paralyzed or restrained.
Ring of Invisibility
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action.
Anything you are wearing or carrying is invisible with you. You
remain invisible until the ring is removed, until you attack or
cast a spell, or until you use a bonus action to become visible
again.
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the
jump spell from it as a bonus action at
will, but can target only yourself when you do so.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows
other creatures to read your thoughts, determine whether you are
lying, know your alignment, or know your creature type.
Creatures can telepathically communicate with you only if you
allow it.
You can use an action to cause the ring to become invisible
until you use another action to make it visible, until you
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless
it already houses a soul. You can remain in the ring or depart
for the afterlife. As long as your soul is in the ring, you can
telepathically communicate with any creature wearing it. A
wearer can’t prevent this telepathic communication.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this
ring.
Ring of Regeneration
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10
minutes, provided that you have at least 1 hit point. If you
lose a body part, the ring causes the missing part to regrow and
return to full functionality after 1d6+1 days if you have at
least 1 hit point the whole time.
Ring of Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring.
The gem in the ring indicates the type, which the GM chooses or
determines randomly.
Table- Ring of Resistance
d10
Damage Type
Gem
1
Acid
Pearl
2
Cold
Tourmaline
3
Fire
Garnet
4
Force
Sapphire
5
Lightning
Citrine
6
Necrotic
Jet
7
Poison
Amethyst
8
Psychic
Jade
9
Radiant
Topaz
10
Thunder
Spinel
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at
night)
While wearing this ring in dim light or darkness, you can cast
dancing lights and
light from the ring at will. Casting either
spell from the ring requires an action.
The ring has 6 charges for the following other properties. The
ring regains 1d6 expended charges daily at dawn.
Faerie
Fire. You can expend 1 charge as an action
to cast faerie fire from the ring.
Ball
Lightning. You can expend 2 charges as an
action to create one to four 3-foot diameter spheres of
lightning. The more spheres you create, the less powerful each
sphere is individually.
Each sphere appears in an unoccupied space you can see within
120 feet of you. The spheres last as long as you concentrate (as
if concentrating on a spell), up to 1 minute. Each sphere sheds
dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but
no farther than 120 feet away from you. When a creature other
than you comes within 5 feet of a sphere, the sphere discharges
lightning at that creature and disappears. That creature must
make a DC 15 Dexterity saving throw. On a failed save, the
creature takes lightning damage based on the number of spheres
you created.
Table- Ring of Shooting Stars
Spheres
Lightning Damage
4
2d4
3
2d6
2
5d4
1
4d12
Shooting
Stars. You can expend 1 to 3 charges as an
action. For every charge you expend, you launch a glowing mote
of light from the ring at a point you can see within 60 feet of
you. Each creature within a 15-foot cube originating from that
point is showered in sparks and must make a DC 15 Dexterity
saving throw, taking 5d4 fire damage on a failed save, or half
as much damage on a successful one.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the
attuned wearer uses them. The ring can store up to 5 levels
worth of spells at a time. When found, it contains 1d6 - 1
levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the
ring by touching the ring as the spell is cast. The spell has no
effect, other than to be stored in the ring. If the ring can’t
hold the spell, the spell is expended without effect. The level
of the slot used to cast the spell determines how much space it
uses.
While wearing this ring, you can cast any spell stored in it.
The spell uses the slot level, spell save DC, spell attack
bonus, and spellcasting ability of the original caster, but is
otherwise treated as if you cast the spell. The spell cast from
the ring is no longer stored in it, freeing up space.
Ring of Spell Turning
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on saving throws
against any spell that targets only you (not in an area of
effect). In addition, if you roll a 20 for the save and the
spell is 7th level or lower, the spell has no effect on you and
instead targets the caster, using the slot level, spell save DC,
attack bonus, and spellcasting ability of the caster.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the
telekinesis spell at will, but you can
target only objects that aren’t being worn or carried.
Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges
daily at dawn. While wearing the ring, you can use an action to
expend 1 to 3 of its charges to attack one creature you can see
within 60 feet of you. The ring produces a spectral ram’s head
and makes its attack roll with a +7 bonus. On a hit, for each
charge you spend, the target takes 2d10 force damage and is
pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an
action to try to break an object you can see within 60 feet of
you that isn’t being worn or carried. The ring makes a Strength
check with a +5 bonus for each charge you spend.
Ring of Three Wishes
Ring, legendary
While wearing this ring, you can use an action to expend 1 of
its 3 charges to cast the wish spell from
it. The ring becomes nonmagical when you use the last charge.
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In
addition, you and everything you wear and carry are unharmed by
temperatures as low as -50 degrees Fahrenheit.
Ring of Water Walking
Ring, uncommon
While wearing this ring, you can stand on and move across any
liquid surface as if it were solid ground.
Ring of X-ray Vision
Ring, rare (requires attunement)
While wearing this ring, you can use an action to speak its
command word. When you do so, you can see into and through solid
matter for 1 minute. This vision has a radius of 30 feet. To
you, solid objects within that radius appear transparent and
don’t prevent light from passing through them. The vision can
penetrate 1 foot of stone, 1 inch of common metal, or up to 3
feet of wood or dirt. Thicker substances block the vision, as
does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you
must succeed on a DC 15 Constitution saving throw or gain one
level of exhaustion.
Robe of Eyes
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the
robe, you gain the following benefits:
The robe lets you see in all directions, and you have
advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see
into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you
can close or avert your own eyes, you are never considered to be
doing so while wearing this robe.
A light spell cast on the robe or a
daylight spell cast within 5 feet of the
robe causes you to be blinded for 1 minute. At the end of each
of your turns, you can make a Constitution saving throw (DC 11
for light or DC 15 for
daylight), ending the blindness on a
success.
Robe of Scintillating Colors
Wondrous item, very rare (requires
attunement)
This robe has 3 charges, and it regains 1d3 expended charges
daily at dawn. While you wear it, you can use an action and
expend 1 charge to cause the garment to display a shifting
pattern of dazzling hues until the end of your next turn. During
this time, the robe sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. Creatures that can see you
have disadvantage on attack rolls against you. In addition, any
creature in the bright light that can see you when the robe’s
power is activated must succeed on a DC 15 Wisdom saving throw
or become stunned until the effect ends.
Robe of Stars
Wondrous item, very rare (requires
attunement)
This black or dark blue robe is embroidered with small white or
silver stars. You gain a +1 bonus to saving throws while you
wear it.
Six stars, located on the robe’s upper front portion, are
particularly large. While wearing this robe, you can use an
action to pull off one of the stars and use it to cast
magic missile as a 5th-level spell. Daily
at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the
Astral Plane along with everything you are wearing and carrying.
You remain there until you use an action to return to the plane
you were on. You reappear in the last space you occupied, or if
that space is occupied, the nearest unoccupied space.
Robe of the Archmagi
Wondrous item, legendary (requires attunement by a
sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white,
gray, or black and adorned with silvery runes. The robe’s color
corresponds to the alignment for which the item was created. A
white robe was made for good, gray for neutral, and black for
evil. You can’t attune to a robe of the
archmagi that doesn’t correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is
15+your Dexterity modifier.
You have advantage on saving throws against spells and other
magical effects.
Your spell save DC and spell attack bonus each increase by
2.
Robe of Useful Items
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors
covering it. While wearing the robe, you can use an action to
detach one of the patches, causing it to become the object or
creature it represents. Once the last patch is removed, the robe
becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has 4d4 other patches. The GM chooses the
patches or determines them randomly.
Table- Robe of Useful Items
d100
Patch
01-08
Bag of 100 gp
09-15
Silver coffer (1 foot long, 6 inches wide and deep)
worth 500 gp
16-22
Iron door (up to 10 feet wide and 10 feet high, barred
on one side of your choice), which you can place in an
opening you can reach; it conforms to fit the opening,
attaching and hinging itself
23-30
10 gems worth 100 gp each
31-44
Wooden ladder (24 feet long) 45-51 A riding horse with
saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on
the ground within 10 feet of you
60-68
4 potions of healing
69-75
Rowboat (12 feet long)
76-83
Spell scroll containing one spell of 1st to 3rd level
84-90
2 mastiffs
91-96
Window (2 feet by 4 feet, up to 2 feet deep), which you
can place on a vertical surface you can reach
97-100
Portable ram
Rod of Absorption
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a
spell that is targeting only you and not with an area of effect.
The absorbed spell’s effect is canceled, and the spell’s
energy-not the spell itself-is stored in the rod. The energy has
the same level as the spell when it was cast. The rod can absorb
and store up to 50 levels of energy over the course of its
existence. Once the rod absorbs 50 levels of energy, it can’t
absorb more. If you are targeted by a spell that the rod can’t
store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of
energy the rod has absorbed over the course of its existence,
and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy
stored in it into spell slots to cast spells you have prepared
or know. You can create spell slots only of a level equal to or
lower than your own spell slots, up to a maximum of 5th level.
You use the stored levels in place of your slots, but otherwise
cast the spell as normal. For example, you can use 3 levels
stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it
already. A rod that can no longer absorb spell energy and has no
energy remaining becomes nonmagical.
Rod of Alertness
Rod, very rare (requires attunement)
This rod has a flanged head and the following properties.
Alertness.
While holding the rod, you have advantage on Wisdom (Perception)
checks and on rolls for initiative.
Spells.
While holding the rod, you can use an action to cast one of the
following spells from it: detect evil and
good, detect magic,
detect poison and disease, or see
invisibility.
Protective
Aura. As an action, you can plant the haft
end of the rod in the ground, whereupon the rod’s head sheds
bright light in a 60-foot radius and dim light for an additional
60 feet. While in that bright light, you and any creature that
is friendly to you gain a +1 bonus to AC and saving throws and
can sense the location of any invisible hostile creature that is
also in the bright light.
The rod’s head stops glowing and the effect ends after 10
minutes, or when a creature uses an action to pull the rod from
the ground. This property can’t be used again until the next
dawn.
Rod of Lordly Might
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic mace
that grants a +3 bonus to attack and damage rolls made with it.
The rod has properties associated with six different buttons
that are set in a row along the haft. It has three other
properties as well, detailed below.
Six
Buttons. You can press one of the 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 (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.
If you press button 3, the
rod’s flanged head folds down, a spear point springs from the
rod’s tip, and the rod’s handle lengthens into a 6-foot haft,
transforming the rod into a magic spear that grants a +3 bonus
to attack and damage rolls made with it.
If you press button 4, the
rod transforms into a climbing pole up to 50 feet long, as you
specify. In surfaces as hard as granite, a spike at the bottom
and three hooks at the top anchor the pole. Horizontal bars 3
inches long fold out from the sides, 1 foot apart, forming a
ladder. The pole can bear up to 4,000 pounds. More weight or
lack of solid anchoring causes the rod to revert to its normal
form.
If you press button 5, the
rod transforms into a handheld battering ram and grants its user
a +10 bonus to Strength checks made to break through doors,
barricades, and other barriers.
If you press button 6, the
rod assumes or remains in its normal form and indicates magnetic
north. (Nothing happens if this function of the rod is used in a
location that has no magnetic north.) The rod also gives you
knowledge of your approximate depth beneath the ground or your
height above it.
Drain
Life. When you hit a creature with a melee
attack using the rod, you can force the target to make a DC 17
Constitution saving throw. On a failure, the target takes an
extra 4d6 necrotic damage, and you regain a number of hit points
equal to half that necrotic damage. This property can’t be used
again until the next dawn.
Paralyze.
When you hit a creature with a melee attack using the rod, you
can force the target to make a DC 17 Strength saving throw. On a
failure, the target is paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on a success. This property can’t be used again until
the next dawn.
Terrify.
While holding the rod, you can use an action to force each
creature you can see within 30 feet of you to make a DC 17
Wisdom saving throw. On a failure, a target is frightened of you
for 1 minute. A frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success. This property can’t be used again until the next dawn.
Rod of Rulership
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience
from each creature of your choice that you can see within 120
feet of you. Each target must succeed on a DC 15 Wisdom saving
throw or be charmed by you for 8 hours. While charmed in this
way, the creature regards you as its trusted leader. If harmed
by you or your companions, or commanded to do something contrary
to its nature, a target ceases to be charmed in this way. The
rod can’t be used again until the next dawn.
Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it.
The rod then instantly transports you and up to 199 other
willing creatures you can see to a paradise that exists in an
extraplanar space. You choose the form that the paradise takes.
It could be a tranquil garden, lovely glade, cheery tavern,
immense palace, tropical island, fantastic carnival, or whatever
else you can imagine. Regardless of its nature, the paradise
contains enough water and food to sustain its visitors.
Everything else that can be interacted with inside the
extraplanar space can exist only there. For example, a flower
picked from a garden in the paradise disappears if it is taken
outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit
points as if it had spent 1 Hit Die. Also, creatures don’t age
while in the paradise, although time passes normally. Visitors
can remain in the paradise for up to 200 days divided by the
number of creatures present (round down).
When the time runs out or you use an action to end it, all
visitors reappear in the location they occupied when you
activated the rod, or an unoccupied space nearest that location.
The rod can’t be used again until ten days have passed.
Rope of Climbing
Wondrous item, uncommon
This 60-foot length of silk rope weighs 3 pounds and can hold up
to 3,000 pounds. If you hold one end of the rope and use an
action to speak the command word, the rope animates. As a bonus
action, you can command the other end to move toward a
destination you choose. That end moves 10 feet on your turn when
you first command it and 10 feet on each of your turns until
reaching its destination, up to its maximum length away, or
until you tell it to stop. You can also tell the rope to fasten
itself securely to an object or to unfasten itself, to knot or
unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot
intervals along the rope. While knotted, the rope shortens to a
50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point
every 5 minutes as long as it has at least 1 hit point. If the
rope drops to 0 hit points, it is destroyed.
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one
end of the rope and use an action to speak its command word, the
other end darts forward to entangle a creature you can see
within 20 feet of you. The target must succeed on a DC 15
Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a
second command word. A target restrained by the rope can use an
action to make a DC 15 Strength or Dexterity check (target’s
choice). On a success, the creature is no longer restrained by
the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point
every 5 minutes as long as it has at least 1 hit point. If the
rope drops to 0 hit points, it is destroyed.
Magic Items (S)
Scarab of Protection
Wondrous item, legendary (requires
attunement)
If you hold this beetle-shaped medallion in your hand for 1
round, an inscription appears on its surface revealing its
magical nature. It provides two benefits while it is on your
person:
You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw
against a necromancy spell or a harmful effect originating
from an undead creature, you can use your reaction to expend
1 charge and turn the failed save into a successful one. The
scarab crumbles into powder and is destroyed when its last
charge is expended.
Scimitar of Speed
Weapon (scimitar), very rare (requires
attunement)
You gain a +2 bonus to attack and damage rolls made with this
magic weapon. In addition, you can make one attack with it as a
bonus action on each of your turns.
Shield, +1, +2, or +3
Armor (shield), uncommon (+1), rare (+2), or very rare
(+3)
While holding this shield, you have a bonus to AC determined by
the shield’s rarity. This bonus is in addition to the shield’s
normal bonus to AC.
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from
ranged weapon attacks.
Curse.
This shield is cursed. Attuning to it curses you until you are
targeted by the remove curse spell or
similar magic. Removing the shield fails to end the curse on
you. Whenever a ranged weapon attack is made against a target
within 10 feet of you, the curse causes you to become the target
instead.
Slippers of Spider Climbing
Wondrous item, uncommon (requires
attunement)
While you wear these light shoes, you can move up, down, and
across vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to your
walking speed. However, the slippers don’t allow you to move
this way on a slippery surface, such as one covered by ice or
oil.
Sovereign Glue
Wondrous item, legendary
This viscous, milky-white substance can form a permanent
adhesive bond between any two objects. It must be stored in a
jar or flask that has been coated inside with oil of
slipperiness. When found, a container contains 1d6+1
ounces.
One ounce of the glue can cover a 1-foot square surface. The
glue takes 1 minute to set. Once it has done so, the bond it
creates can be broken only by the application of
universal solvent or oil of
etherealness, or with a wish
spell.
Spell Scroll
Scroll, varies
A spell scroll bears the words of a single
spell, written in a mystical cipher. If the spell is on your
class’s spell list, you can use an action to read the scroll and
cast its spell without having to provide any of the spell’s
components. Otherwise, the scroll is unintelligible.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check using
your spellcasting ability to determine whether you cast it
successfully. The DC equals 10+the spell’s level. On a failed
check, the spell disappears from the scroll with no other
effect. Once the spell is cast, the words on the scroll fade,
and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell’s
saving throw DC and attack bonus, as well as the scroll’s
rarity, as shown in the Spell Scroll table.
Table- Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Common
13
+5
1st
Common
13
+5
2nd
Uncommon
13
+5
3rd
Uncommon
15
+7
4th
Rare
15
+7
5th
Rare
17
+9
6th
Very rare
17
+9
7th
Very rare
18
+10
8th
Very rare
18
+10
9th
Legendary
19
+11
A wizard spell on a spell scroll can be
copied just as spells in spellbooks can be copied. When a spell
is copied from a the copier must succeed on an Intelligence
(Arcana) check with a DC equal to 10+the spell’s level. If the
check succeeds, the spell is successfully copied. Whether the
check succeeds or fails, the spell scroll
is destroyed.
Spellguard Shield
Armor (shield), very rare (requires
attunement)
While holding this shield, you have advantage on saving throws
against spells and other magical effects, and spell attacks have
disadvantage against you.
Sphere of Annihilation
Wondrous item, legendary
This 2-foot diameter black sphere is a hole in the multiverse,
hovering in space and stabilized by a magical field surrounding
it.
The sphere obliterates all matter it passes through and all
matter that passes through it. Artifacts are the exception.
Unless an artifact is susceptible to damage from a
sphere of annihilation, it passes through
the sphere unscathed. Anything else that touches the sphere but
isn’t wholly engulfed and obliterated by it takes 4d10 force
damage.
The sphere is stationary until someone controls it. If you are
within 60 feet of an uncontrolled sphere, you can use an action
to make a DC 25 Intelligence (Arcana) check. On a success, the
sphere levitates in one direction of your choice, up to a number
of feet equal to 5 × your Intelligence modifier (minimum 5
feet). On a failure, the sphere moves 10 feet toward you. A
creature whose space the sphere enters must succeed on a DC 13
Dexterity saving throw or be touched by it, taking 4d10 force
damage.
If you attempt to control a sphere that is under another
creature’s control, you make an Intelligence (Arcana) check
contested by the other creature’s Intelligence (Arcana) check.
The winner of the contest gains control of the sphere and can
levitate it as normal.
If the sphere comes into contact with a planar portal, such as
that created by the gate spell, or an
extradimensional space, such as that within a portable
hole, the GM determines randomly what happens, using
the following table.
Table- Sphere of Annihilation
d100
Result
01-50
The sphere is destroyed.
51-85
The sphere moves through the portal or into the
extradimensional space.
86-00
A spatial rift sends each creature and object within 180
feet of the sphere, including the sphere, to a random
plane of existence.
Staff of Charming
Staff, rare (requires attunement by a bard, cleric,
druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of
its 10 charges to cast charm person,
command, or comprehend
languages from it using your spell save DC. The staff
can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an
enchantment spell that targets only you, you can turn your
failed save into a successful one. You can’t use this property
of the staff again until the next dawn. If you succeed on a save
against an enchantment spell that targets only you, with or
without the staff’s intervention, you can use your reaction to
expend 1 charge from the staff and turn the spell back on its
caster as if you had cast the spell.
The staff regains 1d8+2 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff becomes a
nonmagical quarterstaff.
Staff of Fire
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC:
burning hands (1 charge),
fireball (3 charges), or wall of
fire (4 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff blackens,
crumbles into cinders, and is destroyed.
Staff of Frost
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC:
cone of cold (5 charges), fog
cloud (1 charge), ice storm (4
charges), or wall of ice (4 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff turns to
water and is destroyed.
Staff of Healing
Staff, rare (requires attunement by a bard, cleric, or
druid)
This staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and
spellcasting ability modifier: cure wounds
(1 charge per spell level, up to 4th), lesser
restoration (2 charges), or mass cure
wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff vanishes
in a flash of light, lost forever.
Staff of Power
Staff, very rare (requires attunement by a sorcerer,
warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. While holding
it, you gain a +2 bonus to Armor Class, saving throws, and spell
attack rolls.
The staff has 20 charges for the following properties. The staff
regains 2d8+4 expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 1, the staff retains its +2 bonus
to attack and damage rolls but loses all other properties. On a
20, the staff regains 1d8+2 charges.
Power
Strike. When you hit with a melee attack
using the staff, you can expend 1 charge to deal an extra 1d6
force damage to the target.
Spells.
While holding this staff, you can use an action to expend 1 or
more of its charges to cast one of the following spells from it,
using your spell save DC and spell attack bonus: cone
of cold (5 charges), fireball
(5th-level version, 5 charges), globe of
invulnerability (6 charges), hold
monster (5 charges), levitate (2
charges), lightning bolt (5th-level
version, 5 charges), magic missile (1
charge), ray of enfeeblement (1 charge), or
wall of force (5 charges).
Retributive
Strike. You can use an action to break the
staff over your knee or against a solid surface, performing a
retributive strike. The staff is destroyed and releases its
remaining magic in an explosion that expands to fill a 30-foot
radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random
plane of existence, avoiding the explosion. If you fail to avoid
the effect, you take force damage equal to 16 × the number of
charges in the staff. Every other creature in the area must make
a DC 17 Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it is from the
point of origin, as shown in the following table. On a
successful save, a creature takes half as much damage.
Table- Staff of Power
Distance from Origin
Damage
10 ft. away or closer
8 × the number of charges in the staff
11 to 20 ft. away
6 × the number of charges in the staff
21 to 30 ft. away
4 × the number of charges in the staff
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a
+3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using
it, you can expend up to 3 of its charges. For each charge you
expend, the target takes an extra 1d6 force damage. The staff
regains 1d6+4 expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 1, the staff becomes a nonmagical
quarterstaff.
Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric,
druid, sorcerer, warlock, or wizard)
This staff has 10 charges and regains 1d6+4 expended charges
daily at dawn. If you expend the last charge, roll a d20. On a
1, a swarm of insects consumes and destroys the staff, then
disperses.
Spells.
While holding the staff, you can use an action to expend some of
its charges to cast one of the following spells from it, using
your spell save DC: giant insect (4
charges) or insect plague (5 charges).
Insect
Cloud. While holding the staff, you can
use an action and expend 1 charge to cause a swarm of harmless
flying insects to spread out in a 30-foot radius from you. The
insects remain for 10 minutes, making the area heavily obscured
for creatures other than you. The swarm moves with you,
remaining centered on you. A wind of at least 10 miles per hour
disperses the swarm and ends the effect.
Staff of the Magi
Staff, legendary (requires attunement by a sorcerer,
warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. While you hold
it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It
regains 4d6+2 expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 20, the staff regains 1d12+1
charges.
Spell
Absorption. While holding the staff, you
have advantage on saving throws against spells. In addition, you
can use your reaction when another creature casts a spell that
targets only you. If you do, the staff absorbs the magic of the
spell, canceling its effect and gaining a number of charges
equal to the absorbed spell’s level. However, if doing so brings
the staff’s total number of charges above 50, the staff explodes
as if you activated its retributive strike (see below).
Spells.
While holding the staff, you can use an action to expend some of
its charges to cast one of the following spells from it, using
your spell save DC and spellcasting ability: conjure
elemental (7 charges), dispel
magic (3 charges), fireball
(7th-level version, 7 charges), flaming
sphere (2 charges), ice storm (4
charges), invisibility (2 charges),
knock (2 charges), lightning
bolt (7th-level version, 7 charges),
passwall (5 charges), plane
shift (7 charges), telekinesis
(5 charges), wall of fire (4 charges), or
web (2 charges).
You can also use an action to cast one of the following spells
from the staff without using any charges: arcane
lock, detect magic,
enlarge/reduce, light,
mage hand, or protection from
evil and good.
Retributive
Strike. You can use an action to break the
staff over your knee or against a solid surface, performing a
retributive strike. The staff is destroyed and releases its
remaining magic in an explosion that expands to fill a 30-foot
radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random
plane of existence, avoiding the explosion. If you fail to avoid
the effect, you take force damage equal to 16 × the number of
charges in the staff. Every other creature in the area must make
a DC 17 Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it is from the
point of origin, as shown in the following table. On a
successful save, a creature takes half as much damage.
Table- Staff of the Magi
Distance from Origin
Damage
10 ft. away or closer
8 × the number of charges in the staff
11 to 20 ft. away
6 × the number of charges in the staff
21 to 30 ft. away
4 × the number of charges in the staff
Staff of the Python
Staff, uncommon (requires attunement by a cleric,
druid, or warlock)
You can use an action to speak this staff’s command word and
throw the staff on the ground within 10 feet of you. The staff
becomes a giant constrictor snake under your control and acts on
its own initiative count. By using a bonus action to speak the
command word again, you return the staff to its normal form in a
space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within
60 feet of you and you aren’t incapacitated. You decide what
action the snake takes and where it moves during its next turn,
or you can issue it a general command, such as to attack your
enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to
its staff form. The staff then shatters and is destroyed. If the
snake reverts to staff form before losing all its hit points, it
regains all of them.
Staff of the Woodlands
Staff, rare (requires attunement by a
druid)
This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. While holding
it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It
regains 1d6+4 expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 1, the staff loses its properties
and becomes a nonmagical quarterstaff.
Spells.
You can use an action to expend 1 or more of the staff’s charges
to cast one of the following spells from it, using your spell
save DC: animal friendship (1 charge),
awaken (5 charges),
barkskin (2 charges), locate
animals or plants (2 charges), speak with
animals (1 charge), speak with
plants (3 charges), or wall of
thorns (6 charges).
You can also use an action to cast the pass without
trace spell from the staff without using any charges.
Tree
Form. You can use an action to plant one
end of the staff in fertile earth and expend 1 charge to
transform the staff into a healthy tree. The tree is 60 feet
tall and has a 5-foot diameter trunk, and its branches at the
top spread out in a 20-foot radius.
The tree appears ordinary but radiates a faint aura of
transmutation magic if targeted by detect
magic. While touching the tree and using another
action to speak its command word, you return the staff to its
normal form. Any creature in the tree falls when it reverts to a
staff.
Staff of Thunder and Lightning
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. It also has
the following additional properties. When one of these
properties is used, it can’t be used again until the next dawn.
Lightning.
When you hit with a melee attack using the staff, you can cause
the target to take an extra 2d6 lightning damage.
Thunder.
When you hit with a melee attack using the staff, you can cause
the staff to emit a crack of thunder, audible out to 300 feet.
The target you hit must succeed on a DC 17 Constitution saving
throw or become stunned until the end of your next turn.
Lightning
Strike. You can use an action to cause a
bolt of lightning to leap from the staff’s tip in a line that is
5 feet wide and 120 feet long. Each creature in that line must
make a DC 17 Dexterity saving throw, taking 9d6 lightning damage
on a failed save, or half as much damage on a successful one.
Thunderclap.
You can use an action to cause the staff to issue a deafening
thunderclap, audible out to 600 feet. Each creature within 60
feet of you (not including you) must make a DC 17 Constitution
saving throw. On a failed save, a creature takes 2d6 thunder
damage and becomes deafened for 1 minute. On a successful save,
a creature takes half damage and isn’t deafened.
Thunder and
Lightning. You can use an action to use
the Lightning Strike and Thunderclap properties at the same
time. Doing so doesn’t expend the daily use of those properties,
only the use of this one.
Staff of Withering
Staff, rare (requires attunement by a cleric, druid,
or warlock)
This staff has 3 charges and regains 1d3 expended charges daily
at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it
deals damage as a normal quarterstaff, and you can expend 1
charge to deal an extra 2d10 necrotic damage to the target. In
addition, the target must succeed on a DC 15 Constitution saving
throw or have disadvantage for 1 hour on any ability check or
saving throw that uses Strength or Constitution.
Stone of Controlling Earth Elementals
Wondrous item, rare
If the stone is touching the ground, you can use an action to
speak its command word and summon an earth elemental, as if you
had cast the conjure elemental spell. The
stone can’t be used this way again until the next dawn. The
stone weighs 5 pounds.
Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires
attunement)
While this polished agate is on your person, you gain a +1 bonus
to ability checks and saving throws.
Sun Blade
Weapon (longsword), rare (requires
attunement)
This item appears to be a longsword hilt. While grasping the
hilt, you can use a bonus action to cause a blade of pure
radiance to spring into existence, or make the blade disappear.
While the blade exists, this magic longsword has the finesse
property. If you are proficient with shortswords or longswords,
you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this
weapon, which deals radiant damage instead of slashing damage.
When you hit an undead with it, that target takes an extra 1d8
radiant damage.
The sword’s luminous blade emits bright light in a 15-foot
radius and dim light for an additional 15 feet. The light is
sunlight. While the blade persists, you can use an action to
expand or reduce its radius of bright and dim light by 5 feet
each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sword of Life Stealing
Weapon (any sword), rare (requires
attunement)
When you attack a creature with this magic weapon and roll a 20
on the attack roll, that target takes an extra 3d6 necrotic
damage, provided that the target isn’t a construct or an undead.
You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Weapon (any sword that deals slashing damage), very
rare (requires attunement)
When you attack an object with this magic sword and hit,
maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the
attack roll, that target takes an extra 4d6 slashing damage.
Then roll another d20. If you roll a 20, you lop off one of the
target’s limbs, with the effect of such loss determined by the
GM. If the creature has no limb to sever, you lop off a portion
of its body instead.
In addition, you can speak the sword’s command word to cause the
blade to shed bright light in a 10-foot radius and dim light for
an additional 10 feet. Speaking the command word again or
sheathing the sword puts out the light.
Sword of Wounding
Weapon (any sword), rare (requires
attunement)
Hit points lost to this weapon’s damage can be regained only
through a short or long rest, rather than by regeneration,
magic, or any other means.
Once per turn, when you hit a creature with an attack using this
magic weapon, you can wound the target. At the start of each of
the wounded creature’s turns, it takes 1d4 necrotic damage for
each time you’ve wounded it, and it can then make a DC 15
Constitution saving throw, ending the effect of all such wounds
on itself on a success. Alternatively, the wounded creature, or
a creature within 5 feet of it, can use an action to make a DC
15 Wisdom (Medicine) check, ending the effect of such wounds on
it on a success.
Magic Items (T)
Talisman of Pure Good
Wondrous item, legendary (requires attunement by a
creature of good alignment)
This talisman is a mighty symbol of goodness. A creature that is
neither good nor evil in alignment takes 6d6 radiant damage upon
touching the talisman. An evil creature takes 8d6 radiant damage
upon touching the talisman. Either sort of creature takes the
damage again each time it ends its turn holding or carrying the
talisman.
If you are a good cleric or paladin, you can use the talisman as
a holy symbol, and you gain a +2 bonus to spell attack rolls
while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it,
you can use an action to expend 1 charge from it and choose one
creature you can see on the ground within 120 feet of you. If
the target is of evil alignment, a flaming fissure opens under
it. The target must succeed on a DC 20 Dexterity saving throw or
fall into the fissure and be destroyed, leaving no remains. The
fissure then closes, leaving no trace of its existence. When you
expend the last charge, the talisman disperses into motes of
golden light and is destroyed.
Talisman of the Sphere
Wondrous item, legendary (requires
attunement)
When you make an Intelligence (Arcana) check to control a
sphere of annihilation while you are
holding this talisman, you double your proficiency bonus on the
check. In addition, when you start your turn with control over a
sphere of annihilation, you can use an
action to levitate it 10 feet plus a number of additional feet
equal to 10 × your Intelligence modifier.
Talisman of Ultimate Evil
Wondrous item, legendary (requires attunement by a
creature of evil alignment)
This item symbolizes unrepentant evil. A creature that is
neither good nor evil in alignment takes 6d6 necrotic damage
upon touching the talisman. A good creature takes 8d6 necrotic
damage upon touching the talisman. Either sort of creature takes
the damage again each time it ends its turn holding or carrying
the talisman.
If you are an evil cleric or paladin, you can use the talisman
as a holy symbol, and you gain a +2 bonus to spell attack rolls
while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it,
you can use an action to expend 1 charge from the talisman and
choose one creature you can see on the ground within 120 feet of
you. If the target is of good alignment, a flaming fissure opens
under it. The target must succeed on a DC 20 Dexterity saving
throw or fall into the fissure and be destroyed, leaving no
remains. The fissure then closes, leaving no trace of its
existence. When you expend the last charge, the talisman
dissolves into foul-smelling slime and is destroyed.
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are
charged with magic. If you spend 48 hours over a period of 6
days or fewer studying the book’s contents and practicing its
guidelines, your Intelligence score increases by 2, as does your
maximum for that score. The manual then loses its magic, but
regains it in a century.
Tome of Leadership and Influence
Wondrous item, very rare
This book contains guidelines for influencing and charming
others, and its words are charged with magic. If you spend 48
hours over a period of 6 days or fewer studying the book’s
contents and practicing its guidelines, your Charisma score
increases by 2, as does your maximum for that score. The manual
then loses its magic, but regains it in a century.
Tome of Understanding
Wondrous item, very rare
This book contains intuition and insight exercises, and its
words are charged with magic. If you spend 48 hours over a
period of 6 days or fewer studying the book’s contents and
practicing its guidelines, your Wisdom score increases by 2, as
does your maximum for that score. The manual then loses its
magic, but regains it in a century.
Trident of Fish Command
Weapon (trident), uncommon (requires
attunement)
This trident is a magic weapon. It has 3 charges. While you
carry it, you can use an action and expend 1 charge to cast
dominate beast (save DC 15) from it on a
beast that has an innate swimming speed. The trident regains 1d3
expended charges daily at dawn.
Magic Items (U)
Universal Solvent
Wondrous item, legendary
This tube holds milky liquid with a strong alcohol smell. You
can use an action to pour the contents of the tube onto a
surface within reach. The liquid instantly dissolves up to 1
square foot of adhesive it touches, including
sovereign glue.
Magic Items (V)
Vicious Weapon
Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon,
your critical hit deals an extra 2d6 damage of the weapon’s
type.
Vorpal Sword
Weapon (any sword that deals slashing damage),
legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this
magic weapon. In addition, the weapon ignores resistance to
slashing damage.
When you attack a creature that has at least one head with this
weapon and roll a 20 on the attack roll, you cut off one of the
creature’s heads. The creature dies if it can’t survive without
the lost head. A creature is immune to this effect if it is
immune to slashing damage, doesn’t have or need a head, has
legendary actions, or the GM decides that the creature is too
big for its head to be cut off with this weapon. Such a creature
instead takes an extra 6d8 slashing damage from the hit.
Magic Items (W)
Wand of Binding
Wand, rare (requires attunement by a
spellcaster)
This wand has 7 charges for the following properties. It regains
1d6+1 expended charges daily at dawn. If you expend the wand’s
last charge, roll a d20. On a 1, the wand crumbles into ashes
and is destroyed.
Spells.
While holding the wand, you can use an action to expend some of
its charges to cast one of the following spells (save DC 17):
hold monster (5 charges) or hold
person (2 charges).
Assisted
Escape. While holding the wand, you can
use your reaction to expend 1 charge and gain advantage on a
saving throw you make to avoid being paralyzed or restrained, or
you can expend 1 charge and gain advantage on any check you make
to escape a grapple.
Wand of Enemy Detection
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can use an action
and expend 1 charge to speak its command word. For the next
minute, you know the direction of the nearest creature hostile
to you within 60 feet, but not its distance from you. The wand
can sense the presence of hostile creatures that are ethereal,
invisible, disguised, or hidden, as well as those in plain
sight. The effect ends if you stop holding the wand.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Fear
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It regains
1d6+1 expended charges daily at dawn. If you expend the wand’s
last charge, roll a d20. On a 1, the wand crumbles into ashes
and is destroyed.
Command.
While holding the wand, you can use an action to expend 1 charge
and command another creature to flee or grovel, as with the
command spell (save DC 15).
Cone of
Fear. While holding the wand, you can use
an action to expend 2 charges, causing the wand’s tip to emit a
60-foot cone of amber light. Each creature in the cone must
succeed on a DC 15 Wisdom saving throw or become frightened of
you for 1 minute. While it is frightened in this way, a creature
must spend its turns trying to move as far away from you as it
can, and it can’t willingly move to a space within 30 feet of
you. It also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect that
prevents it from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each of its
turns, a creature can repeat the saving throw, ending the effect
on itself on a success.
Wand of Fireballs
Wand, rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 or more of its charges to cast the
fireball spell (save DC 15) from it. For 1
charge, you cast the 3rd-level version of the spell. You can
increase the spell slot level by one for each additional charge
you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Lightning Bolts
Wand, rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 or more of its charges to cast the
lightning bolt spell (save DC 15) from it.
For 1 charge, you cast the 3rd-level version of the spell. You
can increase the spell slot level by one for each additional
charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1
charge as an action to cast the detect
magic spell from it. The wand regains 1d3 expended
charges daily at dawn.
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action
to expend 1 or more of its charges to cast the magic
missile spell from it. For 1 charge, you cast the
1st-level version of the spell. You can increase the spell slot
level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Paralysis
Wand, rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 of its charges to cause a thin blue ray to streak
from the tip toward a creature you can see within 60 feet of
you. The target must succeed on a DC 15 Constitution saving
throw or be paralyzed for 1 minute. At the end of each of the
target’s turns, it can repeat the saving throw, ending the
effect on itself on a success.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Polymorph
Wand, very rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 of its charges to cast the
polymorph spell (save DC 15) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action
to expend 1 of its charges, and if a secret door or trap is
within 30 feet of you, the wand pulses and points at the one
nearest to you. The wand regains 1d3 expended charges daily at
dawn.
Wand of the War Mage, +1, +2, or +3
Wand, uncommon (+1), rare (+2), or very rare (+3)
(requires attunement by a spellcaster)
While holding this wand, you gain a bonus to spell attack rolls
determined by the wand’s rarity. In addition, you ignore half
cover when making a spell attack.
Wand of Web
Wand, uncommon (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 of its charges to cast the web
spell (save DC 15) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Wonder
Wand, rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can use an action
to expend 1 of its charges and choose a target within 120 feet
of you. The target can be a creature, an object, or a point in
space. Roll d100 and consult the following table to discover
what happens.
If the effect causes you to cast a spell from the wand, the
spell’s save DC is 15. If the spell normally has a range
expressed in feet, its range becomes 120 feet if it isn’t
already.
If an effect covers an area, you must center the spell on and
include the target. If an effect has multiple possible subjects,
the GM randomly determines which ones are affected.
The wand regains 1d6+1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into dust and is destroyed.
Table- Wand of Wonder
d100
Effect
01-05
You cast slow. 06-10 You cast faerie fire.
11-15
You are stunned until the start of your next turn,
believing something awesome just happened. 16-20 You
cast gust of wind.
21-25
You cast detect thoughts on the target you chose. If you
didn’t target a creature, you instead take 1d6 psychic
damage.
26-30
You cast stinking cloud.
31-33
Heavy rain falls in a 60-foot radius centered on the
target. The area becomes lightly obscured. The rain
falls until the start of your next turn.
34-36
An animal appears in the unoccupied space nearest the
target. The animal isn’t under your control and acts as
it normally would. Roll a d100 to determine which animal
appears. On a 01-25, a rhinoceros appears; on a 26-50,
an elephant appears; and on a 51-100, a rat appears.
37-46
You cast lightning bolt.
47-49
A cloud of 600 oversized butterflies fills a 30-foot
radius centered on the target. The area becomes heavily
obscured. The butterflies remain for 10 minutes.
50-53
You enlarge the target as if you had cast
enlarge/reduce. If the target can’t be affected by that
spell, or if you didn’t target a creature, you become
the target.
54-58
You cast darkness.
59-62
Grass grows on the ground in a 60-foot radius centered
on the target. If grass is already there, it grows to
ten times its normal size and remains overgrown for 1
minute.
63-65
An object of the GM’s choice disappears into the
Ethereal Plane. The object must be neither worn nor
carried, within 120 feet of the target, and no larger
than 10 feet in any dimension.
66-69
You shrink yourself as if you had cast enlarge/reduce on
yourself.
70-79
You cast fireball.
80-84
You cast invisibility on yourself.
85-87
Leaves grow from the target. If you chose a point in
space as the target, leaves sprout from the creature
nearest to that point. Unless they are picked off, the
leaves turn brown and fall off after 24 hours.
88-90
A stream of 1d4 × 10 gems, each worth 1 gp, shoots from
the wand’s tip in a line 30 feet long and 5 feet wide.
Each gem deals 1 bludgeoning damage, and the total
damage of the gems is divided equally among all
creatures in the line.
91-95
A burst of colorful shimmering light extends from you in
a 30-foot radius. You and each creature in the area that
can see must succeed on a DC 15 Constitution saving
throw or become blinded for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
96-97
The target’s skin turns bright blue for 1d10 days. If
you chose a point in space, the creature nearest to that
point is affected.
98-100
If you targeted a creature, it must make a DC 15
Constitution saving throw. If you didn’t target a
creature, you become the target and must make the saving
throw. If the saving throw fails by 5 or more, the
target is instantly petrified. On any other failed save,
the target is restrained and begins to turn to stone.
While restrained in this way, the target must repeat the
saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a
success. The petrification lasts until the target is
freed by the greater restoration spell or similar magic.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare
(+3)
You have a bonus to attack and damage rolls made with this magic
weapon. The bonus is determined by the weapon’s rarity.
Well of Many Worlds
Wondrous item, legendary
This fine black cloth, soft as silk, is folded up to the
dimensions of a handkerchief. It unfolds into a circular sheet 6
feet in diameter.
You can use an action to unfold and place the well of
many worlds on a solid surface, whereupon it creates
a two-way portal to another world or plane of existence. Each
time the item opens a portal, the GM decides where it leads. You
can use an action to close an open portal by taking hold of the
edges of the cloth and folding it up. Once well of
many worlds has opened a portal, it can’t do so again
for 1d8 hours.
Wind Fan
Wondrous item, uncommon
While holding this fan, you can use an action to cast the
gust of wind spell (save DC 13) from it.
Once used, the fan shouldn’t be used again until the next dawn.
Each time it is used again before then, it has a cumulative 20
percent chance of not working and tearing into useless,
nonmagical tatters.
Winged Boots
Wondrous item, uncommon (requires
attunement)
While you wear these boots, you have a flying speed equal to
your walking speed. You can use the boots to fly for up to 4
hours, all at once or in several shorter flights, each one using
a minimum of 1 minute from the duration. If you are flying when
the duration expires, you descend at a rate of 30 feet per round
until you land.
The boots regain 2 hours of flying capability for every 12 hours
they aren’t in use.
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its
command word. This turns the cloak into a pair of bat wings or
bird wings on your back for 1 hour or until you repeat the
command word as an action. The wings give you a flying speed of
60 feet. When they disappear, you can’t use them again for 1d12
hours.
Sentient Magic
Some magic items possess sentience and personality. Such an item
might be possessed, haunted by the spirit of a previous owner, or
self-aware thanks to the magic used to create it. In any case, the
item behaves like a character, complete with personality quirks,
ideals, bonds, and sometimes flaws. A sentient item might be a
cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest
sentience, but consumable items such as potions and scrolls are
never sentient.
Sentient magic items function as NPCs under the GM’s control. Any
activated property of the item is under the item’s control, not
its wielder’s. As long as the wielder maintains a good
relationship with the item, the wielder can access those
properties normally. If the relationship is strained, the item can
suppress its activated properties or even turn them against the
wielder.
Creating Sentient Magic Items
When you decide to make a magic item sentient, you create the
item’s persona in the same way you would create an NPC, with a
few exceptions described here.
Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma
scores. You can choose the item’s abilities or determine them
randomly. To determine them randomly, roll 4d6 for each one,
dropping the lowest roll and totaling the rest.
Communication
A sentient item has some ability to communicate, either by
sharing its emotions, broadcasting its thoughts
telepathically, or speaking aloud. You can choose how it
communicates or roll on the following table.
Table- Sentient Magic Items:
Communication
d100
Communication
01-60
The item communicates by transmitting emotion to the
creature carrying or wielding it.
61-90
The item can speak, read, and understand one or more
languages.
91-100
The item can speak, read, and understand one or more
languages. In addition, the item can communicate
telepathically with any character that carries or
wields it.
Senses
With sentience comes awareness. A sentient item can perceive
its surroundings out to a limited range. You can choose its
senses or roll on the following table.
Table- Sentient Magic Items:
Senses
d4
Senses
1
Hearing and normal vision out to 30 feet.
2
Hearing and normal vision out to 60 feet
3
Hearing and normal vision out to 120 feet.
4
Hearing and darkvision out to 120 feet.
Alignment
A sentient magic item has an alignment. Its creator or nature
might suggest an alignment. If not, you can pick an alignment
or roll on the following table.
Table- Sentient Magic Items:
Alignment
d100
Alignment
01-15
Lawful good
16-35
Neutral good
36-50
Chaotic good
51-63
Lawful neutral
64-73
Neutral
74-85
Chaotic neutral
86-89
Lawful evil
90-96
Neutral evil
97-100
Chaotic evil
Special Purpose
You can give a sentient item an objective it pursues, perhaps
to the exclusion of all else. As long as the wielder’s use of
the item aligns with that special purpose, the item remains
cooperative. Deviating from this course might cause conflict
between the wielder and the item, and could even cause the
item to prevent the use of its activated properties. You can
pick a special purpose or roll on the following table.
Table- Sentient Magic Items: Special
Purpose
d10
Purpose
1
Aligned: The item seeks to defeat or destroy those of
a diametrically opposed alignment. (Such an item is
never neutral.)
2
Bane: The item seeks to defeat or destroy creatures of
a particular kind, such as fiends, shapechangers,
trolls, or wizards.
3
Protector: The item seeks to defend a particular race
or kind of creature, such as elves or druids.
4
Crusader: The item seeks to defeat, weaken, or destroy
the servants of a particular deity.
5
Templar: The item seeks to defend the servants and
interests of a particular deity.
6
Destroyer: The item craves destruction and goads its
user to fight arbitrarily.
7
Glory Seeker: The item seeks renown as the greatest
magic item in the world, by establishing its user as a
famous or notorious figure.
8
Lore Seeker: The item craves knowledge or is
determined to solve a mystery, learn a secret, or
unravel a cryptic prophecy.
9
Destiny Seeker: The item is convinced that it and its
wielder have key roles to play in future events.
10
Creator Seeker: The item seeks its creator and wants
to understand why it was created.
Conflict
A sentient item has a will of its own, shaped by its
personality and alignment. If its wielder acts in a manner
opposed to the item’s alignment or purpose, conflict can
arise. When such a conflict occurs, the item makes a Charisma
check contested by the wielder’s Charisma check. If the item
wins the contest, it makes one or more of the following
demands:
The item insists on being carried or worn at all times.
The item demands that its wielder dispose of anything the
item finds repugnant.
The item demands that its wielder pursue the item’s goals
to the exclusion of all other goals.
The item demands to be given to someone else. If its
wielder refuses to comply with the item’s wishes, the item
can do any or all of the following:
Make it impossible for its wielder to attune to it.
Suppress one or more of its activated properties.
Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder,
the wielder must make a Charisma saving throw, with a DC equal
to 12+the item’s Charisma modifier. On a failed save, the
wielder is charmed by the item for 1d12 hours. While charmed,
the wielder must try to follow the item’s commands. If the
wielder takes damage, it can repeat the saving throw, ending
the effect on a success. Whether the attempt to control its
user succeeds or fails, the item can’t use this power again
until the next dawn.
Artifacts
Orb of Dragonkind
Wondrous item, artifact (requires
attunement)
Ages past, elves and humans waged a terrible war against evil
dragons. When the world seemed doomed, powerful wizards came
together and worked their greatest magic, forging five
Orbs of Dragonkind (or Dragon
Orbs) to help them defeat the dragons. One orb was
taken to each of the five wizard towers, and there they were
used to speed the war toward a victorious end. The wizards used
the orbs to lure dragons to them, then destroyed the dragons
with powerful magic.
As the wizard towers fell in later ages, the orbs were destroyed
or faded into legend, and only three are thought to survive.
Their magic has been warped and twisted over the centuries, so
although their primary purpose of calling dragons still
functions, they also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a presence that
resents any attempt to coax magic from it. Those lacking in
force of personality might find themselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in diameter.
When used, it grows to about 20 inches in diameter, and mist
swirls inside it.
While attuned to an orb, you can use an action to peer into the
orb’s depths and speak its command word. You must then make a DC
15 Charisma check. On a successful check, you control the orb
for as long as you remain attuned to it. On a failed check, you
become charmed by the orb for as long as you remain attuned to
it.
While you are charmed by the orb, you can’t voluntarily end your
attunement to it, and the orb casts
suggestion on you at will (save DC 18),
urging you to work toward the evil ends it desires. The dragon
essence within the orb might want many things: the annihilation
of a particular people, freedom from the orb, to spread
suffering in the world, to advance the worship of Tiamat, or
something else the GM decides.
Random
Properties. An Orb of
Dragonkind has the following random properties:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells.
The orb has 7 charges and regains 1d4+3 expended charges daily
at dawn. If you control the orb, you can use an action and
expend 1 or more charges to cast one of the following spells
(save DC 18) from it: cure wounds
(5th-level version, 3 charges), daylight (1
charge), death ward (2 charges), or
scrying (3 charges).
You can also use an action to cast the detect
magic spell from the orb without using any charges.
Call
Dragons. While you control the orb, you
can use an action to cause the artifact to issue a telepathic
call that extends in all directions for 40 miles. Evil dragons
in range feel compelled to come to the orb as soon as possible
by the most direct route. Dragon deities such as Tiamat are
unaffected by this call. Dragons drawn to the orb might be
hostile toward you for compelling them against their will. Once
you have used this property, it can’t be used again for 1 hour.
Destroying an
Orb. An Orb of
Dragonkind appears fragile but is impervious to most
damage, including the attacks and breath weapons of dragons. A
disintegrate spell or one good hit from a
+3 magic weapon is sufficient to destroy an orb, however.
Monster Statistics
Type
A monster’s type speaks to its fundamental nature. Certain
spells, magic items, class features, and other effects in the
game interact in special ways with creatures of a particular
type. For example, an arrow of dragon
slaying deals extra damage not only to dragons but
also other creatures of the dragon type, such as dragon turtles
and wyverns.
The game includes the following monster types, which have no
rules of their own.
Aberrations are utterly alien
beings. Many of them have innate magical abilities drawn from
the creature’s alien mind rather than the mystical forces of the
world. The quintessential aberrations are aboleths, beholders,
mind flayers, and slaadi.
Beasts are nonhumanoid
creatures that are a natural part of the fantasy ecology. Some
of them have magical powers, but most are unintelligent and lack
any society or language. Beasts include all varieties of
ordinary animals, dinosaurs, and giant versions of animals.
Celestials are creatures
native to the Upper Planes. Many of them are the servants of
deities, employed as messengers or agents in the mortal realm
and throughout the planes. Celestials are good by nature, so the
exceptional celestial who strays from a good alignment is a
horrifying rarity. Celestials include angels, couatls, and
pegasi.
Constructs are made, not
born. Some are programmed by their creators to follow a simple
set of instructions, while others are imbued with sentience and
capable of independent thought. Golems are the iconic
constructs. Many creatures native to the outer plane of
Mechanus, such as modrons, are constructs shaped from the raw
material of the plane by the will of more powerful creatures.
Dragons are large reptilian
creatures of ancient origin and tremendous power. True dragons,
including the good metallic dragons and the evil chromatic
dragons, are highly intelligent and have innate magic. Also in
this category are creatures distantly related to true dragons,
but less powerful, less intelligent, and less magical, such as
wyverns and pseudodragons.
Elementals are creatures
native to the elemental planes. Some creatures of this type are
little more than animate masses of their respective elements,
including the creatures simply called elementals. Others have
biological forms infused with elemental energy. The races of
genies, including djinn and efreet, form the most important
civilizations on the elemental planes. Other elemental creatures
include azers, invisible stalkers, and water weirds.
Fey are magical creatures
closely tied to the forces of nature. They dwell in twilight
groves and misty forests. In some worlds, they are closely tied
to the Feywild, also called the Plane of Faerie. Some are also
found in the Outer Planes, particularly the planes of Arborea
and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of
wickedness that are native to the Lower Planes. A few are the
servants of deities, but many more labor under the leadership of
archdevils and demon princes. Evil priests and mages sometimes
summon fiends to the material world to do their bidding. If an
evil celestial is a rarity, a good fiend is almost
inconceivable. Fiends include demons, devils, hell hounds,
rakshasas, and yugoloths.
Giants tower over humans and
their kind. They are humanlike in shape, though some have
multiple heads (ettins) or deformities (fomorians). The six
varieties of true giant are hill giants, stone giants, frost
giants, fire giants, cloud giants, and storm giants. Besides
these, creatures such as ogres and trolls are giants.
Humanoids are the main
peoples of a fantasy gaming world, both civilized and savage,
including humans and a tremendous variety of other species. They
have language and culture, few if any innate magical abilities
(though most humanoids can learn spellcasting), and a bipedal
form. The most common humanoid races are the ones most suitable
as player characters: humans, dwarves, elves, and halflings.
Almost as numerous but far more savage and brutal, and almost
uniformly evil, are the races of goblinoids (goblins,
hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and
kobolds.
Monstrosities are monsters in
the strictest sense-frightening creatures that are not ordinary,
not truly natural, and almost never benign. Some are the results
of magical experimentation gone awry (such as owlbears), and
others are the product of terrible curses (including minotaurs
and yuan-ti). They defy categorization, and in some sense serve
as a catch-all category for creatures that don’t fit into any
other type.
Oozes are gelatinous
creatures that rarely have a fixed shape. They are mostly
subterranean, dwelling in caves and dungeons and feeding on
refuse, carrion, or creatures unlucky enough to get in their
way. Black puddings and gelatinous cubes are among the most
recognizable oozes.
Plants in this context are
vegetable creatures, not ordinary flora. Most of them are
ambulatory, and some are carnivorous. The quintessential plants
are the shambling mound and the treant. Fungal creatures such as
the gas spore and the myconid also fall into this category.
Undead are once-living
creatures brought to a horrifying state of undeath through the
practice of necromantic magic or some unholy curse. Undead
include walking corpses, such as vampires and zombies, as well
as bodiless spirits, such as ghosts and specters.
Tags
A monster might have one or more tags appended to its type, in
parentheses. For example, an orc has the humanoid
(orc) type. The parenthetical tags provide
additional categorization for certain creatures. The tags have
no rules of their own, but something in the game, such as a
magic item, might refer to them. For instance, a spear that is
especially effective at fighting demons would work against any
monster that has the demon tag.
Alignment
A monster’s alignment provides a clue to its disposition and how
it behaves in a roleplaying or combat situation. For example, a
chaotic evil monster might be difficult to reason with and might
attack characters on sight, whereas a neutral monster might be
willing to negotiate. See the Player’s
Handbook for descriptions of the different
alignments.
The alignment specified in a monster’s stat block is the
default. Feel free to depart from it and change a monster’s
alignment to suit the needs of your campaign. If you want a
good-aligned green dragon or an evil storm giant, there’s
nothing stopping you.
Some creatures can have any
alignment. In other words, you choose the monster’s
alignment. Some monster’s alignment entry indicates a tendency
or aversion toward law, chaos, good, or evil. For example, a
berserker can be any chaotic alignment (chaotic good, chaotic
neutral, or chaotic evil), as befits its wild nature.
Many creatures of low intelligence have no comprehension of law
or chaos, good or evil. They don’t make moral or ethical
choices, but rather act on instinct. These creatures are
unaligned, which means they
don’t have an alignment.
Armor Class
A monster that wears armor or carries a shield has an Armor
Class (AC) that takes its armor, shield, and Dexterity into
account. Otherwise, a monster’s AC is based on its Dexterity
modifier and natural armor, if any. If a monster has natural
armor, wears armor, or carries a shield, this is noted in
parentheses after its AC value.
Hit Points
A monster usually dies or is destroyed when it drops to 0 hit
points. For more on hit points, see the Player’s
Handbook.
A monster’s hit points are presented both as a die expression
and as an average number. For example, a monster with 2d8 hit
points has 9 hit points on average (2 × 4½).
A monster’s size determines the die used to calculate its hit
points, as shown in the Hit Dice by Size table.
Table- Hit Dice by Size
Monster Size
Hit Die
Average HP per Die
Tiny
d4
2 1/2
Small
d6
3 1/2
Medium
d8
4 1/2
Large
d10
5 1/2
Huge
d12
6 1/2
Gargantuan
d20
10 1/2
A monster’s Constitution modifier also affects the number of hit
points it has. Its Constitution modifier is multiplied by the
number of Hit Dice it possesses, and the result is added to its
hit points. For example, if a monster has a Constitution of 12
(+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average
11).
Speed
A monster’s speed tells you how far it can move on its turn. For
more information on speed, see the Player’s
Handbook.
All creatures have a walking speed, simply called the monster’s
speed. Creatures that have no form of ground-based locomotion
have a walking speed of 0 feet.
Some creatures have one or more of the following additional
movement modes.
Burrow
A monster that has a burrowing speed can use that speed to
move through sand, earth, mud, or ice. A monster can’t burrow
through solid rock unless it has a special trait that allows
it to do so.
Climb
A monster that has a climbing speed can use all or part of its
movement to move on vertical surfaces. The monster doesn’t
need to spend extra movement to climb.
Fly
A monster that has a flying speed can use all or part of its
movement to fly. Some monsters have the ability to
hover, which makes them
hard to knock out of the air (as explained in the rules on
flying in the Player’s Handbook). Such a
monster stops hovering when it dies.
Swim
A monster that has a swimming speed doesn’t need to spend
extra movement to swim.
Ability Scores
Every monster has six ability scores (Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma) and
corresponding modifiers. For more information on ability scores
and how they’re used in play, see the Player’s
Handbook.
Saving Throws
The Saving Throws entry is reserved for creatures that are adept
at resisting certain kinds of effects. For example, a creature
that isn’t easily charmed or frightened might gain a bonus on
its Wisdom saving throws. Most creatures don’t have special
saving throw bonuses, in which case this section is absent.
A saving throw bonus is the sum of a monster’s relevant ability
modifier and its proficiency bonus, which is determined by the
monster’s challenge rating (as shown in the Proficiency Bonus by
Challenge Rating table).
Table- Proficiency Bonus by Challenge
Rating
Challenge
Proficiency Bonus
0
+2
1/8
+2
1/4
+2
1/2
+2
1
+2
2
+2
3
+2
4
+2
5
+3
6
+3
7
+3
8
+3
9
+4
10
+4
11
+4
12
+4
13
+5
14
+5
15
+5
16
+5
17
+6
18
+6
19
+6
20
+6
21
+7
22
+7
23
+7
24
+7
25
+8
26
+8
27
+8
28
+8
29
+9
30
+9
Skills
The Skills entry is reserved for monsters that are proficient in
one or more skills. For example, a monster that is very
perceptive and stealthy might have bonuses to Wisdom
(Perception) and Dexterity (Stealth) checks.
A skill bonus is the sum of a monster’s relevant ability
modifier and its proficiency bonus, which is determined by the
monster’s challenge rating (as shown in the Proficiency Bonus by
Challenge Rating table). Other modifiers might apply. For
instance, a monster might have a larger-than-expected bonus
(usually double its proficiency bonus) to account for its
heightened expertise.
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.
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.
Vulnerabilities, Resistances, and Immunities
Some creatures have vulnerability, resistance, or immunity to
certain types of damage. Particular creatures are even resistant
or immune to damage from nonmagical attacks (a magical attack is
an attack delivered by a spell, a magic item, or another magical
source). In addition, some creatures are immune to certain
conditions.
Senses
The Senses entry notes a monster’s passive Wisdom (Perception)
score, as well as any special senses the monster might have.
Special senses are described below.
Blindsight
A monster with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes,
typically have this special sense, as do creatures with
echolocation or heightened senses, such as bats and true
dragons.
If a monster is naturally blind, it has a parenthetical note
to this effect, indicating that the radius of its blindsight
defines the maximum range of its perception.
Darkvision
A monster with darkvision can see in the dark within a
specific radius. The monster can see in dim light within the
radius as if it were bright light, and in darkness as if it
were dim light. The monster can’t discern color in darkness,
only shades of gray. Many creatures that live underground have
this special sense.
Tremorsense
A monster with tremorsense can detect and pinpoint the origin
of vibrations within a specific radius, provided that the
monster and the source of the vibrations are in contact with
the same ground or substance. Tremorsense can’t be used to
detect flying or incorporeal creatures. Many burrowing
creatures, such as ankhegs and umber hulks, have this special
sense.
Truesight
A monster with truesight can, out to a specific range, see in
normal and magical darkness, see invisible creatures and
objects, automatically detect visual illusions and succeed on
saving throws against them, and perceive the original form of
a shapechanger or a creature that is transformed by magic.
Furthermore, the monster can see into the Ethereal Plane
within the same range.
Languages
The languages that a monster can speak are listed in
alphabetical order. Sometimes a monster can understand a
language but can’t speak it, and this is noted in its entry. A
-
indicates that a creature neither speaks nor
understands any language.
Telepathy
Telepathy is a magical ability that allows a monster to
communicate mentally with another creature within a specified
range. The contacted creature doesn’t need to share a language
with the monster to communicate in this way with it, but it
must be able to understand at least one language. A creature
without telepathy can receive and respond to telepathic
messages but can’t initiate or terminate a telepathic
conversation.
A telepathic monster doesn’t need to see a contacted creature
and can end the telepathic contact at any time. The contact is
broken as soon as the two creatures are no longer within range
of each other or if the telepathic monster contacts a
different creature within range. A telepathic monster can
initiate or terminate a telepathic conversation without using
an action, but while the monster is incapacitated, it can’t
initiate telepathic contact, and any current contact is
terminated.
A creature within the area of an antimagic
field or in any other location where magic doesn’t
function can’t send or receive telepathic messages.
Challenge
A monster’s Challenge rating
tells you how great a threat the monster is. An appropriately
equipped and well-rested party of four adventurers should be
able to defeat a monster that has a challenge rating equal to
its level without suffering any deaths. For example, a party of
four 3rd-level characters should find a monster with a challenge
rating of 3 to be a worthy challenge, but not a deadly one.
Monsters that are significantly weaker than 1st- level
characters have a challenge rating lower than 1. Monsters with a
challenge rating of 0 are insignificant except in large numbers;
those with no effective attacks are worth no experience points,
while those that have attacks are worth 10 XP each.
Some monsters present a greater challenge than even a typical
20th-level party can handle. These monsters have a challenge
rating of 21 or higher and are specifically designed to test
player skill.
Experience Points
The number of experience points (XP) a monster is worth is
based on its challenge rating. Typically, XP is awarded for
defeating the monster, although the GM may also award XP for
neutralizing the threat posed by the monster in some other
manner.
Unless something tells you otherwise, a monster summoned by a
spell or other magical ability is worth the XP noted in its
stat block.
Table- Experience Points by Challenge
Rating
Challenge
XP
0
0 or 10
1/8
25
1/4
50
1/2
100
1
200
2
450
3
700
4
1,100
5
1,800
6
2,300
7
2,900
8
3,900
14
11,500
15
13,000
16
15,000
17
18,000
18
20,000
19
22,000
20
25,000
21
33,000
22
41,000
23
50,000
24
62,000
25
75,000
Special Traits
Special traits (which appear after a monster’s challenge rating
but before any actions or reactions) are characteristics that
are likely to be relevant in a combat encounter and that require
some explanation.
Innate Spellcasting
A monster with the innate ability to cast spells has the
Innate Spellcasting special trait. Unless noted otherwise, an
innate spell of 1st level or higher is always cast at its
lowest possible level and can’t be cast at a higher level. If
a monster has a cantrip where its level matters and no level
is given, use the monster’s challenge rating.
An innate spell can have special rules or restrictions. For
example, a drow mage can innately cast the
levitate spell, but the spell has a
self only
restriction, which means that the
spell affects only the drow mage.
A monster’s innate spells can’t be swapped out with other
spells. If a monster’s innate spells don’t require attack
rolls, no attack bonus is given for them.
Spellcasting
A monster with the Spellcasting special trait has a
spellcaster level and spell slots, which it uses to cast its
spells of 1st level and higher (as explained in the
Player’s Handbook). The spellcaster level
is also used for any cantrips included in the feature.
The monster has a list of spells known or prepared from a
specific class. The list might also include spells from a
feature in that class, such as the Divine Domain feature of
the cleric or the Druid Circle feature of the druid. The
monster is considered a member of that class when attuning to
or using a magic item that requires membership in the class or
access to its spell list.
A monster can cast a spell from its list at a higher level if
it has the spell slot to do so. For example, a drow mage with
the 3rd-level lightning bolt spell can
cast it as a 5th-level spell by using one of its 5th-level
greater or lesser threat than suggested by its challenge
rating.
Psionics
A monster that casts spells using only the power of its mind
has the psionics tag added to its Spellcasting or Innate
Spellcasting special trait. This tag carries no special rules
of its own, but other parts of the game might refer to it. A
monster that has this tag typically doesn’t require any
components to cast its spells.
Actions
When a monster takes its action, it can choose from the options
in the Actions section of its stat block or use one of the
actions available to all creatures, such as the Dash or Hide
action, as described in the Player’s
Handbook.
Melee and Ranged Attacks
The most common actions that a monster will take in combat are
melee and ranged attacks. These can be spell attacks or weapon
attacks, where the weapon
might be a
manufactured item or a natural weapon, such as a claw or tail
spike. For more information on different kinds of attacks, see
the Player’s Handbook.
Creature vs
Target. The target of a melee or ranged
attack is usually either one creature or one target, the
difference being that a target
can be a
creature or an object.
Hit.
Any damage dealt or other effects that occur as a result of an
attack hitting a target are described after the
Hit
notation. You have the option of taking
average damage or rolling the damage; for this reason, both
the average damage and the die expression are presented.
Miss.
If an attack has an effect that occurs on a miss, that
information is presented after the Miss:
notation.
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.
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.
Multiattack
A creature that can make multiple attacks on its turn has the
Multiattack action. A creature can’t use Multiattack when
making an opportunity attack, which must be a single melee
attack.
Ammunition
A monster carries enough ammunition to make its ranged
attacks. You can assume that a monster has 2d4 pieces of
ammunition for a thrown weapon attack, and 2d10 pieces of
ammunition for a projectile weapon such as a bow or crossbow.
Reactions
If a monster can do something special with its reaction, that
information is contained here. If a creature has no special
reaction, this section is absent.
Limited Usage
Some special abilities have restrictions on the number of times
they can be used.
X/Day.
The notation X/Day
means a special ability can be
used X number of times and that a monster must finish a long
rest to regain expended uses. For example, 1/Day
means a special ability can be used once and that the monster
must finish a long rest to use it again.
Recharge
X-Y. The notation Recharge
X-Y
means a monster can use a special ability once and
that the ability then has a random chance of recharging during
each subsequent round of combat. At the start of each of the
monster’s turns, roll a d6. If the roll is one of the numbers in
the recharge notation, the monster regains the use of the
special ability. The ability also recharges when the monster
finishes a short or long rest.
For example, Recharge 5-6
means a monster can use
the special ability once. Then, at the start of the monster’s
turn, it regains the use of that ability if it rolls a 5 or 6 on
a d6.
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.
Equipment
A stat block rarely refers to equipment, other than armor or
weapons used by a monster. A creature that customarily wears
clothes, such as a humanoid, is assumed to be dressed
appropriately.
You can equip monsters with additional gear and trinkets however
you like, and you decide how much of a monster’s equipment is
recoverable after the creature is slain and whether any of that
equipment is still usable. A battered suit of armor made for a
monster is rarely usable by someone else, for instance.
If a spellcasting monster needs material components to cast its
spells, assume that it has the material components it needs to
cast the spells in its stat block.
Legendary Creatures
A legendary creature can do things that ordinary creatures can’t.
It can take special actions outside its turn, and it might exert
magical influence for miles around.
If a creature assumes the form of a legendary creature, such as
through a spell, it doesn’t gain that form’s legendary actions,
lair actions, or regional effects.
Legendary Actions
A legendary creature can take a certain number of special
actions-called legendary actions-outside its turn. Only one
legendary action option can be used at a time and only at the
end of another creature’s turn. A creature regains its spent
legendary actions at the start of its turn. It can forgo using
them, and it can’t use them while incapacitated or otherwise
unable to take actions. If surprised, it can’t use them until
after its first turn in the combat.
A Legendary Creature’s Lair
A legendary creature might have a section describing its lair
and the special effects it can create while there, either by act
of will or simply by being present. Such a section applies only
to a legendary creature that spends a great deal of time in its
lair.
Lair Actions
If a legendary creature has lair actions, it can use them to
harness the ambient magic in its lair. On initiative count 20
(losing all initiative ties), it can use one of its lair
action options. It can’t do so while incapacitated or
otherwise unable to take actions. If surprised, it can’t use
one until after its first turn in the combat.
Regional Effects
The mere presence of a legendary creature can have strange and
wondrous effects on its environment, as noted in this section.
Regional effects end abruptly or dissipate over time when the
legendary creature dies.
Monsters (A)
Aboleth
Large aberration, lawful evil
Armor Class 17 (natural
armor)
Hit Points 135 (18d10+36)
Speed 10 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
15 (+2)
18 (+4)
15 (+2)
18 (+4)
Saving Throws Con +6, Int +8,
Wis +6
Skills History +12,
Perception +10
Senses darkvision 120 ft.,
passive Perception 20
Languages Deep Speech,
telepathy 120 ft.
Challenge 10 (5,900 XP)
Amphibious.
The aboleth can breathe air and water.
Mucous
Cloud. While underwater, the aboleth is
surrounded by transformative mucus. A creature that touches the
aboleth or that hits it with a melee attack while within 5 feet
of it must make a DC 14 Constitution saving throw. On a failure,
the creature is diseased for 1d4 hours. The diseased creature
can breathe only underwater.
Probing
Telepathy. If a creature communicates
telepathically with the aboleth, the aboleth learns the
creature’s greatest desires if the aboleth can see the creature.
Actions
Multiattack.
The aboleth makes three tentacle attacks.
Tentacle.
Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 12 (2d6+5)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or become
diseased. The disease has no effect for 1 minute and can be
removed by any magic that cures disease. After 1 minute, the
diseased creature’s skin becomes translucent and slimy, the
creature can’t regain hit points unless it is underwater, and
the disease can be removed only by heal
or another disease-curing spell of 6th level or higher. When
the creature is outside a body of water, it takes 6 (1d12)
acid damage every 10 minutes unless moisture is applied to the
skin before 10 minutes have passed.
Tail.
Melee Weapon Attack: +9 to hit, reach 10
ft. one target. Hit: 15 (3d6+5)
bludgeoning damage.
Enslave
(3/Day). The aboleth targets one
creature it can see within 30 feet of it. The target must
succeed on a DC 14 Wisdom saving throw or be magically charmed
by the aboleth until the aboleth dies or until it is on a
different plane of existence from the target. The charmed
target is under the aboleth’s control and can’t take
reactions, and the aboleth and the target can communicate
telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can
repeat the saving throw. On a success, the effect ends. No
more than once every 24 hours, the target can also repeat the
saving throw when it is at least 1 mile away from the aboleth.
Legendary Actions
The aboleth can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The
aboleth regains spent legendary actions at the start of its
turn.
Detect. The aboleth makes a
Wisdom (Perception) check.
Tail Swipe. The aboleth
makes one tail attack.
Psychic Drain (Costs 2
Actions). One creature charmed by the aboleth takes
10 (3d6) psychic damage, and the aboleth regains hit points
equal to the damage the creature takes.
Angels
Deva
Medium celestial, lawful good
Armor Class 17 (natural
armor)
Hit Points 136 (16d8+64)
Speed 30 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
20 (+5)
Saving Throws Wis +9, Cha
+9
Skills Insight +9,
Perception +9
Damage Resistances radiant;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses darkvision 120 ft.,
passive Perception 19
Languages all, telepathy
120 ft.
Challenge 10 (5,900 XP)
Angelic
Weapons. The deva’s weapon attacks are
magical. When the deva hits with any weapon, the weapon deals
an extra 4d8 radiant damage (included in the attack).
Innate
Spellcasting. The deva’s spellcasting
ability is Charisma (spell save DC 17). The deva can innately
cast the following spells, requiring only verbal Components
At will: detect evil and good
1/day each: commune, raise
dead
Magic
Resistance. The deva has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The deva makes two melee attacks.
Mace.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6+4)
bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch
(3/Day). The deva touches another
creature. The target magically regains 20 (4d8+2) hit points
and is freed from any curse, disease, poison, blindness, or
deafness.
Change
Shape. The deva magically polymorphs
into a humanoid or beast that has a challenge rating equal
to or less than its own, or back into its true form. It
reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new form
(the deva’s choice).
In a new form, the deva retains its game statistics and
ability to speak, but its AC, movement modes, Strength,
Dexterity, and special senses are replaced by those of the
new form, and it gains any statistics and capabilities
(except class features, legendary actions, and lair actions)
that the new form has but that it lacks.
Planetar
Large celestial, lawful good
Armor Class 19 (natural
armor)
Hit Points 200 (16d10+112)
Speed 40 ft., fly 120 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
20 (+5)
24 (+7)
19 (+4)
22 (+6)
25 (+7)
Saving Throws Con +12, Wis
+11, Cha +12
Skills Perception +11
Damage Resistances radiant;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses truesight 120 ft.,
passive Perception 21
Languages all, telepathy
120 ft.
Challenge 16 (15,000 XP)
Angelic
Weapons. The planetar’s weapon attacks
are magical. When the planetar hits with any weapon, the
weapon deals an extra 5d8 radiant damage (included in the
attack).
Divine
Awareness. The planetar knows if it
hears a lie.
Innate
Spellcasting. The planetar’s
spellcasting ability is Charisma (spell save DC 20). The
planetar can innately cast the following spells, requiring no
material Components
At will: detect evil and good,
invisibility (self only)
3/day each: blade barrier,
dispel evil and good, flame
strike, raise dead
1/day each: commune, control
weather, insect plague
Magic
Resistance. The planetar has advantage
on saving throws against spells and other magical effects.
Actions
Multiattack.
The planetar makes two melee attacks.
Greatsword.
Melee Weapon Attack: +12 to hit, reach
5 ft., one target. Hit: 21 (4d6+7)
slashing damage plus 22 (5d8) radiant damage.
Healing Touch
(4/Day). The planetar touches another
creature. The target magically regains 30 (6d8+3) hit points
and is freed from any curse, disease, poison, blindness, or
deafness.
Solar
Large celestial, lawful good
Armor Class 21 (natural
armor)
Hit Points 243 (18d10+144)
Speed 50 ft., fly 150 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
30 (+10)
Saving Throws Int +14, Wis
+14, Cha +17
Skills Perception +14
Damage Resistances radiant;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic,
poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft.,
passive Perception 24
Languages all, telepathy
120 ft.
Challenge 21 (33,000 XP)
Angelic
Weapons. The solar’s weapon attacks are
magical. When the solar hits with any weapon, the weapon deals
an extra 6d8 radiant damage (included in the attack).
Divine
Awareness. The solar knows if it hears a
lie.
Innate
Spellcasting. The solar’s spellcasting
ability is Charisma (spell save DC 25). It can innately cast
the following spells, requiring no material Components
At will: detect evil and good,
invisibility (self only)
3/day each: blade barrier,
dispel evil and good,
resurrection
1/day each: commune, control
weather
Magic
Resistance. The solar has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The solar makes two greatsword attacks.
Greatsword.
Melee Weapon Attack: +15 to hit, reach
5 ft., one target. Hit: 22 (4d6+8)
slashing damage plus 27 (6d8) radiant damage.
Slaying
Longbow. Ranged Weapon
Attack: +13 to hit, range 150/600 ft., one
target. Hit: 15 (2d8+6) piercing damage
plus 27 (6d8) radiant damage. If the target is a creature
that has 100 hit points or fewer, it must succeed on a DC 15
Constitution saving throw or die.
Flying
Sword. The solar releases its
greatsword to hover magically in an unoccupied space within
5 feet of it. If the solar can see the sword, the solar can
mentally command it as a bonus action to fly up to 50 feet
and either make one attack against a target or return to the
solar’s hands. If the hovering sword is targeted by any
effect, the solar is considered to be holding it. The
hovering sword falls if the solar dies.
Healing Touch
(4/Day). The solar touches another
creature. The target magically regains 40 (8d8+4) hit points
and is freed from any curse, disease, poison, blindness, or
deafness.
Legendary Actions
The solar can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
The solar regains spent legendary actions at the start of
its turn.
Teleport. The solar
magically teleports, along with any equipment it is wearing
or carrying, up to 120 feet to an unoccupied space it can
see.
Searing Burst (Costs 2
Actions). The solar emits magical, divine energy.
Each creature of its choice in a 10-foot radius must make a
DC 23 Dexterity saving throw, taking 14 (4d6) fire damage
plus 14 (4d6) radiant damage on a failed save, or half as
much damage on a successful one.
Blinding Gaze (Costs 3
Actions). The solar targets one creature it can
see within 30 feet of it. If the target can see it, the
target must succeed on a DC 15 Constitution saving throw or
be blinded until magic such as the lesser
restoration spell removes the blindness.
Animated Objects
Animated Armor
Medium construct, unaligned
Armor Class 18 (natural
armor)
Hit Points 33 (6d8+6)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (+0)
13 (+1)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison,
psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 6
Languages -
Challenge 1 (200 XP)
Antimagic
Susceptibility. The armor is
incapacitated while in the area of an antimagic
field. If targeted by dispel
magic, the armor must succeed on a
Constitution saving throw against the caster’s spell save DC
or fall unconscious for 1 minute.
False
Appearance. While the armor remains
motionless, it is indistinguishable from a normal suit of
armor.
Actions
Multiattack.
The armor makes two melee attacks.
Slam.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2)
bludgeoning damage.
Flying Sword
Small construct, unaligned
Armor Class 17 (natural
armor)
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +4
Damage Immunities poison,
psychic
Condition Immunities
blinded, charmed, deafened, frightened, paralyzed, petrified,
poisoned
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 7
Languages -
Challenge 1/4 (50 XP)
Antimagic
Susceptibility. The sword is
incapacitated while in the area of an antimagic
field. If targeted by dispel
magic, the sword must succeed on a Constitution
saving throw against the caster’s spell save DC or fall
unconscious for 1 minute.
False
Appearance. While the sword remains
motionless and isn’t flying, it is indistinguishable from a
normal sword.
Actions
Longsword.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8+1)
slashing damage.
Rug of Smothering
Large construct, unaligned
Armor Class 12
Hit Points 33 (6d10)
Speed 10 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
10 (+0)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison,
psychic
Condition Immunities
blinded, charmed, deafened, frightened, paralyzed, petrified,
poisoned
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 6
Languages -
Challenge 2 (450 XP)
Antimagic
Susceptibility. The rug is incapacitated
while in the area of an antimagic field.
If targeted by dispel magic, the rug must
succeed on a Constitution saving throw against the caster’s
spell save DC or fall unconscious for 1 minute.
Damage
Transfer. While it is grappling a
creature, the rug takes only half the damage dealt to it, and
the creature grappled by the rug takes the other half.
False
Appearance. While the rug remains
motionless, it is indistinguishable from a normal rug.
Actions
Smother.
Melee Weapon Attack: +5 to hit, reach 5
ft., one Medium or smaller creature.
Hit: The creature is grappled (escape
DC 13). Until this grapple ends, the target is restrained,
blinded, and at risk of suffocating, and the rug can’t
smother another target. In addition, at the start of each of
the target’s turns, the target takes 10 (2d6+3) bludgeoning
damage.
Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural
armor), 11 while prone
Hit Points 39 (6d10+6)
Speed 30 ft., burrow 10 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (+0)
13 (+1)
1 (-5)
13 (+1)
6 (-2)
Senses darkvision 60 ft.,
tremorsense 60 ft., passive Perception 11
Languages -
Challenge 2 (450 XP)
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing
damage plus 3 (1d6) acid damage. If the target is a Large or
smaller creature, it is grappled (escape DC 13). Until this
grapple ends, the ankheg can bite only the grappled creature
and has advantage on attack rolls to do so.
Acid Spray (Recharge
6). The ankheg spits acid in a line that
is 30 feet long and 5 feet wide, provided that it has no
creature grappled. Each creature in that line must make a DC
13 Dexterity saving throw, taking 10 (3d6) acid damage on a
failed save, or half as much damage on a successful one.
Azer
Medium elemental, lawful neutral
Armor Class 17 (natural
armor, shield)
Hit Points 39 (6d8+12)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
12 (+1)
13 (+1)
10 (+0)
Saving Throws Con +4
Damage Immunities fire,
poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Ignan
Challenge 2 (450 XP)
Heated
Body. A creature that touches the azer or
hits it with a melee attack while within 5 feet of it takes 5
(1d10) fire damage.
Heated
Weapons. When the azer hits with a metal
melee weapon, it deals an extra 3 (1d6) fire damage (included in
the attack).
Illumination.
The azer sheds bright light in a 10-foot radius and dim light
for an additional 10 feet.
Actions
Warhammer.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3)
bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used
with two hands to make a melee attack, plus 3 (1d6) fire
damage.
Monsters (B)
Basilisk
Medium monstrosity, unaligned
Armor Class 15 (natural
armor)
Hit Points 52 (8d8+16)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
2 (-4)
8 (-1)
7 (-2)
Senses darkvision 60 ft.,
passive Perception 9
Languages -
Challenge 3 (700 XP)
Petrifying Gaze. If a
creature starts its turn within 30 feet of the basilisk and the
two of them can see each other, the basilisk can force the
creature to make a DC 12 Constitution saving throw if the
basilisk isn’t incapacitated. On a failed save, the creature
magically begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is
petrified until freed by the greater
restoration spell or other magic.
A creature that isn’t surprised can avert its eyes to avoid the
saving throw at the start of its turn. If it does so, it can’t
see the basilisk until the start of its next turn, when it can
avert its eyes again. If it looks at the basilisk in the
meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 feet of it in
bright light, it mistakes itself for a rival and targets itself
with its gaze.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) piercing
damage plus 7 (2d6) poison damage.
Behir
Huge monstrosity, neutral evil
Armor Class 17 (natural
armor)
Hit Points 168 (16d12+64)
Speed 50 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
12 (+1)
Skills Perception +6, Stealth
+7
Damage Immunities lightning
Senses darkvision 90 ft.,
passive Perception 16
Languages Draconic
Challenge 11 (7,200 XP)
Actions
Multiattack.
The behir makes two attacks: one with its bite and one to
constrict.
Bite.
Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 22 (3d10+6)
piercing damage.
Constrict.
Melee Weapon Attack: +10 to hit, reach 5
ft., one Large or smaller creature. Hit:
17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing
damage. The target is grappled (escape DC 16) if the behir
isn’t already constricting a creature, and the target is
restrained until this grapple ends.
Lightning Breath (Recharge
5-6). The behir exhales a line of
lightning that is 20 feet long and 5 feet wide. Each creature
in that line must make a DC 16 Dexterity saving throw, taking
66 (12d10) lightning damage on a failed save, or half as much
damage on a successful one.
Swallow.
The behir makes one bite attack against a Medium or smaller
target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target
is blinded and restrained, it has total cover against attacks
and other effects outside the behir, and it takes 21 (6d6)
acid damage at the start of each of the behir’s turns. A behir
can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the
swallowed creature, the behir must succeed on a DC 14
Constitution saving throw at the end of that turn or
regurgitate the creature, which falls prone in a space within
10 feet of the behir. If the behir dies, a swallowed creature
is no longer restrained by it and can escape from the corpse
by using 15 feet of movement, exiting prone.
Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor,
shield)
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
8 (-1)
11 (+0)
9 (-1)
Skills Stealth +6, Survival
+2
Senses darkvision 60 ft.,
passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A
melee weapon deals one extra die of its damage when the bugbear
hits with it (included in the attack).
Surprise
Attack. If the bugbear surprises a
creature and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage from the
attack.
Actions
Morningstar.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d8+2) piercing
damage.
Javelin.
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target.
Hit: 9 (2d6+2) piercing damage in melee
or 5 (1d6+2) piercing damage at range.
Bulette
Large monstrosity, unaligned
Armor Class 17 (natural
armor)
Hit Points 94 (9d10+45)
Speed 40 ft., burrow 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
21 (+5)
2 (-4)
10 (+0)
5 (-3)
Skills Perception +6
Senses darkvision 60 ft.,
tremorsense 60 ft., passive Perception 16
Languages -
Challenge 5 (1,800 XP)
Standing
Leap. The bulette’s long jump is up to 30
feet and its high jump is up to 15 feet, with or without a
running start.
Actions
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 30 (4d12+4)
piercing damage.
Deadly
Leap. If the bulette jumps at least 15
feet as part of its movement, it can then use this action to
land on its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a DC 16
Strength or Dexterity saving throw (target’s choice) or be
knocked prone and take 14 (3d6+4) bludgeoning damage plus 14
(3d6+4) slashing damage. On a successful save, the creature
takes only half the damage, isn’t knocked prone, and is pushed
5 feet out of the bulette’s space into an unoccupied space of
the creature’s choice. If no unoccupied space is within range,
the creature instead falls prone in the bulette’s space.
Monsters (C)
Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10+12)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
14 (+2)
9 (-1)
13 (+1)
11 (+0)
Skills Athletics +6,
Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Charge.
If the centaur moves at least 30 feet straight toward a target
and then hits it with a pike attack on the same turn, the target
takes an extra 10 (3d6) piercing damage.
Actions
Multiattack.
The centaur makes two attacks: one with its pike and one with
its hooves or two with its longbow.
Pike.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 9 (1d10+4) piercing
damage.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Longbow.
Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8+2)
piercing damage.
Chimera
Large monstrosity, chaotic evil
Armor Class 14 (natural
armor)
Hit Points 114 (12d10+48)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
19 (+4)
3 (-4)
14 (+2)
10 (+0)
Skills Perception +8
Senses darkvision 60 ft.,
passive Perception 18
Languages understands
Draconic but can’t speak
Challenge 6 (2,300 XP)
Actions
Multiattack.
The chimera makes three attacks: one with its bite, one with
its horns, and one with its claws. When its fire breath is
available, it can use the breath in place of its bite or
horns.
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) piercing
damage.
Horns.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (1d12+4)
bludgeoning damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) slashing
damage.
Fire Breath (Recharge
5-6). The dragon head exhales fire in a
15-foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 31 (7d8) fire damage on a
failed save, or half as much damage on a successful one.
Chuul
Large aberration, chaotic evil
Armor Class 16 (natural
armor)
Hit Points 93 (11d10+33)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
16 (+3)
5 (-3)
11 (+0)
5 (-3)
Skills Perception +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.,
passive Perception 14
Languages understands Deep
Speech but can’t speak
Challenge 4 (1,100 XP)
Amphibious.
The chuul can breathe air and water.
Sense
Magic. The chuul senses magic within 120
feet of it at will. This trait otherwise works like the
detect magic spell but isn’t itself
magical.
Actions
Multiattack.
The chuul makes two pincer attacks. If the chuul is grappling
a creature, the chuul can also use its tentacles once.
Pincer.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage. The target is grappled (escape DC 14) if
it is a Large or smaller creature and the chuul doesn’t have
two other creatures grappled.
Tentacles.
One creature grappled by the chuul must succeed on a DC 13
Constitution saving throw or be poisoned for 1 minute. Until
this poison ends, the target is paralyzed. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural
armor)
Hit Points 78 (12d10+12)
Speed 10 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
12 (+1)
13 (+1)
12 (+1)
14 (+2)
Skills Stealth +5
Senses darkvision 60 ft.,
passive Perception 11
Languages Deep Speech,
Undercommon
Challenge 8 (3,900 XP)
Damage
Transfer. While attached to a creature,
the cloaker takes only half the damage dealt to it (rounded
down), and that creature takes the other half.
False
Appearance. While the cloaker remains
motionless without its underside exposed, it is
indistinguishable from a dark leather cloak.
Light
Sensitivity. While in bright light, the
cloaker has disadvantage on attack rolls and Wisdom (Perception)
checks that rely on sight.
Actions
Multiattack.
The cloaker makes two attacks: one with its bite and one with
its tail.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 10 (2d6+3)
piercing damage, and if the target is Large or smaller, the
cloaker attaches to it. If the cloaker has advantage against
the target, the cloaker attaches to the target’s head, and the
target is blinded and unable to breathe while the cloaker is
attached. While attached, the cloaker can make this attack
only against the target and has advantage on the attack roll.
The cloaker can detach itself by spending 5 feet of its
movement. A creature, including the target, can take its
action to detach the cloaker by succeeding on a DC 16 Strength
check.
Tail.
Melee Weapon Attack: +6 to hit, reach 10
ft., one creature. Hit: 7 (1d8+3)
slashing damage.
Moan.
Each creature within 60 feet of the cloaker that can hear its
moan and that isn’t an aberration must succeed on a DC 13
Wisdom saving throw or become frightened until the end of the
cloaker’s next turn. If a creature’s saving throw is
successful, the creature is immune to the cloaker’s moan for
the next 24 hours
Phantasms (Recharges after a
Short or Long Rest). The cloaker
magically creates three illusory duplicates of itself if it
isn’t in bright light. The duplicates move with it and mimic
its actions, shifting position so as to make it impossible to
track which cloaker is the real one. If the cloaker is ever in
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a
harmful spell while a duplicate remains, that creature rolls
randomly to determine whether it targets the cloaker or one of
the duplicates. A creature is unaffected by this magical
effect if it can’t see or if it relies on senses other than
sight.
A duplicate has the cloaker’s AC and uses its saving throws.
If an attack hits a duplicate, or if a duplicate fails a
saving throw against an effect that deals damage, the
duplicate disappears.
Cockatrice
Small monstrosity, unaligned
Armor Class 11
Hit Points 27 (6d6+6)
Speed 20 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
12 (+1)
12 (+1)
2 (-4)
13 (+1)
5 (-3)
Senses darkvision 60 ft.,
passive Perception 11
Languages -
Challenge 1/2 (100 XP)
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 3 (1d4+1)
piercing damage, and the target must succeed on a DC 11
Constitution saving throw against being magically petrified.
On a failed save, the creature begins to turn to stone and is
restrained. It must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, the
creature is petrified for 24 hours.
Couatl
Medium celestial, lawful good
Armor Class 19 (natural
armor)
Hit Points 97 (13d8+39)
Speed 30 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
20 (+5)
17 (+3)
18 (+4)
20 (+5)
18 (+4)
Saving Throws Con +5, Wis +7,
Cha +6
Damage Resistances radiant
Damage Immunities psychic;
bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft.,
passive Perception 15
Languages all, telepathy 120
ft.
Challenge 4 (1,100 XP)
Innate
Spellcasting. The couatl’s spellcasting
ability is Charisma (spell save DC 14). It can innately cast the
following spells, requiring only verbal Components
At will: detect evil and good,
detect magic, detect
thoughts
3/day each: bless, create food
and water, cure wounds,
lesser restoration, protection
from poison, sanctuary,
shield
1/day each: dream, greater
restoration, scrying
Magic
Weapons. The couatl’s weapon attacks are
magical.
Shielded
Mind. The couatl is immune to scrying and
to any effect that would sense its emotions, read its thoughts,
or detect its location.
Actions
Bite.
Melee Weapon Attack: +8 to hit, reach 5
ft., one creature. Hit: 8 (1d6+5)
piercing damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 24 hours. Until
this poison ends, the target is unconscious. Another creature
can use an action to shake the target awake.
Constrict.
Melee Weapon Attack: +6 to hit, reach 10
ft., one Medium or smaller creature. Hit:
10 (2d6+3) bludgeoning damage, and the target is grappled
(escape DC 15). Until this grapple ends, the target is
restrained, and the couatl can’t constrict another target.
Change
Shape. The couatl magically polymorphs
into a humanoid or beast that has a challenge rating equal to
or less than its own, or back into its true form. It reverts
to its true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (the couatl’s
choice).
In a new form, the couatl retains its game statistics and
ability to speak, but its AC, movement modes, Strength,
Dexterity, and other actions are replaced by those of the new
form, and it gains any statistics and capabilities (except
class features, legendary actions, and lair actions) that the
new form has but that it lacks. If the new form has a bite
attack, the couatl can use its bite in that form.
Monsters (D)
Darkmantle
Small monstrosity, unaligned
Armor Class 11
Hit Points 22 (5d6+5)
Speed 10 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
13 (+1)
2 (-4)
10 (+0)
5 (-3)
Skills Stealth +3
Senses blindsight 60 ft.,
passive Perception 10
Languages -
Challenge 1/2 (100 XP)
Echolocation.
The darkmantle can’t use its blindsight while deafened.
False
Appearance. While the darkmantle remains
motionless, it is indistinguishable from a cave formation such
as a stalactite or stalagmite.
Actions
Crush.
Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 6 (1d6+3)
bludgeoning damage, and the darkmantle attaches to the target.
If the target is Medium or smaller and the darkmantle has
advantage on the attack roll, it attaches by engulfing the
target’s head, and the target is also blinded and unable to
breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no
other creature except the target but has advantage on its
attack rolls. The darkmantle’s speed also becomes 0, it can’t
benefit from any bonus to its speed, and it moves with the
target.
A creature can detach the darkmantle by making a successful DC
13 Strength check as an action. On its turn, the darkmantle
can detach itself from the target by using 5 feet of movement.
Darkness Aura
(1/Day). A 15-foot radius of magical
darkness extends out from the darkmantle, moves with it, and
spreads around corners. The darkness lasts as long as the
darkmantle maintains concentration, up to 10 minutes (as if
concentrating on a spell). Darkvision can’t penetrate this
darkness, and no natural light can illuminate it. If any of
the darkness overlaps with an area of light created by a spell
of 2nd level or lower, the spell creating the light is
dispelled.
Demons
Balor
Huge fiend (demon), chaotic evil
Armor Class 19 (natural
armor)
Hit Points 262 (21d12+126)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8)
15 (+2)
22 (+6)
20 (+5)
16 (+3)
22 (+6)
Saving Throws Str +14, Con
+12, Wis +9, Cha +12
Damage Resistances cold,
lightning; bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 13
Languages Abyssal,
telepathy 120 ft.
Challenge 19 (22,000 XP)
Death
Throes. When the balor dies, it
explodes, and each creature within 30 feet of it must make a
DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on
a failed save, or half as much damage on a successful one. The
explosion ignites flammable objects in that area that aren’t
being worn or carried, and it destroys the balor’s weapons.
Fire
Aura. At the start of each of the
balor’s turns, each creature within 5 feet of it takes 10
(3d6) fire damage, and flammable objects in the aura that
aren’t being worn or carried ignite. A creature that touches
the balor or hits it with a melee attack while within 5 feet
of it takes 10 (3d6) fire damage.
Magic
Resistance. The balor has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The balor’s weapon attacks are
magical.
Actions
Multiattack.
The balor makes two attacks: one with its longsword and one
with its whip.
Longsword.
Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 21 (3d8+8)
slashing damage plus 13 (3d8) lightning damage. If the balor
scores a critical hit, it rolls damage dice three times,
instead of twice.
Whip.
Melee Weapon Attack: +14 to hit, reach
30 ft., one target. Hit: 15 (2d6+8)
slashing damage plus 10 (3d6) fire damage, and the target
must succeed on a DC 20 Strength saving throw or be pulled
up to 25 feet toward the balor.
Teleport.
The balor magically teleports, along with any equipment it
is wearing or carrying, up to 120 feet to an unoccupied
space it can see.
Dretch
Small fiend (demon), chaotic evil
Armor Class 11 (natural
armor)
Hit Points 18 (4d6+4)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
11 (+0)
12 (+1)
5 (-3)
8 (-1)
3 (-4)
Damage Resistances cold,
fire, lightning
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 9
Languages Abyssal,
telepathy 60 ft. (works only with creatures that understand
Abyssal)
Challenge 1/4 (50 XP)
Actions
Multiattack.
The dretch makes two attacks: one with its bite and one with
its claws.
Bite.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) piercing
damage.
Claws.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 5 (2d4) slashing
damage.
Fetid Cloud
(1/Day). A 10-foot radius of
disgusting green gas extends out from the dretch. The gas
spreads around corners, and its area is lightly obscured. It
lasts for 1 minute or until a strong wind disperses it. Any
creature that starts its turn in that area must succeed on a
DC 11 Constitution saving throw or be poisoned until the
start of its next turn. While poisoned in this way, the
target can take either an action or a bonus action on its
turn, not both, and can’t take reactions.
Glabrezu
Large fiend (demon), chaotic evil
Armor Class 17 (natural
armor)
Hit Points 157 (15d10+75)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
21 (+5)
19 (+4)
17 (+3)
16 (+3)
Saving Throws Str +9, Con
+9, Wis +7, Cha +7
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 13
Languages Abyssal,
telepathy 120 ft.
Challenge 9 (5,000 XP)
Innate
Spellcasting. The glabrezu’s
spellcasting ability is Intelligence (spell save DC 16). The
glabrezu can innately cast the following spells, requiring no
material Components
At will: darkness, detect
magic, dispel magic
1/day each: confusion,
fly, power word stun
Magic
Resistance. The glabrezu has advantage
on saving throws against spells and other magical effects.
Actions
Multiattack.
The glabrezu makes four attacks: two with its pincers and
two with its fists. Alternatively, it makes two attacks with
its pincers and casts one spell.
Pincer.
Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit: 16 (2d10+5)
bludgeoning damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 15). The glabrezu has
two pincers, each of which can grapple only one target.
Fist.
Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 7 (2d4+2)
bludgeoning damage.
Hezrou
Large fiend (demon), chaotic evil
Armor Class 16 (natural
armor)
Hit Points 136 (13d10+65)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
20 (+5)
5 (-3)
12 (+1)
13 (+1)
Saving Throws Str +7, Con
+8, Wis +4
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 11
Languages Abyssal,
telepathy 120 ft.
Challenge 8 (3,900 XP)
Magic
Resistance. The hezrou has advantage on
saving throws against spells and other magical effects.
Stench.
Any creature that starts its turn within 10 feet of the hezrou
must succeed on a DC 14 Constitution saving throw or be
poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the hezrou’s stench
for 24 hours.
Actions
Multiattack.
The hezrou makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 15 (2d10+4)
piercing damage.
Claw.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
slashing damage.
Marilith
Large fiend (demon), chaotic evil
Armor Class 18 (natural
armor)
Hit Points 189 (18d10+90)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
20 (+5)
20 (+5)
18 (+4)
16 (+3)
20 (+5)
Saving Throws Str +9, Con
+10, Wis +8, Cha +10
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 13
Languages Abyssal,
telepathy 120 ft.
Challenge 16 (15,000 XP)
Magic
Resistance. The marilith has advantage
on saving throws against spells and other magical effects.
Magic
Weapons. The marilith’s weapon attacks
are magical.
Reactive.
The marilith can take one reaction on every turn in a combat.
Actions
Multiattack.
The marilith makes seven attacks: six with its longswords
and one with its tail.
Longsword.
Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
slashing damage.
Tail.
Melee Weapon Attack: +9 to hit, reach
10 ft., one creature. Hit: 15 (2d10+4)
bludgeoning damage. If the target is Medium or smaller, it
is grappled (escape DC 19). Until this grapple ends, the
target is restrained, the marilith can automatically hit the
target with its tail, and the marilith can’t make tail
attacks against other targets.
Teleport.
The marilith magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied
space it can see.
Reactions
Parry.
The marilith adds 5 to its AC against one melee attack that
would hit it. To do so, the marilith must see the attacker
and be wielding a melee weapon.
Nalfeshnee
Large fiend (demon), chaotic evil
Armor Class 18 (natural
armor)
Hit Points 184 (16d10+96)
Speed 20 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
22 (+6)
19 (+4)
12 (+1)
15 (+2)
Saving Throws Con +11, Int
+9, Wis +6, Cha +7
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 11
Languages Abyssal,
telepathy 120 ft.
Challenge 13 (10,000 XP)
Magic
Resistance. The nalfeshnee has advantage
on saving throws against spells and other magical effects.
Actions
Multiattack.
The nalfeshnee uses Horror Nimbus if it can. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 32 (5d10+5)
piercing damage.
Claw.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 15 (3d6+5)
slashing damage.
Horror Nimbus (Recharge
5-6). The nalfeshnee magically emits
scintillating, multicolored light. Each creature within 15
feet of the nalfeshnee that can see the light must succeed
on a DC 15 Wisdom saving throw or be frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
If a creature’s saving throw is successful or the effect
ends for it, the creature is immune to the nalfeshnee’s
Horror Nimbus for the next 24 hours.
Teleport.
The nalfeshnee magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied
space it can see.
Quasit
Tiny fiend (demon, shapechanger), chaotic
evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
17 (+3)
10 (+0)
7 (-2)
10 (+0)
10 (+0)
Skills Stealth +5
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger.
The quasit can use its action to polymorph into a beast form
that resembles a bat (speed 10 ft. fly 40 ft.), a centipede
(40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or
back into its true form. Its statistics are the same in each
form, except for the speed changes noted. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Magic
Resistance. The quasit has advantage on
saving throws against spells and other magical effects.
Actions
Claws (Bite in Beast
Form). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) piercing damage, and the
target must succeed on a DC 10 Constitution saving throw or
take 5 (2d4) poison damage and become poisoned for 1 minute.
The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Scare
(1/Day). One creature of the quasit’s
choice within 20 feet of it must succeed on a DC 10 Wisdom
saving throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
with disadvantage if the quasit is within line of sight,
ending the effect on itself on a success.
Invisibility.
The quasit magically turns invisible until it attacks or
uses Scare, or until its concentration ends (as if
concentrating on a spell). Any equipment the quasit wears or
carries is invisible with it.
Vrock
Large fiend (demon), chaotic evil
Armor Class 15 (natural
armor)
Hit Points 104 (11d10+44)
Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
18 (+4)
8 (-1)
13 (+1)
8 (-1)
Saving Throws Dex +5, Wis
+4, Cha +2
Damage Resistances cold,
fire, lightning; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 11
Languages Abyssal,
telepathy 120 ft.
Challenge 6 (2,300 XP)
Magic
Resistance. The vrock has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The vrock makes two attacks: one with its beak and one with
its talons.
Beak.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6+3)
piercing damage.
Talons.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 14 (2d10+3)
slashing damage.
Spores (Recharge
6). A 15-foot radius cloud of toxic
spores extends out from the vrock. The spores spread around
corners. Each creature in that area must succeed on a DC 14
Constitution saving throw or become poisoned. While poisoned
in this way, a target takes 5 (1d10) poison damage at the
start of each of its turns. A target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. Emptying a vial of holy water on the
target also ends the effect on it.
Stunning Screech
(1/Day). The vrock emits a horrific
screech. Each creature within 20 feet of it that can hear it
and that isn’t a demon must succeed on a DC 14 Constitution
saving throw or be stunned until the end of the vrock’s next
turn.
Devils
Barbed Devil
Medium fiend (devil), lawful evil
Armor Class 15 (natural
armor)
Hit Points 110 (13d8+52)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
18 (+4)
12 (+1)
14 (+2)
14 (+2)
Saving Throws Str +6, Con
+7, Wis +5, Cha +5
Skills Deception +5,
Insight +5, Perception +8
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 18
Languages Infernal,
telepathy 120 ft.
Challenge 5 (1,800 XP)
Barbed
Hide. At the start of each of its turns,
the barbed devil deals 5 (1d10) piercing damage to any
creature grappling it.
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes three melee attacks: one with its tail and
two with its claws. Alternatively, it can use Hurl Flame
twice.
Claw.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6+3)
piercing damage.
Tail.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6+3)
piercing damage.
Hurl
Flame. Ranged Spell
Attack: +5 to hit, range 150 ft., one target.
Hit: 10 (3d6) fire damage. If the
target is a flammable object that isn’t being worn or
carried, it also catches fire.
Bearded Devil
Medium fiend (devil), lawful evil
Armor Class 13 (natural
armor)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
15 (+2)
9 (-1)
11 (+0)
11 (+0)
Saving Throws Str +5, Con
+4, Wis +2
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 10
Languages Infernal,
telepathy 120 ft.
Challenge 3 (700 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Steadfast.
The devil can’t be frightened while it can see an allied
creature within 30 feet of it.
Actions
Multiattack.
The devil makes two attacks: one with its beard and one with
its glaive.
Beard.
Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 6 (1d8+2)
piercing damage, and the target must succeed on a DC 12
Constitution saving throw or be poisoned for 1 minute. While
poisoned in this way, the target can’t regain hit points.
The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Glaive.
Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 8 (1d10+3)
slashing damage. If the target is a creature other than an
undead or a construct, it must succeed on a DC 12
Constitution saving throw or lose 5 (1d10) hit points at the
start of each of its turns due to an infernal wound. Each
time the devil hits the wounded target with this attack, the
damage dealt by the wound increases by 5 (1d10). Any
creature can take an action to stanch the wound with a
successful DC 12 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing.
Bone Devil
Large fiend (devil), lawful evil
Armor Class 19 (natural
armor)
Hit Points 142 (15d10+60)
Speed 40 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
16 (+3)
Saving Throws Int +5, Wis
+6, Cha +7
Skills Deception +7,
Insight +6
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 12
Languages Infernal,
telepathy 120 ft.
Challenge 9 (5,000 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes three attacks: two with its claws and one
with its sting.
Claw.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 8 (1d8+4)
slashing damage.
Sting.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 13 (2d8+4)
piercing damage plus 17 (5d6) poison damage, and the target
must succeed on a DC 14 Constitution saving throw or become
poisoned for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Chain Devil
Medium fiend (devil), lawful evil
Armor Class 16 (natural
armor)
Hit Points 85 (10d8+40)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
18 (+4)
11 (+0)
12 (+1)
14 (+2)
Saving Throws Con +7, Wis
+4, Cha +5
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 11
Languages Infernal,
telepathy 120 ft.
Challenge 8 (3,900 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes two attacks with its chains.
Chain.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 11 (2d6+4)
slashing damage. The target is grappled (escape DC 14) if
the devil isn’t already grappling a creature. Until this
grapple ends, the target is restrained and takes 7 (2d6)
piercing damage at the start of each of its turns.
Animate Chains (Recharges
after a Short or Long Rest). Up to
four chains the devil can see within 60 feet of it magically
sprout razor-edged barbs and animate under the devil’s
control, provided that the chains aren’t being worn or
carried.
Each animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic and
thunder damage. When the devil uses Multiattack on its turn,
it can use each animated chain to make one additional chain
attack. An animated chain can grapple one creature of its
own but can’t make attacks while grappling. An animated
chain reverts to its inanimate state if reduced to 0 hit
points or if the devil is incapacitated or dies.
Reactions
Unnerving
Mask. When a creature the devil can
see starts its turn within 30 feet of the devil, the devil
can create the illusion that it looks like one of the
creature’s departed loved ones or bitter enemies. If the
creature can see the devil, it must succeed on a DC 14
Wisdom saving throw or be frightened until the end of its
turn.
Erinyes
Medium fiend (devil), lawful evil
Armor Class 18 (plate)
Hit Points 153 (18d8+72)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
14 (+2)
14 (+2)
18 (+4)
Saving Throws Dex +7, Con
+8, Wis +6, Cha +8
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 12
Languages Infernal,
telepathy 120 ft.
Challenge 12 (8,400 XP)
Hellish
Weapons. The erinyes’s weapon attacks
are magical and deal an extra 13 (3d8) poison damage on a hit
(included in the attacks).
Magic
Resistance. The erinyes has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The erinyes makes three attacks.
Longsword.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 8 (1d8+4)
slashing damage, or 9 (1d10+4) slashing damage if used with
two hands, plus 13 (3d8) poison damage.
Longbow.
Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 7 (1d8+3)
piercing damage plus 13 (3d8) poison damage, and the target
must succeed on a DC 14 Constitution saving throw or be
poisoned. The poison lasts until it is removed by the
lesser restoration spell or similar
magic.
Reactions
Parry.
The erinyes adds 4 to its AC against one melee attack that
would hit it. To do so, the erinyes must see the attacker
and be wielding a melee weapon.
Horned Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural
armor)
Hit Points 148 (17d10+55)
Speed 20 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
17 (+3)
21 (+5)
12 (+1)
16 (+3)
17 (+3)
Saving Throws Str +10, Dex
+7, Wis +7, Cha +7
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 13
Languages Infernal,
telepathy 120 ft.
Challenge 11 (7,200 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes three melee attacks: two with its fork and
one with its tail. It can use Hurl Flame in place of any
melee attack.
Fork.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 15 (2d8+6)
piercing damage.
Tail.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 10 (1d8+6)
piercing damage. If the target is a creature other than an
undead or a construct, it must succeed on a DC 17
Constitution saving throw or lose 10 (3d6) hit points at the
start of each of its turns due to an infernal wound. Each
time the devil hits the wounded target with this attack, the
damage dealt by the wound increases by 10 (3d6). Any
creature can take an action to stanch the wound with a
successful DC 12 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing.
Hurl
Flame. Ranged Spell
Attack: +7 to hit, range 150 ft., one target.
Hit: 14 (4d6) fire damage. If the
target is a flammable object that isn’t being worn or
carried, it also catches fire.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural
armor)
Hit Points 180 (19d10+76)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
18 (+4)
18 (+4)
15 (+2)
18 (+4)
Saving Throws Dex +7, Con
+9, Wis +7, Cha +9
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities cold,
fire, poison
Condition Immunities
poisoned
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 12
Languages Infernal,
telepathy 120 ft.
Challenge 14 (11,500 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the devil’s darkvision.
Magic
Resistance. The devil has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes three attacks: one with its bite, one with
its claws, and one with its tail.
Bite.
Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 12 (2d6+5)
piercing damage plus 10 (3d6) cold damage.
Claws.
Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 10 (2d4+5)
slashing damage plus 10 (3d6) cold damage.
Tail.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 12 (2d6+5)
bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice (Recharge
6). The devil magically forms an
opaque wall of ice on a solid surface it can see within 60
feet of it. The wall is 1 foot thick and up to 30 feet long
and 10 feet high, or it’s a hemispherical dome up to 20 feet
in diameter.
When the wall appears, each creature in its space is pushed
out of it by the shortest route. The creature chooses which
side of the wall to end up on, unless the creature is
incapacitated. The creature then makes a DC 17 Dexterity
saving throw, taking 35 (10d6) cold damage on a failed save,
or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is
incapacitated or dies. The wall can be damaged and breached;
each 10-foot section has AC 5, 30 hit points, vulnerability
to fire damage, and immunity to acid, cold, necrotic,
poison, and psychic damage. If a section is destroyed, it
leaves behind a sheet of frigid air in the space the wall
occupied. Whenever a creature finishes moving through the
frigid air on a turn, willingly or otherwise, the creature
must make a DC 17 Constitution saving throw, taking 17 (5d6)
cold damage on a failed save, or half as much damage on a
successful one. The frigid air dissipates when the rest of
the wall vanishes.
Imp
Tiny fiend (devil, shapechanger), lawful
evil
Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
17 (+3)
13 (+1)
11 (+0)
12 (+1)
14 (+2)
Skills Deception +4,
Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 120 ft.,
passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger.
The imp can use its action to polymorph into a beast form that
resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.),
or a spider (20 ft., climb 20 ft.), or back into its true
form. Its statistics are the same in each form, except for the
speed changes noted. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Devil’s
Sight. Magical darkness doesn’t impede
the imp’s darkvision.
Magic
Resistance. The imp has advantage on
saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast
Form). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) piercing damage, and the
target must make on a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
Invisibility.
The imp magically turns invisible until it attacks or until
its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.
Lemure
Medium fiend (devil), lawful evil
Armor Class 7
Hit Points 13 (3d8)
Speed 15 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
5 (-3)
11 (+0)
1 (-5)
11 (+0)
3 (-4)
Damage Resistances cold
Damage Immunities fire,
poison
Condition Immunities
charmed, frightened, poisoned
Senses darkvision 120 ft.,
passive Perception 10
Languages understands
Infernal but can’t speak
Challenge 0 (10 XP)
Devil’s
Sight. Magical darkness doesn’t impede
the lemure’s darkvision.
Hellish
Rejuvenation. A lemure that dies in the
Nine Hells comes back to life with all its hit points in 1d10
days unless it is killed by a good-aligned creature with a
bless spell cast on that creature or its
remains are sprinkled with holy water.
Actions
Fist.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 2 (1d4)
bludgeoning damage.
Pit Fiend
Large fiend (devil), lawful evil
Armor Class 19 (natural
armor)
Hit Points 300 (24d10+168)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
24 (+7)
Saving Throws Dex +8, Con
+13, Wis +10
Damage Resistances cold;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t silvered
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses truesight 120 ft.,
passive Perception 14
Languages Infernal,
telepathy 120 ft.
Challenge 20 (25,000 XP)
Fear
Aura. Any creature hostile to the pit
fiend that starts its turn within 20 feet of the pit fiend
must make a DC 21 Wisdom saving throw, unless the pit fiend is
incapacitated. On a failed save, the creature is frightened
until the start of its next turn. If a creature’s saving throw
is successful, the creature is immune to the pit fiend’s Fear
Aura for the next 24 hours.
Magic
Resistance. The pit fiend has advantage
on saving throws against spells and other magical effects.
Magic
Weapons. The pit fiend’s weapon attacks
are magical.
Innate
Spellcasting. The pit fiend’s
spellcasting ability is Charisma (spell save DC 21). The pit
fiend can innately cast the following spells, requiring no
material Components
At will: detect magic,
fireball
3/day each: hold monster, wall
of fire
Actions
Multiattack.
The pit fiend makes four attacks: one with its bite, one
with its claw, one with its mace, and one with its tail.
Bite.
Melee Weapon Attack: +14 to hit, reach
5 ft., one target. Hit: 22 (4d6+8)
piercing damage. The target must succeed on a DC 21
Constitution saving throw or become poisoned. While poisoned
in this way, the target can’t regain hit points, and it
takes 21 (6d6) poison damage at the start of each of its
turns. The poisoned target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
a success.
Claw.
Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 17 (2d8+8)
slashing damage.
Mace.
Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 15 (2d6+8)
bludgeoning damage plus 21 (6d6) fire damage.
Tail.
Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 24 (3d10+8)
bludgeoning damage.
Dinosaurs
Plesiosaurus
Large beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 68 (8d10+24)
Speed 20 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
2 (-4)
12 (+1)
5 (-3)
Skills Perception +3,
Stealth +4
Senses passive Perception
13
Languages -
Challenge 2 (450 XP)
Hold
Breath. The plesiosaurus can hold its
breath for 1 hour.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 14 (3d6+4)
piercing damage.
Triceratops
Huge beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 95 (10d12+30)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
17 (+3)
2 (-4)
11 (+0)
5 (-3)
Senses passive Perception
10
Languages -
Challenge 5 (1,800 XP)
Trampling
Charge. If the triceratops moves at
least 20 feet straight toward a creature and then hits it with
a gore attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone.
If the target is prone, the triceratops can make one stomp
attack against it as a bonus action.
Actions
Gore.
Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 24 (4d8+6)
piercing damage.
Stomp.
Melee Weapon Attack: +9 to hit, reach 5
ft., one prone creature. Hit: 22
(3d10+6) bludgeoning damage.
Tyrannosaurus Rex
Huge beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 136 (13d12+52)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
19 (+4)
2 (-4)
12 (+1)
9 (-1)
Skills Perception +4
Senses passive Perception
14
Languages -
Challenge 8 (3,900 XP)
Actions
Multiattack.
The tyrannosaurus makes two attacks: one with its bite and
one with its tail. It can’t make both attacks against the
same target.
Bite.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 33 (4d12+7)
piercing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 17). Until this grapple
ends, the target is restrained, and the tyrannosaurus can’t
bite another target.
Tail.
Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 20 (3d8+7)
bludgeoning damage.
Doppelganger
Medium monstrosity (shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8+16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
18 (+4)
14 (+2)
11 (+0)
12 (+1)
14 (+2)
Skills Deception +6, Insight
+3
Condition Immunities charmed
Senses darkvision 60 ft.,
passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger.
The doppelganger can use its action to polymorph into a Small or
Medium humanoid it has seen, or back into its true form. Its
statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
Ambusher.
The doppelganger has advantage on attack rolls against any
creature it has surprised.
Surprise
Attack. If the doppelganger surprises a
creature and hits it with an attack during the first round of
combat, the target takes an extra 10 (3d6) damage from the
attack.
Actions
Multiattack.
The doppelganger makes two melee attacks.
Slam.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d6+4)
bludgeoning damage.
Read
Thoughts. The doppelganger magically
reads the surface thoughts of one creature within 60 feet of
it. The effect can penetrate barriers, but 3 feet of wood or
dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of
lead blocks it. While the target is in range, the doppelganger
can continue reading its thoughts, as long as the
doppelganger’s concentration isn’t broken (as if concentrating
on a spell). While reading the target’s mind, the doppelganger
has advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.
Dragons, Chromatic
Black Dragon
Ancient Black Dragon
Gargantuan dragon, chaotic evil
Armor Class 22 (natural
armor)
Hit Points 367
(21d20+147)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
19 (+4)
Saving Throws Dex +9, Con
+14, Wis +9, Cha +11
Skills Perception +16,
Stealth +9
Damage Immunities acid
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 26
Languages Common,
Draconic
Challenge 21 (33,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +15 to hit,
reach 15 ft., one target. Hit: 19
(2d10+8) piercing damage plus 9 (2d8) acid damage.
Claw.
Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +15 to hit,
reach 20 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Acid Breath (Recharge
5-6). The dragon exhales acid in a
90-foot line that is 10 feet wide. Each creature in that
line must make a DC 22 Dexterity saving throw, taking 67
(15d8) acid damage on a failed save, or half as much
damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
23 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Black Dragon
Huge dragon, chaotic evil
Armor Class 19 (natural
armor)
Hit Points 195 (17d12+85)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
21 (+5)
14 (+2)
13 (+1)
17 (+3)
Saving Throws Dex +7, Con
+10, Wis +6, Cha +8
Skills Perception +11,
Stealth +7
Damage Immunities acid
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 21
Languages Common,
Draconic
Challenge 14 (11,500 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage plus 4 (1d8) acid damage.
Claw.
Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Tail.
Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 15
(2d8+6) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Acid Breath (Recharge
5-6). The dragon exhales acid in a
60-foot line that is 5 feet wide. Each creature in that
line must make a DC 18 Dexterity saving throw, taking 54
(12d8) acid damage on a failed save, or half as much
damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
19 Dexterity saving throw or take 13 (2d6+6) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Black Dragon
Large dragon, chaotic evil
Armor Class 18 (natural
armor)
Hit Points 127 (15d10+45)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
17 (+3)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +5, Con
+6, Wis +3, Cha +5
Skills Perception +6,
Stealth +5
Damage Immunities acid
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 16
Languages Common,
Draconic
Challenge 7 (2,900 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10+4)
piercing damage plus 4 (1d8) acid damage.
Claw.
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6+4)
slashing damage.
Acid Breath (Recharge
5-6). The dragon exhales acid in a
30-foot line that is 5 feet wide. Each creature in that
line must make a DC 14 Dexterity saving throw, taking 49
(11d8) acid damage on a failed save, or half as much
damage on a successful one.
Black Dragon Wyrmling
Medium dragon, chaotic evil
Armor Class 17 (natural
armor)
Hit Points 33 (6d8+6)
Speed 30 ft., fly 60 ft.,
swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
10 (+0)
11 (+0)
13 (+1)
Saving Throws Dex +4, Con
+3, Wis +2, Cha +3
Skills Perception +4,
Stealth +4
Damage Immunities acid
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10+2)
piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge
5-6). The dragon exhales acid in a
15-foot line that is 5 feet wide. Each creature in that
line must make a DC 11 Dexterity saving throw, taking 22
(5d8) acid damage on a failed save, or half as much damage
on a successful one.
Blue Dragon
Ancient Blue Dragon
Gargantuan dragon, lawful evil
Armor Class 22 (natural
armor)
Hit Points 481
(26d20+208)
Speed 40 ft., burrow 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (+0)
27 (+8)
18 (+4)
17 (+3)
21 (+5)
Saving Throws Dex +7, Con
+15, Wis +10, Cha +12
Skills Perception +17,
Stealth +7
Damage Immunities
lightning
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 27
Languages Common,
Draconic
Challenge 23 (50,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +16 to hit,
reach 15 ft., one target. Hit: 20
(2d10+9) piercing damage plus 11 (2d10) lightning damage.
Claw.
Melee Weapon Attack: +16 to hit,
reach 10 ft., one target. Hit: 16
(2d6+9) slashing damage.
Tail.
Melee Weapon Attack: +16 to hit,
reach 20 ft., one target. Hit: 18
(2d8+9) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Lightning Breath
(Recharge 5-6). The dragon exhales
lightning in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 23 Dexterity saving
throw, taking 88 (16d10) lightning damage on a failed
save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
24 Dexterity saving throw or take 16 (2d6+9) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Blue Dragon
Huge dragon, lawful evil
Armor Class 19 (natural
armor)
Hit Points 225
(18d12+108)
Speed 40 ft., burrow 30
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)
Saving Throws Dex +5, Con
+11, Wis +7, Cha +9
Skills Perception +12,
Stealth +5
Damage Immunities
lightning
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 22
Languages Common,
Draconic
Challenge 16 (15,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 18
(2d10+7) piercing damage plus 5 (1d10) lightning damage.
Claw.
Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 14
(2d6+7) slashing damage.
Tail.
Melee Weapon Attack: +12 to hit,
reach 15 ft., one target. Hit: 16
(2d8+7) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Lightning Breath
(Recharge 5-6). The dragon exhales
lightning in a 90-foot line that is 5 feet wide. Each
creature in that line must make a DC 19 Dexterity saving
throw, taking 66 (12d10) lightning damage on a failed
save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
20 Dexterity saving throw or take 14 (2d6+7) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Blue Dragon
Large dragon, lawful evil
Armor Class 18 (natural
armor)
Hit Points 152 (16d10+64)
Speed 40 ft., burrow 20
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
19 (+4)
14 (+2)
13 (+1)
17 (+3)
Saving Throws Dex +4, Con
+8, Wis +5, Cha +7
Skills Perception +9,
Stealth +4
Damage Immunities
lightning
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 19
Languages Common,
Draconic
Challenge 9 (5,000 XP)
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit: 16 (2d10+5)
piercing damage plus 5 (1d10) lightning damage.
Claw.
Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 12 (2d6+5)
slashing damage.
Lightning Breath
(Recharge 5-6). The dragon exhales
lightning in an 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity saving
throw, taking 55 (10d10) lightning damage on a failed
save, or half as much damage on a successful one.
Blue Dragon Wyrmling
Medium dragon, lawful evil
Armor Class 17 (natural
armor)
Hit Points 52 (8d8+16)
Speed 30 ft., burrow 15
ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
15 (+2)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +2, Con
+4, Wis +2, Cha +4
Skills Perception +4,
Stealth +2
Damage Immunities
lightning
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP)
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10+3)
piercing damage plus 3 (1d6) lightning damage.
Lightning Breath
(Recharge 5-6). The dragon exhales
lightning in a 30-foot line that is 5 feet wide. Each
creature in that line must make a DC 12 Dexterity saving
throw, taking 22 (4d10) lightning damage on a failed save,
or half as much damage on a successful one.
Green Dragon
Adult Green Dragon
Huge dragon, lawful evil
Armor Class 19 (natural
armor)
Hit Points 207 (18d12+90)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
21 (+5)
18 (+4)
15 (+2)
17 (+3)
Saving Throws Dex +6, Con
+10, Wis +7, Cha +8
Skills Deception +8,
Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities poison
Condition Immunities
poisoned
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 22
Languages Common,
Draconic
Challenge 15 (13,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage plus 7 (2d6) poison damage.
Claw.
Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Tail.
Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 15
(2d8+6) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Poison Breath (Recharge
5-6). The dragon exhales poisonous
gas in a 60-foot cone. Each creature in that area must
make a DC 18 Constitution saving throw, taking 56 (16d6)
poison damage on a failed save, or half as much damage on
a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
19 Dexterity saving throw or take 13 (2d6+6) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Green Dragon
Large dragon, lawful evil
Armor Class 18 (natural
armor)
Hit Points 136 (16d10+48)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
15 (+2)
Saving Throws Dex +4, Con
+6, Wis +4, Cha +5
Skills Deception +5,
Perception +7, Stealth +4
Damage Immunities poison
Condition Immunities
poisoned
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 17
Languages Common,
Draconic
Challenge 8 (3,900 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10+4)
piercing damage plus 7 (2d6) poison damage.
Claw.
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6+4)
slashing damage.
Poison Breath (Recharge
5-6). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must
make a DC 14 Constitution saving throw, taking 42 (12d6)
poison damage on a failed save, or half as much damage on
a successful one.
Green Dragon Wyrmling
Medium dragon, lawful evil
Armor Class 17 (natural
armor)
Hit Points 38 (7d8+7)
Speed 30 ft., fly 60 ft.,
swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (+0)
13 (+1)
Saving Throws Dex +3, Con
+3, Wis +2, Cha +3
Skills Perception +4,
Stealth +3
Damage Immunities poison
Condition Immunities
poisoned
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10+2)
piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge
5-6). The dragon exhales poisonous
gas in a 15-foot cone. Each creature in that area must
make a DC 11 Constitution saving throw, taking 21 (6d6)
poison damage on a failed save, or half as much damage on
a successful one.
Red Dragon
Ancient Red Dragon
Gargantuan dragon, chaotic evil
Armor Class 22 (natural
armor)
Hit Points 546
(28d20+252)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (+0)
29 (+9)
18 (+4)
15 (+2)
23 (+6)
Saving Throws Dex +7, Con
+16, Wis +9, Cha +13
Skills Perception +16,
Stealth +7
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 26
Languages Common,
Draconic
Challenge 24 (62,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +17 to hit,
reach 15 ft., one target. Hit: 21
(2d10+10) piercing damage plus 14 (4d6) fire damage.
Claw.
Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 17
(2d6+10) slashing damage.
Tail.
Melee Weapon Attack: +17 to hit,
reach 20 ft., one target. Hit: 19
(2d8+10) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Fire Breath (Recharge
5-6). The dragon exhales fire in a
90-foot cone. Each creature in that area must make a DC 24
Dexterity saving throw, taking 91 (26d6) fire damage on a
failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
25 Dexterity saving throw or take 17 (2d6+10) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Red Dragon
Huge dragon, chaotic evil
Armor Class 19 (natural
armor)
Hit Points 256
(19d12+133)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)
Saving Throws Dex +6, Con
+13, Wis +7, Cha +11
Skills Perception +13,
Stealth +6
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 23
Languages Common,
Draconic
Challenge 17 (18,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 19
(2d10+8) piercing damage plus 7 (2d6) fire damage.
Claw.
Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Fire Breath (Recharge
5-6). The dragon exhales fire in a
60-foot cone. Each creature in that area must make a DC 21
Dexterity saving throw, taking 63 (18d6) fire damage on a
failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
22 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Red Dragon
Large dragon, chaotic evil
Armor Class 18 (natural
armor)
Hit Points 178 (17d10+85)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (+0)
21 (+5)
14 (+2)
11 (+0)
19 (+4)
Saving Throws Dex +4, Con
+9, Wis +4, Cha +8
Skills Perception +8,
Stealth +4
Damage Immunities fire
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 18
Languages Common,
Draconic
Challenge 10 (5,900 XP)
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage plus 3 (1d6) fire damage.
Claw.
Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Fire Breath (Recharge
5-6). The dragon exhales fire in a
30-foot cone. Each creature in that area must make a DC 17
Dexterity saving throw, taking 56 (16d6) fire damage on a
failed save, or half as much damage on a successful one.
Red Dragon Wyrmling
Medium dragon, chaotic evil
Armor Class 17 (natural
armor)
Hit Points 75 (10d8+30)
Speed 30 ft., climb 30
ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
17 (+3)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +2, Con
+5, Wis +2, Cha +4
Skills Perception +4,
Stealth +2
Damage Immunities fire
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 4 (1,100 XP)
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (1d10+4)
piercing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge
5-6). The dragon exhales fire in a
15-foot cone. Each creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6) fire damage on a
failed save, or half as much damage on a successful one.
White Dragon
Ancient White Dragon
Gargantuan dragon, chaotic evil
Armor Class 20 (natural
armor)
Hit Points 333
(18d20+144)
Speed 40 ft., burrow 40
ft., fly 80 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8)
10 (+0)
26 (+8)
10 (+0)
13 (+1)
14 (+2)
Saving Throws Dex +6, Con
+14, Wis +7, Cha +8
Skills Perception +13,
Stealth +6
Damage Immunities cold
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 23
Languages Common,
Draconic
Challenge 20 (25,000 XP)
Ice
Walk. The dragon can move across and
climb icy surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn’t cost it extra moment.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 19
(2d10+8) piercing damage plus 9 (2d8) cold damage.
Claw.
Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +14 to hit,
reach 20 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Cold Breath (Recharge
5-6). The dragon exhales an icy
blast in a 90-foot cone. Each creature in that area must
make a DC 22 Constitution saving throw, taking 72 (16d8)
cold damage on a failed save, or half as much damage on a
successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
22 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult White Dragon
Huge dragon, chaotic evil
Armor Class 18 (natural
armor)
Hit Points 200 (16d12+96)
Speed 40 ft., burrow 30
ft., fly 80 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (+0)
22 (+6)
8 (-1)
12 (+1)
12 (+1)
Saving Throws Dex +5, Con
+11, Wis +6, Cha +6
Skills Perception +11,
Stealth +5
Damage Immunities cold
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 21
Languages Common,
Draconic
Challenge 13 (10,000 XP)
Ice
Walk. The dragon can move across and
climb icy surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn’t cost it extra moment.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage plus 4 (1d8) cold damage.
Claw.
Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Tail.
Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 15
(2d8+6) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 14 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Cold Breath (Recharge
5-6). The dragon exhales an icy
blast in a 60-foot cone. Each creature in that area must
make a DC 19 Constitution saving throw, taking 54 (12d8)
cold damage on a failed save, or half as much damage on a
successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
19 Dexterity saving throw or take 13 (2d6+6) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young White Dragon
Large dragon, chaotic evil
Armor Class 17 (natural
armor)
Hit Points 133 (14d10+56)
Speed 40 ft., burrow 20
ft., fly 80 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
18 (+4)
6 (-2)
11 (+0)
12 (+1)
Saving Throws Dex +3, Con
+7, Wis +3, Cha +4
Skills Perception +6,
Stealth +3
Damage Immunities cold
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 16
Languages Common,
Draconic
Challenge 6 (2,300 XP)
Ice
Walk. The dragon can move across and
climb icy surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn’t cost it extra moment.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10+4)
piercing damage plus 4 (1d8) cold damage.
Claw.
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6+4)
slashing damage.
Cold Breath (Recharge
5-6). The dragon exhales an icy
blast in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (10d8)
cold damage on a failed save, or half as much damage on a
successful one.
White Dragon Wyrmling
Medium dragon, chaotic evil
Armor Class 16 (natural
armor)
Hit Points 32 (5d8+10)
Speed 30 ft., burrow 15
ft., fly 60 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (+0)
14 (+2)
5 (-3)
10 (+0)
11 (+0)
Saving Throws Dex +2, Con
+4, Wis +2, Cha +2
Skills Perception +4,
Stealth +2
Damage Immunities cold
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10+2)
piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge
5-6). The dragon exhales an icy
blast of hail in a 15-foot cone. Each creature in that
area must make a DC 12 Constitution saving throw, taking
22 (5d8) cold damage on a failed save, or half as much
damage on a successful one.
Dragons, Metallic
Brass Dragon
Ancient Brass Dragon
Gargantuan dragon, chaotic good
Armor Class 20 (natural
armor)
Hit Points 297
(17d20+119)
Speed 40 ft., burrow 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
25 (+7)
16 (+3)
15 (+2)
19 (+4)
Saving Throws Dex +6, Con
+13, Wis +8, Cha +10
Skills History +9,
Perception +14, Persuasion +10, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 24
Languages Common,
Draconic
Challenge 20 (25,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 19
(2d10+8) piercing damage.
Claw.
Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +14 to hit,
reach 20 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons:
Fire Breath. The dragon
exhales fire in an 90-foot line that is 10 feet wide. Each
creature in that line must make a DC 21 Dexterity saving
throw, taking 56 (16d6) fire damage on a failed save, or
half as much damage on a successful one.
Sleep Breath. The
dragon exhales sleep gas in a 90-foot cone. Each creature
in that area must succeed on a DC 21 Constitution saving
throw or fall unconscious for 10 minutes. This effect ends
for a creature if the creature takes damage or someone
uses an action to wake it.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
22 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Brass Dragon
Huge dragon, chaotic good
Armor Class 18 (natural
armor)
Hit Points 172 (15d12+75)
Speed 40 ft., burrow 30
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (+0)
21 (+5)
14 (+2)
13 (+1)
17 (+3)
Saving Throws Dex +5, Con
+10, Wis +6, Cha +8
Skills History +7,
Perception +11, Persuasion +8, Stealth +5
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 21
Languages Common,
Draconic
Challenge 13 (10,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage.
Claw.
Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Tail.
Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 15
(2d8+6) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in an 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 18 Dexterity saving
throw, taking 45 (13d6) fire damage on a failed save, or
half as much damage on a successful one.
Sleep Breath. The
dragon exhales sleep gas in a 60-foot cone. Each creature
in that area must succeed on a DC 18 Constitution saving
throw or fall unconscious for 10 minutes. This effect ends
for a creature if the creature takes damage or someone
uses an action to wake it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
19 Dexterity saving throw or take 13 (2d6+6) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Brass Dragon
Large dragon, chaotic good
Armor Class 17 (natural
armor)
Hit Points 110 (13d10+39)
Speed 40 ft., burrow 20
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
17 (+3)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +3, Con
+6, Wis +3, Cha +5
Skills Perception +6,
Persuasion +5, Stealth +3
Damage Immunities fire
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 16
Languages Common,
Draconic
Challenge 6 (2,300 XP)
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10+4)
piercing damage.
Claw.
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6+4)
slashing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in a 40-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 Dexterity saving
throw, taking 42 (12d6) fire damage on a failed save, or
half as much damage on a successful one.
Sleep Breath. The
dragon exhales sleep gas in a 30-foot cone. Each creature
in that area must succeed on a DC 14 Constitution saving
throw or fall unconscious for 5 minutes. This effect ends
for a creature if the creature takes damage or someone
uses an action to wake it.
Brass Dragon Wyrmling
Medium dragon, chaotic good
Armor Class 16 (natural
armor)
Hit Points 16 (3d8+3)
Speed 30 ft., burrow 15
ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
13 (+1)
10 (+0)
11 (+0)
13 (+1)
Saving Throws Dex +2, Con
+3, Wis +2, Cha +3
Skills Perception +4,
Stealth +2
Damage Immunities fire
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10+2)
piercing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in an 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or
half as much damage on a successful one.
Sleep Breath. The
dragon exhales sleep gas in a 15-foot cone. Each creature
in that area must succeed on a DC 11 Constitution saving
throw or fall unconscious for 1 minute. This effect ends
for a creature if the creature takes damage or someone
uses an action to wake it.
Bronze Dragon
Ancient Bronze Dragon
Gargantuan dragon, lawful good
Armor Class 22 (natural
armor)
Hit Points 444
(24d20+192)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (+0)
27 (+8)
18 (+4)
17 (+3)
21 (+5)
Saving Throws Dex +7, Con
+15, Wis +10, Cha +12
Skills Insight +10,
Perception +17, Stealth +7
Damage Immunities
lightning
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 27
Languages Common,
Draconic
Challenge 22 (41,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +16 to hit,
reach 15 ft., one target. Hit: 20
(2d10+9) piercing damage.
Claw.
Melee Weapon Attack: +16 to hit,
reach 10 ft., one target. Hit: 16
(2d6+9) slashing damage.
Tail.
Melee Weapon Attack: +16 to hit,
reach 20 ft., one target. Hit: 18
(2d8+9) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Lightning Breath. The
dragon exhales lightning in a 120-foot line that is 10
feet wide. Each creature in that line must make a DC 23
Dexterity saving throw, taking 88 (16d10) lightning damage
on a failed save, or half as much damage on a successful
one.
Repulsion Breath. The
dragon exhales repulsion energy in a 30-foot cone. Each
creature in that area must succeed on a DC 23 Strength
saving throw. On a failed save, the creature is pushed 60
feet away from the dragon.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
24 Dexterity saving throw or take 16 (2d6+9) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Bronze Dragon
Huge dragon, lawful good
Armor Class 19 (natural
armor)
Hit Points 212
(17d12+102)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)
Saving Throws Dex +5, Con
+11, Wis +7, Cha +9
Skills Insight +7,
Perception +12, Stealth +5
Damage Immunities
lightning
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 22
Languages Common,
Draconic
Challenge 15 (13,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 18
(2d10+7) piercing damage.
Claw.
Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 14
(2d6+7) slashing damage.
Tail.
Melee Weapon Attack: +12 to hit,
reach 15 ft., one target. Hit: 16
(2d8+7) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Lightning Breath. The
dragon exhales lightning in a 90- foot line that is 5 feet
wide. Each creature in that line must make a DC 19
Dexterity saving throw, taking 66 (12d10) lightning damage
on a failed save, or half as much damage on a successful
one.
Repulsion Breath. The
dragon exhales repulsion energy in a 30-foot cone. Each
creature in that area must succeed on a DC 19 Strength
saving throw. On a failed save, the creature is pushed 60
feet away from the dragon.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
20 Dexterity saving throw or take 14 (2d6+7) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Bronze Dragon
Large dragon, lawful good
Armor Class 18 (natural
armor)
Hit Points 142 (15d10+60)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
19 (+4)
14 (+2)
13 (+1)
17 (+3)
Saving Throws Dex +3, Con
+7, Wis +4, Cha +6
Skills Insight +4,
Perception +7, Stealth +3
Damage Immunities
lightning
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 17
Languages Common,
Draconic
Challenge 8 (3,900 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 16 (2d10+5)
piercing damage.
Claw.
Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 12 (2d6+5)
slashing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Lightning Breath. The
dragon exhales lightning in a 60- foot line that is 5 feet
wide. Each creature in that line must make a DC 15
Dexterity saving throw, taking 55 (10d10) lightning damage
on a failed save, or half as much damage on a successful
one.
Repulsion Breath. The
dragon exhales repulsion energy in a 30-foot cone. Each
creature in that area must succeed on a DC 15 Strength
saving throw. On a failed save, the creature is pushed 40
feet away from the dragon.
Bronze Dragon Wyrmling
Medium dragon, lawful good
Armor Class 17 (natural
armor)
Hit Points 32 (5d8+10)
Speed 30 ft., fly 60 ft.,
swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
15 (+2)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +2, Con
+4, Wis +2, Cha +4
Skills Perception +4,
Stealth +2
Damage Immunities
lightning
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10+3)
piercing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Lightning Breath. The
dragon exhales lightning in a 40- foot line that is 5 feet
wide. Each creature in that line must make a DC 12
Dexterity saving throw, taking 16 (3d10) lightning damage
on a failed save, or half as much damage on a successful
one.
Repulsion Breath. The
dragon exhales repulsion energy in a 30-foot cone. Each
creature in that area must succeed on a DC 12 Strength
saving throw. On a failed save, the creature is pushed 30
feet away from the dragon.
Copper Dragon
Ancient Copper Dragon
Gargantuan dragon, chaotic good
Armor Class 21 (natural
armor)
Hit Points 350
(20d20+140)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
12 (+1)
25 (+7)
20 (+5)
17 (+3)
19 (+4)
Saving Throws Dex +8, Con
+14, Wis +10, Cha +11
Skills Deception +11,
Perception +17, Stealth +8
Damage Immunities acid
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 27
Languages Common,
Draconic
Challenge 21 (33,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +15 to hit,
reach 15 ft., one target. Hit: 19
(2d10+8) piercing damage.
Claw.
Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +15 to hit,
reach 20 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon
exhales acid in an 90-foot line that is 10 feet wide. Each
creature in that line must make a DC 22 Dexterity saving
throw, taking 63 (14d8) acid damage on a failed save, or
half as much damage on a successful one.
Slowing Breath. The
dragon exhales gas in a 90-foot cone. Each creature in
that area must succeed on a DC 22 Constitution saving
throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one
attack on its turn. In addition, the creature can use
either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself with a successful save.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
23 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Copper Dragon
Huge dragon, chaotic good
Armor Class 18 (natural
armor)
Hit Points 184 (16d12+80)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
21 (+5)
18 (+4)
15 (+2)
17 (+3)
Saving Throws Dex +6, Con
+10, Wis +7, Cha +8
Skills Deception +8,
Perception +12, Stealth +6
Damage Immunities acid
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 22
Languages Common,
Draconic
Challenge 14 (11,500 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage.
Claw.
Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Tail.
Melee Weapon Attack: +11 to hit,
reach 15 ft., one target. Hit: 15
(2d8+6) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon
exhales acid in an 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 18 Dexterity saving
throw, taking 54 (12d8) acid damage on a failed save, or
half as much damage on a successful one.
Slowing Breath. The
dragon exhales gas in a 60-foot cone. Each creature in
that area must succeed on a DC 18 Constitution saving
throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one
attack on its turn. In addition, the creature can use
either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself with a successful save.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
19 Dexterity saving throw or take 13 (2d6+6) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Copper Dragon
Large dragon, chaotic good
Armor Class 17 (natural
armor)
Hit Points 119 (14d10+42)
Speed 40 ft., climb 40
ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
15 (+2)
Saving Throws Dex +4, Con
+6, Wis +4, Cha +5
Skills Deception +5,
Perception +7, Stealth +4
Damage Immunities acid
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 17
Languages Common,
Draconic
Challenge 7 (2,900 XP)
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10+4)
piercing damage.
Claw.
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6+4)
slashing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon
exhales acid in an 40-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 Dexterity saving
throw, taking 40 (9d8) acid damage on a failed save, or
half as much damage on a successful one.
Slowing Breath. The
dragon exhales gas in a 30-foot cone. Each creature in
that area must succeed on a DC 14 Constitution saving
throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one
attack on its turn. In addition, the creature can use
either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself with a successful save.
Copper Dragon Wyrmling
Medium dragon, chaotic good
Armor Class 16 (natural
armor)
Hit Points 22 (4d8+4)
Speed 30 ft., climb 30
ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (+0)
13 (+1)
Saving Throws Dex +3, Con
+3, Wis +2, Cha +3
Skills Perception +4,
Stealth +3
Damage Immunities acid
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10+2)
piercing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon
exhales acid in an 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity saving
throw, taking 18 (4d8) acid damage on a failed save, or
half as much damage on a successful one.
Slowing Breath. The
dragon exhales gas in a 15-foot cone. Each creature in
that area must succeed on a DC 11 Constitution saving
throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one
attack on its turn. In addition, the creature can use
either an action or a bonus action on its turn, but not
both. These effects last for 1 minute. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself with a successful save.
Gold Dragon
Ancient Gold Dragon
Gargantuan dragon, lawful good
Armor Class 22 (natural
armor)
Hit Points 546
(28d20+252)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
14 (+2)
29 (+9)
18 (+4)
17 (+3)
28 (+9)
Saving Throws Dex +9, Con
+16, Wis +10, Cha +16
Skills Insight +10,
Perception +17, Persuasion +16, Stealth +9
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 27
Languages Common,
Draconic
Challenge 24 (62,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +17 to hit,
reach 15 ft., one target. Hit: 21
(2d10+10) piercing damage.
Claw.
Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 17
(2d6+10) slashing damage.
Tail.
Melee Weapon Attack: +17 to hit,
reach 20 ft., one target. Hit: 19
(2d8+10) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 24 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in a 90-foot cone. Each creature in that area
must make a DC 24 Dexterity saving throw, taking 71
(13d10) fire damage on a failed save, or half as much
damage on a successful one.
Weakening Breath. The
dragon exhales gas in a 90-foot cone. Each creature in
that area must succeed on a DC 24 Strength saving throw or
have disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
25 Dexterity saving throw or take 17 (2d6+10) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Gold Dragon
Huge dragon, lawful good
Armor Class 19 (natural
armor)
Hit Points 256
(19d12+133)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
24 (+7)
Saving Throws Dex +8, Con
+13, Wis +8, Cha +13
Skills Insight +8,
Perception +14, Persuasion +13, Stealth +8
Damage Immunities fire
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 24
Languages Common,
Draconic
Challenge 17 (18,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 19
(2d10+8) piercing damage.
Claw.
Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in a 60-foot cone. Each creature in that area
must make a DC 21 Dexterity saving throw, taking 66
(12d10) fire damage on a failed save, or half as much
damage on a successful one.
Weakening Breath. The
dragon exhales gas in a 60-foot cone. Each creature in
that area must succeed on a DC 21 Strength saving throw or
have disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
22 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Gold Dragon
Large dragon, lawful good
Armor Class 18 (natural
armor)
Hit Points 178 (17d10+85)
Speed 40 ft., fly 80 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
21 (+5)
16 (+3)
13 (+1)
20 (+5)
Saving Throws Dex +6, Con
+9, Wis +5, Cha +9
Skills Insight +5,
Perception +9, Persuasion +9, Stealth +6
Damage Immunities fire
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 19
Languages Common,
Draconic
Challenge 10 (5,900 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage.
Claw.
Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in a 30-foot cone. Each creature in that area
must make a DC 17 Dexterity saving throw, taking 55
(10d10) fire damage on a failed save, or half as much
damage on a successful one.
Weakening Breath. The
dragon exhales gas in a 30-foot cone. Each creature in
that area must succeed on a DC 17 Strength saving throw or
have disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Gold Dragon Wyrmling
Medium dragon, lawful good
Armor Class 17 (natural
armor)
Hit Points 60 (8d8+24)
Speed 30 ft., fly 60 ft.,
swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
17 (+3)
14 (+2)
11 (+0)
16 (+3)
Saving Throws Dex +4, Con
+5, Wis +2, Cha +5
Skills Perception +4,
Stealth +4
Damage Immunities fire
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP)
Amphibious.
The dragon can breathe air and water.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (1d10+4)
piercing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon
exhales fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, taking 22 (4d10)
fire damage on a failed save, or half as much damage on a
successful one.
Weakening Breath. The
dragon exhales gas in a 15-foot cone. Each creature in
that area must succeed on a DC 13 Strength saving throw or
have disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Silver Dragon
Ancient Silver Dragon
Gargantuan dragon, lawful good
Armor Class 22 (natural
armor)
Hit Points 487
(25d20+225)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (+0)
29 (+9)
18 (+4)
15 (+2)
23 (+6)
Saving Throws Dex +7, Con
+16, Wis +9, Cha +13
Skills Arcana +11,
History +11, Perception +16, Stealth +7
Damage Immunities cold
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 26
Languages Common,
Draconic
Challenge 23 (50,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +17 to hit,
reach 15 ft., one target. Hit: 21
(2d10+10) piercing damage.
Claw.
Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 17
(2d6+10) slashing damage.
Tail.
Melee Weapon Attack: +17 to hit,
reach 20 ft., one target. Hit: 19
(2d8+10) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Cold Breath. The dragon
exhales an icy blast in a 90- foot cone. Each creature in
that area must make a DC 24 Constitution saving throw,
taking 67 (15d8) cold damage on a failed save, or half as
much damage on a successful one.
Paralyzing Breath. The
dragon exhales paralyzing gas in a 90-foot cone. Each
creature in that area must succeed on a DC 24 Constitution
saving throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC
25 Dexterity saving throw or take 17 (2d6+10) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Adult Silver Dragon
Huge dragon, lawful good
Armor Class 19 (natural
armor)
Hit Points 243
(18d12+126)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)
Saving Throws Dex +5, Con
+12, Wis +6, Cha +10
Skills Arcana +8, History
+8, Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60 ft.,
darkvision 120 ft., passive Perception 21
Languages Common,
Draconic
Challenge 16 (15,000 XP)
Legendary Resistance
(3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 19
(2d10+8) piercing damage.
Claw.
Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 15
(2d6+8) slashing damage.
Tail.
Melee Weapon Attack: +13 to hit,
reach 15 ft., one target. Hit: 17
(2d8+8) bludgeoning damage.
Frightful
Presence. Each creature of the
dragon’s choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Cold Breath. The dragon
exhales an icy blast in a 60- foot cone. Each creature in
that area must make a DC 20 Constitution saving throw,
taking 58 (13d8) cold damage on a failed save, or half as
much damage on a successful one.
Paralyzing Breath. The
dragon exhales paralyzing gas in a 60-foot cone. Each
creature in that area must succeed on a DC 20 Constitution
saving throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Change
Shape. The dragon magically
polymorphs into a humanoid or beast that has a challenge
rating no higher than its own, or back into its true form.
It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
start of its turn.
Detect. The dragon
makes a Wisdom (Perception) check.
Tail Attack. The dragon
makes a tail attack.
Wing Attack (Costs 2
Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
21 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Young Silver Dragon
Large dragon, lawful good
Armor Class 18 (natural
armor)
Hit Points 168 (16d10+80)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (+0)
21 (+5)
14 (+2)
11 (+0)
19 (+4)
Saving Throws Dex +4, Con
+9, Wis +4, Cha +8
Skills Arcana +6, History
+6, Perception +8, Stealth +4
Damage Immunities cold
Senses blindsight 30 ft.,
darkvision 120 ft., passive Perception 18
Languages Common,
Draconic
Challenge 9 (5,000 XP)
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two
with its claws.
Bite.
Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 17
(2d10+6) piercing damage.
Claw.
Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 13
(2d6+6) slashing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Cold Breath. The dragon
exhales an icy blast in a 30- foot cone. Each creature in
that area must make a DC 17 Constitution saving throw,
taking 54 (12d8) cold damage on a failed save, or half as
much damage on a successful one.
Paralyzing Breath. The
dragon exhales paralyzing gas in a 30-foot cone. Each
creature in that area must succeed on a DC 17 Constitution
saving throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Silver Dragon Wyrmling
Medium dragon, lawful good
Armor Class 17 (natural
armor)
Hit Points 45 (6d8+18)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
17 (+3)
12 (+1)
11 (+0)
15 (+2)
Saving Throws Dex +2, Con
+5, Wis +2, Cha +4
Skills Perception +4,
Stealth +2
Damage Immunities cold
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (1d10+4)
piercing damage.
Breath Weapons (Recharge
5-6). The dragon uses one of the
following breath weapons.
Cold Breath. The dragon
exhales an icy blast in a 15- foot cone. Each creature in
that area must make a DC 13 Constitution saving throw,
taking 18 (4d8) cold damage on a failed save, or half as
much damage on a successful one.
Paralyzing Breath. The
dragon exhales paralyzing gas in a 15-foot cone. Each
creature in that area must succeed on a DC 13 Constitution
saving throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Dragon Turtle
Gargantuan dragon, neutral
Armor Class 20 (natural
armor)
Hit Points 341 (22d20+110)
Speed 20 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
20 (+5)
10 (+0)
12 (+1)
12 (+1)
Saving Throws Dex +6, Con
+11, Wis +7
Damage Resistances fire
Senses darkvision 120 ft.,
passive Perception 11
Languages Aquan, Draconic
Challenge 17 (18,000 XP)
Amphibious.
The dragon turtle can breathe air and water.
Actions
Multiattack.
The dragon turtle makes three attacks: one with its bite and
two with its claws. It can make one tail attack in place of
its two claw attacks.
Bite.
Melee Weapon Attack: +13 to hit, reach 15
ft., one target. Hit: 26 (3d12+7)
piercing damage.
Claw.
Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit: 16 (2d8+7) slashing
damage.
Tail.
Melee Weapon Attack: +13 to hit, reach 15
ft., one target. Hit: 26 (3d12+7)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 20 Strength saving throw or be pushed up to 10
feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge
5-6). The dragon turtle exhales scalding
steam in a 60-foot cone. Each creature in that area must make
a DC 18 Constitution saving throw, taking 52 (15d6) fire
damage on a failed save, or half as much damage on a
successful one. Being underwater doesn’t grant resistance
against this damage.
Drider
Large monstrosity, chaotic evil
Armor Class 19 (natural
armor)
Hit Points 123 (13d10+52)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
12 (+1)
Skills Perception +5, Stealth
+9
Senses darkvision 120 ft.,
passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
Fey
Ancestry. The drider has advantage on
saving throws against being charmed, and magic can’t put the
drider to sleep.
Innate
Spellcasting. The drider’s innate
spellcasting ability is Wisdom (spell save DC 13). The drider
can innately cast the following spells, requiring no material
Components
At will: dancing lights
1/day each: darkness, faerie
fire
Spider
Climb. The drider can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Sunlight
Sensitivity. While in sunlight, the drider
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Web
Walker. The drider ignores movement
restrictions caused by webbing.
Actions
Multiattack.
The drider makes three attacks, either with its longsword or
its longbow. It can replace one of those attacks with a bite
attack.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 2 (1d4) piercing
damage plus 9 (2d8) poison damage.
Longsword.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) slashing
damage, or 8 (1d10+3) slashing damage if used with two hands.
Longbow.
Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8+3)
piercing damage plus 4 (1d8) poison damage.
Dryad
Medium fey, neutral
Armor Class 11 (16 with
barkskin)
Hit Points 22 (5d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
11 (+0)
14 (+2)
15 (+2)
18 (+4)
Skills Perception +4, Stealth
+5
Senses darkvision 60 ft.,
passive Perception 14
Languages Elvish, Sylvan
Challenge 1 (200 XP)
Innate
Spellcasting. The dryad’s innate
spellcasting ability is Charisma (spell save DC 14). The dryad
can innately cast the following spells, requiring no material
Components
At will: druidcraft
3/day each: entangle,
goodberry
1/day each: barkskin, pass
without trace, shillelagh
Magic
Resistance. The dryad has advantage on
saving throws against spells and other magical effects.
Speak with Beasts and
Plants. The dryad can communicate with
beasts and plants as if they shared a language.
Tree
Stride. Once on her turn, the dryad can
use 10 feet of her movement to step magically into one living
tree within her reach and emerge from a second living tree
within 60 feet of the first tree, appearing in an unoccupied
space within 5 feet of the second tree. Both trees must be Large
or bigger.
Actions
Club.
Melee Weapon Attack: +2 to hit (+6 to hit
with shillelagh), reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage,
or 8 (1d8+4) bludgeoning damage with
shillelagh.
Fey
Charm. The dryad targets one humanoid or
beast that she can see within 30 feet of her. If the target
can see the dryad, it must succeed on a DC 14 Wisdom saving
throw or be magically charmed. The charmed creature regards
the dryad as a trusted friend to be heeded and protected.
Although the target isn’t under the dryad’s control, it takes
the dryad’s requests or actions in the most favorable way it
can.
Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on
itself on a success. Otherwise, the effect lasts 24 hours or
until the dryad dies, is on a different plane of existence
from the target, or ends the effect as a bonus action. If a
target’s saving throw is successful, the target is immune to
the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three
beasts charmed at a time.
Duergar
Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail,
shield)
Hit Points 26 (4d8+8)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (+0)
14 (+2)
11 (+0)
10 (+0)
9 (-1)
Damage Resistances poison
Senses darkvision 120 ft.,
passive Perception 10
Languages Dwarvish,
Undercommon
Challenge 1 (200 XP)
Duergar
Resilience. The duergar has advantage on
saving throws against poison, spells, and illusions, as well as
to resist being charmed or paralyzed.
Sunlight
Sensitivity. While in sunlight, the
duergar has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Enlarge (Recharges after a
Short or Long Rest). For 1 minute, the
duergar magically increases in size, along with anything it is
wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks
(included in the attacks), and makes Strength checks and
Strength saving throws with advantage. If the duergar lacks
the room to become Large, it attains the maximum size possible
in the space available.
War
Pick. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) piercing damage, or 11
(2d8+2) piercing damage while enlarged.
Javelin.
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target.
Hit: 5 (1d6+2) piercing damage, or 9
(2d6+2) piercing damage while enlarged.
Invisibility (Recharges
after a Short or Long Rest). The duergar
magically turns invisible until it attacks, casts a spell, or
uses its Enlarge, or until its concentration is broken, up to
1 hour (as if concentrating on a spell). Any equipment the
duergar wears or carries is invisible with it.
Monsters (E)
Elementals
Air Elemental
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10+24)
Speed 0 ft., fly 90 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
14 (+2)
6 (-2)
10 (+0)
6 (-2)
Damage Resistances
lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft.,
passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Air
Form. The elemental can enter a hostile
creature’s space and stop there. It can move through a space
as narrow as 1 inch wide without squeezing.
Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (2d8+5)
bludgeoning damage.
Whirlwind (Recharge
4-6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8+2) bludgeoning damage and is flung up
20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as
a wall or floor, the target takes 3 (1d6) bludgeoning damage
for every 10 feet it was thrown. If the target is thrown at
another creature, that creature must succeed on a DC 13
Dexterity saving throw or take the same damage and be
knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone.
Earth Elemental
Large elemental, neutral
Armor Class 17 (natural
armor)
Hit Points 126 (12d10+60)
Speed 30 ft., burrow 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
20 (+5)
5 (-3)
10 (+0)
5 (-3)
Damage Vulnerabilities
thunder
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft.,
tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 5 (1,800 XP)
Earth
Glide. The elemental can burrow through
nonmagical, unworked earth and stone. While doing so, the
elemental doesn’t disturb the material it moves through.
Siege
Monster. The elemental deals double
damage to objects and structures.
Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 14 (2d8+5)
bludgeoning damage.
Fire Elemental
Large elemental, neutral
Armor Class 13
Hit Points 102 (12d10+36)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
17 (+3)
16 (+3)
6 (-2)
10 (+0)
7 (-2)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire,
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft.,
passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)
Fire
Form. The elemental can move through a
space as narrow as 1 inch wide without squeezing. A creature
that touches the elemental or hits it with a melee attack
while within 5 feet of it takes 5 (1d10) fire damage. In
addition, the elemental can enter a hostile creature’s space
and stop there. The first time it enters a creature’s space on
a turn, that creature takes 5 (1d10) fire damage and catches
fire; until someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start of each of
its turns.
Illumination.
The elemental sheds bright light in a 30- foot radius and dim
light in an additional 30 feet.
Water
Susceptibility. For every 5 feet the
elemental moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.
Actions
Multiattack.
The elemental makes two touch attacks.
Touch.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) fire
damage. If the target is a creature or a flammable object,
it ignites. Until a creature takes an action to douse the
fire, the target takes 5 (1d10) fire damage at the start of
each of its turns.
Water Elemental
Large elemental, neutral
Armor Class 14 (natural
armor)
Hit Points 114 (12d10+48)
Speed 30 ft., swim 90 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
5 (-3)
10 (+0)
8 (-1)
Damage Resistances acid;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft.,
passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
Water
Form. The elemental can enter a hostile
creature’s space and stop there. It can move through a space
as narrow as 1 inch wide without squeezing.
Freeze.
If the elemental takes cold damage, it partially freezes; its
speed is reduced by 20 feet until the end of its next turn.
Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage.
Whelm (Recharge
4-6). Each creature in the elemental’s
space must make a DC 15 Strength saving throw. On a failure,
a target takes 13 (2d8+4) bludgeoning damage. If it is Large
or smaller, it is also grappled (escape DC 14). Until this
grapple ends, the target is restrained and unable to breathe
unless it can breathe water. If the saving throw is
successful, the target is pushed out of the elemental’s
space.
The elemental can grapple one Large creature or up to two
Medium or smaller creatures at one time. At the start of
each of the elemental’s turns, each target grappled by it
takes 13 (2d8+4) bludgeoning damage. A creature within 5
feet of the elemental can pull a creature or object out of
it by taking an action to make a DC 14 Strength and
succeeding.
Elf, Drow
Medium humanoid (elf), neutral evil
Armor Class 15 (chain shirt)
Hit Points 13 (3d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
10 (+0)
11 (+0)
11 (+0)
12 (+1)
Skills Perception +2, Stealth
+4
Senses darkvision 120 ft.,
passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Fey
Ancestry. The drow has advantage on saving
throws against being charmed, and magic can’t put the drow to
sleep.
Innate
Spellcasting. The drow’s spellcasting
ability is Charisma (spell save DC 11). It can innately cast the
following spells, requiring no material Components
At will: dancing lights
1/day each: darkness, faerie
fire
Sunlight
Sensitivity. While in sunlight, the drow
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Hand
Crossbow. Ranged Weapon
Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6+2) piercing damage, and the
target must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature
takes an action to shake it awake.
Ettercap
Medium monstrosity, neutral evil
Armor Class 13 (natural
armor)
Hit Points 44 (8d8+8)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
13 (+1)
7 (-2)
12 (+1)
8 (-1)
Skills Perception +3, Stealth
+4, Survival +3
Senses darkvision 60 ft.,
passive Perception 13
Languages -
Challenge 2 (450 XP)
Spider
Climb. The ettercap can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Web
Sense. While in contact with a web, the
ettercap knows the exact location of any other creature in
contact with the same web.
Web
Walker. The ettercap ignores movement
restrictions caused by webbing.
Actions
Multiattack.
The ettercap makes two attacks: one with its bite and one with
its claws.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8+2)
piercing damage plus 4 (1d8) poison damage. The target must
succeed on a DC 11 Constitution saving throw or be poisoned
for 1 minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Claws.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2) slashing
damage.
Web (Recharge
5-6). Ranged Weapon
Attack: +4 to hit, range 30/60 ft., one Large or
smaller creature. Hit: The creature is
restrained by webbing. As an action, the restrained creature
can make a DC 11 Strength check, escaping from the webbing on
a success. The effect also ends if the webbing is destroyed.
The webbing has AC 10, 5 hit points, vulnerability to fire
damage, and immunity to bludgeoning, poison, and psychic
damage.
Ettin
Large giant, chaotic evil
Armor Class 12 (natural
armor)
Hit Points 85 (10d10+30)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
17 (+3)
6 (-2)
10 (+0)
8 (-1)
Skills Perception +4
Senses darkvision 60 ft.,
passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP)
Two
Heads. The ettin has advantage on Wisdom
(Perception) checks and on saving throws against being blinded,
charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful.
When one of the ettin’s heads is asleep, its other head is
awake.
Actions
Multiattack.
The ettin makes two attacks: one with its battleaxe and one
with its morningstar.
Battleaxe.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8+5) slashing
damage.
Morningstar.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8+5) piercing
damage.
Monsters (F)
Fungi
Shrieker
Medium plant, unaligned
Armor Class 5
Hit Points 13 (3d8)
Speed 0 ft.
STR
DEX
CON
INT
WIS
CHA
1 (-5)
1 (-5)
10 (+0)
1 (-5)
3 (-4)
1 (-5)
Condition Immunities
blinded, deafened, frightened
Senses blindsight 30 ft.
(blind beyond this radius), passive Perception 6
Languages -
Challenge 0 (10 XP)
False
Appearance. While the shrieker remains
motionless, it is indistinguishable from an ordinary fungus.
Reactions
Shriek.
When bright light or a creature is within 30 feet of the
shrieker, it emits a shriek audible within 300 feet of it.
The shrieker continues to shriek until the disturbance moves
out of range and for 1d4 of the shrieker’s turns afterward.
Violet Fungus
Medium plant, unaligned
Armor Class 5
Hit Points 18 (4d8)
Speed 5 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
1 (-5)
10 (+0)
1 (-5)
3 (-4)
1 (-5)
Condition Immunities
blinded, deafened, frightened
Senses blindsight 30 ft.
(blind beyond this radius), passive Perception 6
Languages -
Challenge 1/4 (50 XP)
False
Appearance. While the violet fungus
remains motionless, it is indistinguishable from an ordinary
fungus.
Actions
Multiattack.
The fungus makes 1d4 Rotting Touch attacks.
Rotting
Touch. Melee Weapon
Attack: +2 to hit, reach 10 ft., one creature.
Hit: 4 (1d8) necrotic damage.
Monsters (G)
Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural
armor)
Hit Points 52 (7d8+21)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
16 (+3)
6 (-2)
11 (+0)
7 (-2)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks that
aren’t adamantine
Damage Immunities poison
Condition Immunities
exhaustion, petrified, poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages Terran
Challenge 2 (450 XP)
False
Appearance. While the gargoyle remains
motionless, it is indistinguishable from an inanimate statue.
Actions
Multiattack.
The gargoyle makes two attacks: one with its bite and one with
its claws.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Claws.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) slashing
damage.
Genies
Djinni
Large elemental, chaotic good
Armor Class 17 (natural
armor)
Hit Points 161 (14d10+84)
Speed 30 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
15 (+2)
22 (+6)
15 (+2)
16 (+3)
20 (+5)
Saving Throws Dex +6, Wis
+7, Cha +9
Damage Immunities
lightning, thunder
Senses darkvision 120 ft.,
passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
Elemental
Demise. If the djinni dies, its body
disintegrates into a warm breeze, leaving behind only
equipment the djinni was wearing or carrying.
Innate
Spellcasting. The djinni’s innate
spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). It can innately cast the following
spells, requiring no material Components
At will: detect evil and good,
detect magic,
thunderwave
3/day each: create food and water (can
create wine instead of water), tongues,
wind walk
1/day each: conjure elemental (air
elemental only), creation,
gaseous form,
invisibility, major
image, plane shift
Actions
Multiattack.
The djinni makes three scimitar attacks.
Scimitar.
Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 12 (2d6+5)
slashing damage plus 3 (1d6) lightning or thunder damage
(djinni’s choice).
Create
Whirlwind. A 5-foot radius, 30-foot
tall cylinder of swirling air magically forms on a point the
djinni can see within 120 feet of it. The whirlwind lasts as
long as the djinni maintains concentration (as if
concentrating on a spell). Any creature but the djinni that
enters the whirlwind must succeed on a DC 18 Strength saving
throw or be restrained by it. The djinni can move the
whirlwind up to 60 feet as an action, and creatures
restrained by the whirlwind move with it. The whirlwind ends
if the djinni loses sight of it.
A creature can use its action to free a creature restrained
by the whirlwind, including itself, by succeeding on a DC 18
Strength check. If the check succeeds, the creature is no
longer restrained and moves to the nearest space outside the
whirlwind.
Efreeti
Large elemental, lawful evil
Armor Class 17 (natural
armor)
Hit Points 200 (16d10+112)
Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
24 (+7)
16 (+3)
15 (+2)
16 (+3)
Saving Throws Int +7, Wis
+6, Cha +7
Damage Immunities fire
Senses darkvision 120 ft.,
passive Perception 12
Languages Ignan
Challenge 11 (7,200 XP)
Elemental
Demise. If the efreeti dies, its body
disintegrates in a flash of fire and puff of smoke, leaving
behind only equipment the efreeti was wearing or carrying.
Innate
Spellcasting. The 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 each: enlarge/reduce,
tongues
1/day each: conjure elemental (fire
elemental only), gaseous form,
invisibility, major
image, plane shift,
wall of fire
Actions
Multiattack.
The efreeti makes two scimitar attacks or uses its Hurl
Flame twice.
Scimitar.
Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 13 (2d6+6)
slashing damage plus 7 (2d6) fire damage.
Hurl
Flame. Ranged Spell
Attack: +7 to hit, range 120 ft., one target.
Hit: 17 (5d6) fire damage.
Ghost
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
7 (-2)
13 (+1)
10 (+0)
10 (+0)
12 (+1)
17 (+3)
Damage Resistances acid,
fire, lightning, thunder; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities cold,
necrotic, poison
Condition Immunities charmed,
exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft.,
passive Perception 11
Languages any languages it
knew in life
Challenge 4 (1,100 XP)
Ethereal
Sight. The ghost can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal
Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an
object.
Actions
Withering
Touch. Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 17 (4d6+3) necrotic damage.
Etherealness.
The ghost enters the Ethereal Plane from the Material Plane,
or vice versa. It is visible on the Material Plane while it is
in the Border Ethereal, and vice versa, yet it can’t affect or
be affected by anything on the other plane.
Horrifying
Visage. Each non-undead creature within
60 feet of the ghost that can see it must succeed on a DC 13
Wisdom saving throw or be frightened for 1 minute. If the save
fails by 5 or more, the target also ages 1d4 × 10 years. A
frightened target can repeat the saving throw at the end of
each of its turns, ending the frightened condition on itself
on a success. If a target’s saving throw is successful or the
effect ends for it, the target is immune to this ghost’s
Horrifying Visage for the next 24 hours. The aging effect can
be reversed with a greater restoration
spell, but only within 24 hours of it occurring.
Possession (Recharge
6). One humanoid that the ghost can see
within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body.
The ghost now controls the body but doesn’t deprive the target
of awareness. The ghost can’t be targeted by any attack,
spell, or other effect, except ones that turn undead, and it
retains its alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It otherwise uses
the possessed target’s statistics, but doesn’t gain access to
the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the
ghost ends it as a bonus action, or the ghost is turned or
forced out by an effect like the dispel evil and
good spell. When the possession ends, the ghost
reappears in an unoccupied space within 5 feet of the body.
The target is immune to this ghost’s Possession for 24 hours
after succeeding on the saving throw or after the possession
ends.
Ghouls
Ghast
Medium undead, chaotic evil
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
10 (+0)
11 (+0)
10 (+0)
8 (-1)
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities
charmed, exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages Common
Challenge 2 (450 XP)
Stench.
Any creature that starts its turn within 5 feet of the ghast
must succeed on a DC 10 Constitution saving throw or be
poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the ghast’s Stench for
24 hours.
Turning
Defiance. The ghast and any ghouls
within 30 feet of it have advantage on saving throws against
effects that turn undead.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 12 (2d8+3)
piercing damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3)
slashing damage. If the target is a creature other than an
undead, it must succeed on a DC 10 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Ghoul
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison
Condition Immunities
charmed, exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 9 (2d6+2)
piercing damage.
Claws.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2)
slashing damage. If the target is a creature other than an
elf or undead, it must succeed on a DC 10 Constitution
saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Giants
Cloud Giant
Huge giant, neutral good (50%) or neutral evil
(50%)
Armor Class 14 (natural
armor)
Hit Points 200 (16d12+96)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
22 (+6)
12 (+1)
16 (+3)
16 (+3)
Saving Throws Con +10, Wis
+7, Cha +7
Skills Insight +7,
Perception +7
Senses passive Perception
17
Languages Common, Giant
Challenge 9 (5,000 XP)
Keen
Smell. The giant has advantage on Wisdom
(Perception) checks that rely on smell.
Innate
Spellcasting. The giant’s innate
spellcasting ability is Charisma. It can innately cast the
following spells, requiring no material Components
At will: detect magic, fog
cloud, light
3/day each: feather fall,
fly, misty step,
telekinesis
1/day each: control weather,
gaseous form
Actions
Multiattack.
The giant makes two morningstar attacks.
Morningstar.
Melee Weapon Attack: +12 to hit, reach
10 ft., one target. Hit: 21 (3d8+8)
piercing damage.
Rock.
Ranged Weapon Attack: +12 to hit, range
60/240 ft., one target. Hit: 30
(4d10+8) bludgeoning damage.
Fire Giant
Huge giant, lawful evil
Armor Class 18 (plate)
Hit Points 162 (13d12+78)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
9 (-1)
23 (+6)
10 (+0)
14 (+2)
13 (+1)
Saving Throws Dex +3, Con
+10, Cha +5
Skills Athletics +11,
Perception +6
Damage Immunities fire
Senses passive Perception
16
Languages Giant
Challenge 9 (5,000 XP)
Actions
Multiattack.
The giant makes two greatsword attacks.
Greatsword.
Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 28 (6d6+7)
slashing damage.
Rock.
Ranged Weapon Attack: +11 to hit, range
60/240 ft., one target. Hit: 29
(4d10+7) bludgeoning damage.
Frost Giant
Huge giant, neutral evil
Armor Class 15 (patchwork
armor)
Hit Points 138 (12d12+60)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
9 (-1)
21 (+5)
9 (-1)
10 (+0)
12 (+1)
Saving Throws Con +8, Wis
+3, Cha +4
Skills Athletics +9,
Perception +3
Damage Immunities cold
Senses passive Perception
13
Languages Giant
Challenge 8 (3,900 XP)
Actions
Multiattack.
The giant makes two greataxe attacks.
Greataxe.
Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit: 25 (3d12+6)
slashing damage.
Rock.
Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28
(4d10+6) bludgeoning damage.
Hill Giant
Huge giant, chaotic evil
Armor Class 13 (natural
armor)
Hit Points 105 (10d12+40)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
19 (+4)
5 (-3)
9 (-1)
6 (-2)
Skills Perception +2
Senses passive Perception
12
Languages Giant
Challenge 5 (1,800 XP)
Actions
Multiattack.
The giant makes two greatclub attacks.
Greatclub.
Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 18 (3d8+5)
bludgeoning damage.
Rock.
Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 21
(3d10+5) bludgeoning damage.
Stone Giant
Huge giant, neutral
Armor Class 17 (natural
armor)
Hit Points 126 (11d12+55)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
15 (+2)
20 (+5)
10 (+0)
12 (+1)
9 (-1)
Saving Throws Dex +5, Con
+8, Wis +4
Skills Athletics +12,
Perception +4
Senses darkvision 60 ft.,
passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)
Stone
Camouflage. The giant has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack.
The giant makes two greatclub attacks.
Greatclub.
Melee Weapon Attack: +9 to hit, reach
15 ft., one target. Hit: 19 (3d8+6)
bludgeoning damage.
Rock.
Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28
(4d10+6) bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or be knocked
prone.
Reactions
Rock
Catching. If a rock or similar object
is hurled at the giant, the giant can, with a successful DC
10 Dexterity saving throw, catch the missile and take no
bludgeoning damage from it.
Storm Giant
Huge giant, chaotic good
Armor Class 16 (scale mail)
Hit Points 230 (20d12+100)
Speed 50 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
20 (+5)
16 (+3)
18 (+4)
18 (+4)
Saving Throws Str +14, Con
+10, Wis +9, Cha +9
Skills Arcana +8, Athletics
+14, History +8, Perception +9
Damage Resistances cold
Damage Immunities
lightning, thunder
Senses passive Perception
19
Languages Common, Giant
Challenge 13 (10,000 XP)
Amphibious.
The giant can breathe air and water.
Innate
Spellcasting. The giant’s innate
spellcasting ability is Charisma (spell save DC 17). It can
innately cast the following spells, requiring no material
components
At will: detect magic, feather
fall, levitate,
light
3/day each: control weather,
water breathing
Actions
Multiattack.
The giant makes two greatsword attacks.
Greatsword.
Melee Weapon Attack: +14 to hit, reach
10 ft., one target. Hit: 30 (6d6+9)
slashing damage.
Rock.
Ranged Weapon Attack: +14 to hit, range
60/240 ft., one target. Hit: 35
(4d12+9) bludgeoning damage.
Lightning Strike (Recharge
5-6). The giant hurls a magical
lightning bolt at a point it can see within 500 feet of it.
Each creature within 10 feet of that point must make a DC 17
Dexterity saving throw, taking 54 (12d8) lightning damage on
a failed save, or half as much damage on a successful one.
Gibbering Mouther
Medium aberration, neutral
Armor Class 9
Hit Points 67 (9d8+27)
Speed 10 ft., swim 10 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
8 (-1)
16 (+3)
3 (-4)
10 (+0)
6 (-2)
Condition Immunities prone
Senses darkvision 60 ft.,
passive Perception 10
Languages -
Challenge 2 (450 XP)
Aberrant
Ground. The ground in a 10-foot radius
around the mouther is dough-like difficult terrain. Each
creature that starts its turn in that area must succeed on a DC
10 Strength saving throw or have its speed reduced to 0 until
the start of its next turn.
Gibbering.
The mouther babbles incoherently while it can see any creature
and isn’t incapacitated. Each creature that starts its turn
within 20 feet of the mouther and can hear the gibbering must
succeed on a DC 10 Wisdom saving throw. On a failure, the
creature can’t take reactions until the start of its next turn
and rolls a d8 to determine what it does during its turn. On a 1
to 4, the creature does nothing. On a 5 or 6, the creature takes
no action or bonus action and uses all its movement to move in a
randomly determined direction. On a 7 or 8, the creature makes a
melee attack against a randomly determined creature within its
reach or does nothing if it can’t make such an attack.
Actions
Multiattack.
The gibbering mouther makes one bite attack and, if it can,
uses its Blinding Spittle.
Bites.
Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 17 (5d6) piercing
damage. If the target is Medium or smaller, it must succeed on
a DC 10 Strength saving throw or be knocked prone. If the
target is killed by this damage, it is absorbed into the
mouther.
Blinding Spittle (Recharge
5-6). The mouther spits a chemical glob
at a point it can see within 15 feet of it. The glob explodes
in a blinding flash of light on impact. Each creature within 5
feet of the flash must succeed on a DC 13 Dexterity saving
throw or be blinded until the end of the mouther’s next turn.
Gnoll
Medium humanoid (gnoll), chaotic evil
Armor Class 15 (hide armor,
shield)
Hit Points 22 (5d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
11 (+0)
6 (-2)
10 (+0)
7 (-2)
Senses darkvision 60 ft.,
passive Perception 10
Languages Gnoll
Challenge 1/2 (100 XP)
Rampage.
When the gnoll reduces a creature to 0 hit points with a melee
attack on its turn, the gnoll can take a bonus action to move up
to half its speed and make a bite attack.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4+2)
piercing damage.
Spear.
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d6+2) piercing damage, or 6
(1d8+2) piercing damage if used with two hands to make a melee
attack.
Longbow.
Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8+1)
piercing damage.
Gnome, Deep (Svirfneblin)
Small humanoid (gnome), neutral good
Armor Class 15 (chain shirt)
Hit Points 16 (3d6+6)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
12 (+1)
10 (+0)
9 (-1)
Skills Investigation +3,
Perception +2, Stealth +4
Senses darkvision 120 ft.,
passive Perception 12
Languages Gnomish, Terran,
Undercommon
Challenge 1/2 (100 XP)
Stone
Camouflage. The gnome has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome
Cunning. The gnome has advantage on
Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
Spellcasting. The gnome’s innate
spellcasting ability is Intelligence (spell save DC 11). It can
innately cast the following spells, requiring no material
Components
At will: nondetection (self only)
1/day each: blindness/deafness,
blur, disguise self
Actions
War
Pick. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) piercing damage.
Poisoned
Dart. Ranged Weapon
Attack: +4 to hit, range 30/120 ft., one creature.
Hit: 4 (1d4+2) piercing damage, and the
target must succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself
on a success.
Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather
armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (+0)
10 (+0)
8 (-1)
8 (-1)
Skills Stealth +6
Senses darkvision 60 ft.,
passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble
Escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its turns.
Actions
Scimitar.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) slashing
damage.
Shortbow.
Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6+2)
piercing damage.
Golems
Clay Golem
Large construct, unaligned
Armor Class 14 (natural
armor)
Hit Points 133 (14d10+56)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
18 (+4)
3 (-4)
8 (-1)
1 (-5)
Damage Immunities acid,
poison, psychic; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 60 ft.,
passive Perception 9
Languages understands the
languages of its creator but can’t speak
Challenge 9 (5,000 XP)
Acid
Absorption. Whenever the golem is
subjected to acid damage, it takes no damage and instead
regains a number of hit points equal to the acid damage dealt.
Berserk.
Whenever the golem starts its turn with 60 hit points or
fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest
creature it can see. If no creature is near enough to move to
and attack, the golem attacks an object, with preference for
an object smaller than itself. Once the golem goes berserk, it
continues to do so until it is destroyed or regains all its
hit points.
Immutable
Form. The golem is immune to any spell
or effect that would alter its form.
Magic
Resistance. The golem has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The golem’s weapon attacks are
magical.
Actions
Multiattack.
The golem makes two slam attacks.
Slam.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 16 (2d10+5)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw or have its hit
point maximum reduced by an amount equal to the damage
taken. The target dies if this attack reduces its hit point
maximum to 0. The reduction lasts until removed by the
greater restoration spell or other
magic.
Haste (Recharge
5-6). Until the end of its next turn,
the golem magically gains a +2 bonus to its AC, has
advantage on Dexterity saving throws, and can use its slam
attack as a bonus action.
Flesh Golem
Medium construct, neutral
Armor Class 9
Hit Points 93 (11d8+44)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
9 (-1)
18 (+4)
6 (-2)
10 (+0)
5 (-3)
Damage Immunities
lightning, poison; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages understands the
languages of its creator but can’t speak
Challenge 5 (1,800 XP)
Berserk.
Whenever the golem starts its turn with 40 hit points or
fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest
creature it can see. If no creature is near enough to move to
and attack, the golem attacks an object, with preference for
an object smaller than itself. Once the golem goes berserk, it
continues to do so until it is destroyed or regains all its
hit points.
The golem’s creator, if within 60 feet of the berserk golem,
can try to calm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take an
action to make a DC 15 Charisma (Persuasion) check. If the
check succeeds, the golem ceases being berserk. If it takes
damage while still at 40 hit points or fewer, the golem might
go berserk again.
Aversion of
Fire. If the golem takes fire damage, it
has disadvantage on attack rolls and ability checks until the
end of its next turn.
Immutable
Form. The golem is immune to any spell
or effect that would alter its form.
Lightning
Absorption. Whenever the golem is
subjected to lightning damage, it takes no damage and instead
regains a number of hit points equal to the lightning damage
dealt.
Magic
Resistance. The golem has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The golem’s weapon attacks are
magical.
Actions
Multiattack.
The golem makes two slam attacks.
Slam.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage.
Iron Golem
Large construct, unaligned
Armor Class 20 (natural
armor)
Hit Points 210 (20d10+100)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (-1)
20 (+5)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities fire,
poison, psychic; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 120 ft.,
passive Perception 10
Languages understands the
languages of its creator but can’t speak
Challenge 16 (15,000 XP)
Fire
Absorption. Whenever the golem is
subjected to fire damage, it takes no damage and instead
regains a number of hit points equal to the fire damage dealt.
Immutable
Form. The golem is immune to any spell
or effect that would alter its form.
Magic
Resistance. The golem has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The golem’s weapon attacks are
magical.
Actions
Multiattack.
The golem makes two melee attacks.
Slam.
Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 20 (3d8+7)
bludgeoning damage.
Sword.
Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 23 (3d10+7)
slashing damage.
Poison Breath (Recharge
6). The golem exhales poisonous gas in
a 15-foot cone. Each creature in that area must make a DC 19
Constitution saving throw, taking 45 (10d8) poison damage on
a failed save, or half as much damage on a successful one.
Stone Golem
Large construct, unaligned
Armor Class 17 (natural
armor)
Hit Points 178 (17d10+85)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities poison,
psychic; bludgeoning, piercing, and slashing from nonmagical
attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Senses darkvision 120 ft.,
passive Perception 10
Languages understands the
languages of its creator but can’t speak
Challenge 10 (5,900 XP)
Immutable
Form. The golem is immune to any spell
or effect that would alter its form.
Magic
Resistance. The golem has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The golem’s weapon attacks are
magical.
Actions
Multiattack.
The golem makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 19 (3d8+6)
bludgeoning damage.
Slow (Recharge
5-6). The golem targets one or more
creatures it can see within 10 feet of it. Each target must
make a DC 17 Wisdom saving throw against this magic. On a
failed save, a target can’t use reactions, its speed is
halved, and it can’t make more than one attack on its turn.
In addition, the target can take either an action or a bonus
action on its turn, not both. These effects last for 1
minute. A target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Gorgon
Large monstrosity, unaligned
Armor Class 19 (natural
armor)
Hit Points 114 (12d10+48)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
11 (+0)
18 (+4)
2 (-4)
12 (+1)
7 (-2)
Skills Perception +4
Condition Immunities
petrified
Senses darkvision 60 ft.,
passive Perception 14
Languages -
Challenge 5 (1,800 XP)
Trampling
Charge. If the gorgon moves at least 20
feet straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked prone. If the target is
prone, the gorgon can make one attack with its hooves against it
as a bonus action.
Actions
Gore.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 18 (2d12+5)
piercing damage.
Hooves.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 16 (2d10+5)
bludgeoning damage.
Petrifying Breath (Recharge
5-6). The gorgon exhales petrifying gas
in a 30-foot cone. Each creature in that area must succeed on
a DC 13 Constitution saving throw. On a failed save, a target
begins to turn to stone and is restrained. The restrained
target must repeat the saving throw at the end of its next
turn. On a success, the effect ends on the target. On a
failure, the target is petrified until freed by the
greater restoration spell or other magic.
Grick
Medium monstrosity, neutral
Armor Class 14 (natural
armor)
Hit Points 27 (6d8)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
11 (+0)
3 (-4)
14 (+2)
5 (-3)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft.,
passive Perception 12
Languages -
Challenge 2 (450 XP)
Stone
Camouflage. The grick has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack.
The grick makes one attack with its tentacles. If that attack
hits, the grick can make one beak attack against the same
target.
Tentacles.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6+2) slashing
damage.
Beak.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Griffon
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10+21)
Speed 30 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
2 (-4)
13 (+1)
8 (-1)
Skills Perception +5
Senses darkvision 60 ft.,
passive Perception 15
Languages -
Challenge 2 (450 XP)
Keen
Sight. The griffon has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack.
The griffon makes two attacks: one with its beak and one with
its claws.
Beak.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8+4) piercing
damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) slashing
damage.
Grimlock
Medium humanoid (grimlock), neutral evil
Armor Class 11
Hit Points 11 (2d8+2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
12 (+1)
9 (-1)
8 (-1)
6 (-2)
Skills Athletics +5,
Perception +3, Stealth +3
Condition Immunities blinded
Senses blindsight 30 ft. or
10 ft. while deafened (blind beyond this radius), passive
Perception 13
Languages Undercommon
Challenge 1/4 (50 XP)
Blind
Senses. The grimlock can’t use its
blindsight while deafened and unable to smell.
Keen Hearing and
Smell. The grimlock has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Stone
Camouflage. The grimlock has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Spiked Bone
Club. Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) bludgeoning damage plus 2
(1d4) piercing damage.
Monsters (H)
Hags
Green Hag
Medium fey, neutral evil
Armor Class 17 (natural
armor)
Hit Points 82 (11d8+33)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
13 (+1)
14 (+2)
14 (+2)
Skills Arcana +3, Deception
+4, Perception +4, Stealth +3
Senses darkvision 60 ft.,
passive Perception 14
Languages Common, Draconic,
Sylvan
Challenge 3 (700 XP)
Amphibious.
The hag can breathe air and water.
Innate
Spellcasting. The hag’s innate
spellcasting ability is Charisma (spell save DC 12). She can
innately cast the following spells, requiring no material
Components
At will: dancing lights, minor
illusion, vicious mockery
Mimicry.
The hag can mimic animal sounds and humanoid voices. A
creature that hears the sounds can tell they are imitations
with a successful DC 14 Wisdom (Insight) check.
Actions
Claws.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
slashing damage.
Illusory
Appearance. The hag covers herself and
anything she is wearing or carrying with a magical illusion
that makes her look like another creature of her general
size and humanoid shape. The illusion ends if the hag takes
a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear to
have smooth skin, but someone touching her would feel her
rough flesh. Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC 20
Intelligence (Investigation) check to discern that the hag
is disguised.
Invisible
Passage. The hag magically turns
invisible until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell). While
invisible, she leaves no physical evidence of her passage,
so she can be tracked only by magic. Any equipment she wears
or carries is invisible with her.
Night Hag
Medium fiend, neutral evil
Armor Class 17 (natural
armor)
Hit Points 112 (15d8+45)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
16 (+3)
14 (+2)
16 (+3)
Skills Deception +7,
Insight +6, Perception +6, Stealth +6
Damage Resistances cold,
fire; bludgeoning, piercing, and slashing from nonmagical
attacks not made with silvered weapons
Condition Immunities
charmed
Senses darkvision 120 ft.,
passive Perception 16
Languages Abyssal, Common,
Infernal, Primordial
Challenge 5 (1,800 XP)
Innate
Spellcasting. The hag’s innate
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). She can innately cast the following
spells, requiring no material Components
At will: detect magic, magic
missile
2/day each: plane shift (self only),
ray of enfeeblement,
sleep
Magic
Resistance. The hag has advantage on
saving throws against spells and other magical effects.
Actions
Claws (Hag Form
Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) slashing damage.
Change
Shape. The hag magically polymorphs
into a Small or Medium female humanoid, or back into her
true form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn’t transformed. She
reverts to her true form if she dies.
Etherealness.
The hag magically enters the Ethereal Plane from the
Material Plane, or vice versa. To do so, the hag must have a
heartstone in her possession.
Nightmare Haunting
(1/Day). While on the Ethereal Plane,
the hag magically touches a sleeping humanoid on the
Material Plane. A protection from evil and
good spell cast on the target prevents this
contact, as does a magic circle. As
long as the contact persists, the target has dreadful
visions. If these visions last for at least 1 hour, the
target gains no benefit from its rest, and its hit point
maximum is reduced by 5 (1d10). If this effect reduces the
target’s hit point maximum to 0, the target dies, and if the
target was evil, its soul is trapped in the hag’s
soul bag. The reduction to the target’s
hit point maximum lasts until removed by the
greater restoration spell or similar
magic.
Sea Hag
Medium fey, chaotic evil
Armor Class 14 (natural
armor)
Hit Points 52 (7d8+21)
Speed 30 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
16 (+3)
12 (+1)
12 (+1)
13 (+1)
Senses darkvision 60 ft.,
passive Perception 11
Languages Aquan, Common,
Giant
Challenge 2 (450 XP)
Amphibious.
The hag can breathe air and water.
Horrific
Appearance. Any humanoid that starts its
turn within 30 feet of the hag and can see the hag’s true form
must make a DC 11 Wisdom saving throw. On a failed save, the
creature is frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, with
disadvantage if the hag is within line of sight, ending the
effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
to the hag’s Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag’s
true form is sudden, the target can avert its eyes and avoid
making the initial saving throw. Until the start of its next
turn, a creature that averts its eyes has disadvantage on
attack rolls against the hag.
Actions
Claws.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3)
slashing damage.
Death
Glare. The hag targets one frightened
creature she can see within 30 feet of her. If the target
can see the hag, it must succeed on a DC 11 Wisdom saving
throw against this magic or drop to 0 hit points.
Illusory
Appearance. The hag covers herself and
anything she is wearing or carrying with a magical illusion
that makes her look like an ugly creature of her general
size and humanoid shape. The effect ends if the hag takes a
bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear to
have no claws, but someone touching her hand might feel the
claws. Otherwise, a creature must take an action to visually
inspect the illusion and succeed on a DC 16 Intelligence
(Investigation) check to discern that the hag is disguised.
Half-Dragon Template
A beast, humanoid, giant, or monstrosity can become a
half-dragon. It keeps its statistics, except as follows.
Challenge.
To avoid recalculating the creature’s challenge rating, apply
the template only to a creature that meets the optional
prerequisite in the Breath Weapon table below. Otherwise,
recalculate the rating after you apply the template.
Senses. The half-dragon gains
blindsight with a radius of 10 feet and darkvision with a radius
of 60 feet.
Resistances.
The half-dragon gains resistance to a type of damage based on
its color.
Table- 114 - Monsters:
Half-Dragon Template (Damage Resistance)
Color
Damage Resistance
Black or copper
Acid
Blue or bronze
Lightning
Brass, gold, or red
Fire
Green
Poison
Silver or white
Cold
Languages. The half-dragon
speaks Draconic in addition to any other languages it knows.
New Action: Breath
Weapon. The half-dragon has the breath
weapon of its dragon half. The half- dragon’s size determines
how this action functions.
Table- 115 - Monsters:
Half-Dragon Template (Size)
Size
Breath Weapon
Optional Prerequisite
Large or smaller
As a wyrmling
Challenge 2 or higher
Huge
As a young dragon
Challenge 7 or higher
Gargantuan
As an adult dragon
Challenge 8 or higher
Half-Red Dragon Veteran
Medium humanoid (human), any alignment
Armor Class 18 (plate)
Hit Points 65 (10d8+20)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
10 (+0)
11 (+0)
10 (+0)
Skills Athletics +5,
Perception +2
Damage Resistances fire
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 5 (1,800 XP)
Actions
Multiattack.
The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
Longsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3)
slashing damage, or 8 (1d10+3) slashing damage if used with
two hands.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3)
piercing damage.
Heavy
Crossbow. Ranged Weapon
Attack: +3 to hit, range 100/400 ft., one target.
Hit: 6 (1d10+1) piercing damage.
Fire Breath (Recharge
5-6). The veteran exhales fire in a
15-foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 24 (7d6) fire damage on a
failed save, or half as much damage on a successful one.
Harpy
Medium monstrosity, chaotic evil
Armor Class 11
Hit Points 38 (7d8+7)
Speed 20 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
12 (+1)
7 (-2)
10 (+0)
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack.
The harpy makes two attacks: one with its claws and one with
its club.
Claws.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (2d4+1) slashing
damage.
Club.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4+1)
bludgeoning damage.
Luring
Song. The harpy sings a magical melody.
Every humanoid and giant within 300 feet of the harpy that can
hear the song must succeed on a DC 11 Wisdom saving throw or
be charmed until the song ends. The harpy must take a bonus
action on its subsequent turns to continue singing. It can
stop singing at any time. The song ends if the harpy is
incapacitated.
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target must move on
its turn toward the harpy by the most direct route, trying to
get within 5 feet. It doesn’t avoid opportunity attacks, but
before moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other than the
harpy, the target can repeat the saving throw. A charmed
target can also repeat the saving throw at the end of each of
its turns. If the saving throw is successful, the effect ends
on it.
A target that successfully saves is immune to this harpy’s
song for the next 24 hours.
Hell Hound
Medium fiend, lawful evil
Armor Class 15 (natural
armor)
Hit Points 45 (7d8+14)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
14 (+2)
6 (-2)
13 (+1)
6 (-2)
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft.,
passive Perception 15
Languages understands
Infernal but can’t speak it
Challenge 3 (700 XP)
Keen Hearing and
Smell. The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack
Tactics. The hound has advantage on an
attack roll against a creature if at least one of the hound’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) piercing
damage plus 7 (2d6) fire damage.
Fire Breath (Recharge
5-6). The hound exhales fire in a
15-foot cone. Each creature in that area must make a DC 12
Dexterity saving throw, taking 21 (6d6) fire damage on a
failed save, or half as much damage on a successful one.
Hippogriff
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10+3)
Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
13 (+1)
2 (-4)
12 (+1)
8 (-1)
Skills Perception +5
Senses passive Perception 15
Languages -
Challenge 1 (200 XP)
Keen
Sight. The hippogriff has advantage on
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack.
The hippogriff makes two attacks: one with its beak and one
with its claws.
Beak.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d10+3) piercing
damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing
damage.
Hobgoblin
Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chain mail,
shield)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
9 (-1)
Senses darkvision 60 ft.,
passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Martial
Advantage. Once per turn, the hobgoblin
can deal an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally of
the hobgoblin that isn’t incapacitated.
Actions
Longsword.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8+1) slashing
damage, or 6 (1d10+1) slashing damage if used with two hands.
Longbow.
Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8+1)
piercing damage.
Homunculus
Tiny construct, neutral
Armor Class 13 (natural
armor)
Hit Points 5 (2d4)
Speed 20 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
11 (+0)
10 (+0)
10 (+0)
7 (-2)
Damage Immunities poison
Condition Immunities charmed,
poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages understands the
languages of its creator but can’t speak
Challenge 0 (10 XP)
Telepathic
Bond. While the homunculus is on the same
plane of existence as its master, it can magically convey what
it senses to its master, and the two can communicate
telepathically.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 1 piercing
damage, and the target must succeed on a DC 10 Constitution
saving throw or be poisoned for 1 minute. If the saving throw
fails by 5 or more, the target is instead poisoned for 5
(1d10) minutes and unconscious while poisoned in this way.
Hydra
Huge monstrosity, unaligned
Armor Class 15 (natural
armor)
Hit Points 172 (15d12+75)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
2 (-4)
10 (+0)
7 (-2)
Skills Perception +6
Senses darkvision 60 ft.,
passive Perception 16
Languages -
Challenge 8 (3,900 XP)
Hold
Breath. The hydra can hold its breath for
1 hour.
Multiple
Heads. The hydra has five heads. While it
has more than one head, the hydra has advantage on saving throws
against being blinded, charmed, deafened, frightened, stunned,
and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one
of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads
that died since its last turn, unless it has taken fire damage
since its last turn. The hydra regains 10 hit points for each
head regrown in this way.
Reactive
Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.
Wakeful.
While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack.
The hydra makes as many bite attacks as it has heads.
Bite.
Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 10 (1d10+5)
piercing damage.
Monsters (I)
Invisible Stalker
Medium elemental, neutral
Armor Class 14
Hit Points 104 (16d8+32)
Speed 50 ft., fly 50 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
19 (+4)
14 (+2)
10 (+0)
15 (+2)
11 (+0)
Skills Perception +8, Stealth
+10
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft.,
passive Perception 18
Languages Auran, understands
Common but doesn’t speak it
Challenge 6 (2,300 XP)
Invisibility.
The stalker is invisible.
Faultless
Tracker. The stalker is given a quarry by
its summoner. The stalker knows the direction and distance to
its quarry as long as the two of them are on the same plane of
existence. The stalker also knows the location of its summoner.
Actions
Multiattack.
The stalker makes two slam attacks.
Slam.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6+3)
bludgeoning damage.
Monsters (K)
Kobold
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6-2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
9 (-1)
8 (-1)
7 (-2)
8 (-1)
Senses darkvision 60 ft.,
passive Perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)
Sunlight
Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Pack
Tactics. The kobold has advantage on an
attack roll against a creature if at least one of the kobold’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Dagger.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing
damage.
Sling.
Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 4 (1d4+2)
bludgeoning damage.
Kraken
Gargantuan monstrosity (titan), chaotic
evil
Armor Class 18 (natural
armor)
Hit Points 472 (27d20+189)
Speed 20 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (+0)
25 (+7)
22 (+6)
18 (+4)
20 (+5)
Saving Throws Str +17, Dex
+7, Con +14, Int +13, Wis +11
Damage Immunities lightning;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
frightened, paralyzed
Senses truesight 120 ft.,
passive Perception 14
Languages understands
Abyssal, Celestial, Infernal, and Primordial but can’t speak,
telepathy 120 ft.
Challenge 23 (50,000 XP)
Amphibious.
The kraken can breathe air and water.
Freedom of
Movement. The kraken ignores difficult
terrain, and magical effects can’t reduce its speed or cause it
to be restrained. It can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
Siege
Monster. The kraken deals double damage to
objects and structures.
Actions
Multiattack.
The kraken makes three tentacle attacks, each of which it can
replace with one use of Fling.
Bite.
Melee Weapon Attack: +17 to hit, reach 5
ft., one target. Hit: 23 (3d8+10)
piercing damage. If the target is a Large or smaller creature
grappled by the kraken, that creature is swallowed, and the
grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other
effects outside the kraken, and it takes 42 (12d6) acid damage
at the start of each of the kraken’s turns.
If the kraken takes 50 damage or more on a single turn from a
creature inside it, the kraken must succeed on a DC 25
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of the kraken. If the kraken dies, a
swallowed creature is no longer restrained by it and can
escape from the corpse using 15 feet of movement, exiting
prone.
Tentacle.
Melee Weapon Attack: +17 to hit, reach 30
ft., one target. Hit: 20 (3d6+10)
bludgeoning damage, and the target is grappled (escape DC 18).
Until this grapple ends, the target is restrained. The kraken
has ten tentacles, each of which can grapple one target.
Fling.
One Large or smaller object held or creature grappled by the
kraken is thrown up to 60 feet in a random direction and
knocked prone. If a thrown target strikes a solid surface, the
target takes 3 (1d6) bludgeoning damage for every 10 feet it
was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 18 Dexterity saving throw or
take the same damage and be knocked prone.
Lightning
Storm. The kraken magically creates
three bolts of lightning, each of which can strike a target
the kraken can see within 120 feet of it. A target must make a
DC 23 Dexterity saving throw, taking 22 (4d10) lightning
damage on a failed save, or half as much damage on a
successful one.
Legendary Actions
The kraken can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The
kraken regains spent legendary actions at the start of its
turn.
Tentacle Attack or Fling.
The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2
Actions). The kraken uses Lightning Storm.
Ink Cloud (Costs 3
Actions). While underwater, the kraken expels an
ink cloud in a 60-foot radius. The cloud spreads around
corners, and that area is heavily obscured to creatures other
than the kraken. Each creature other than the kraken that ends
its turn there must succeed on a DC 23 Constitution saving
throw, taking 16 (3d10) poison damage on a failed save, or
half as much damage on a successful one. A strong current
disperses the cloud, which otherwise disappears at the end of
the kraken’s next turn.
Monsters (L)
Lamia
Large monstrosity, chaotic evil
Armor Class 13 (natural
armor)
Hit Points 97 (13d10+26)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
15 (+2)
14 (+2)
15 (+2)
16 (+3)
Skills Deception +7, Insight
+4, Stealth +3
Senses darkvision 60 ft.,
passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Innate
Spellcasting. The lamia’s innate
spellcasting ability is Charisma (spell save DC 13). It can
innately cast the following spells, requiring no material
components.
At will: disguise self (any humanoid form),
major image
3/day each: charm person, mirror
image, scrying,
suggestion
1/day: geas
Actions
Multiattack.
The lamia makes two attacks: one with its claws and one with
its dagger or Intoxicating Touch.
Claws.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 14 (2d10+3)
slashing damage.
Dagger.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4+3) piercing
damage.
Intoxicating
Touch. Melee Spell
Attack: +5 to hit, reach 5 ft., one creature.
Hit: The target is magically cursed for 1
hour. Until the curse ends, the target has disadvantage on
Wisdom saving throws and all ability checks.
Lich
Medium undead, any evil alignment
Armor Class 17 (natural
armor)
Hit Points 135 (18d8+54)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
16 (+3)
20 (+5)
14 (+2)
16 (+3)
Saving Throws Con +10, Int
+12, Wis +9
Skills Arcana +19, History
+12, Insight +9, Perception +9
Damage Resistances cold,
lightning, necrotic
Damage Immunities poison;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed,
exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft.,
passive Perception 19
Languages Common plus up to
five other languages
Challenge 21 (33,000 XP)
Legendary Resistance
(3/Day). If the lich fails a saving throw,
it can choose to succeed instead.
Rejuvenation.
If it has a phylactery, a destroyed lich gains a new body in
1d10 days, regaining all its hit points and becoming active
again. The new body appears within 5 feet of the phylactery.
Spellcasting.
The lich is an 18th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 20, +12 to hit with spell
attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand,
prestidigitation, ray of
frost 1st level (4 slots): detect
magic, magic missile,
shield, thunderwave
2nd level (3 slots): acid arrow,
detect thoughts,
invisibility, mirror
image 3rd level (3 slots): animate
dead, counterspell,
dispel magic, fireball
4th level (3 slots): blight,
dimension door 5th level (3 slots):
cloudkill, scrying 6th
level (1 slot): disintegrate,
globe of invulnerability 7th level (1
slot): finger of death, plane
shift 8th level (1 slot): dominate
monster, power word stun 9th
level (1 slot): power word kill
Turn
Resistance. The lich has advantage on
saving throws against any effect that turns undead.
Actions
Paralyzing
Touch. Melee Spell
Attack: +12 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) cold damage. The target
must succeed on a DC 18 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself
on a success.
Legendary Actions
The lich can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The
lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a
cantrip.
Paralyzing Touch (Costs 2
Actions). The lich uses its Paralyzing Touch.
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 non-undead creature within 20 feet
of the lich must make a DC 18 Constitution saving throw
against this magic, taking 21 (6d6) necrotic damage on a
failed save, or half as much damage on a successful one.
Lizardfolk
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural
armor, shield)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
13 (+1)
7 (-2)
12 (+1)
7 (-2)
Skills Perception +3, Stealth
+4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)
Hold
Breath. The lizardfolk can hold its breath
for 15 minutes.
Actions
Multiattack.
The lizardfolk makes two melee attacks, each one with a
different weapon.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Heavy
Club. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage.
Javelin.
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Spiked
Shield. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Lycanthropes
Werebear
Medium humanoid (human, shapechanger), neutral
good
Armor Class 10 in humanoid
form, 11 (natural armor) in bear and hybrid form
Hit Points 135 (18d8+54)
Speed 30 ft. (40 ft., climb
30 ft. in bear or hybrid form)
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
17 (+3)
11 (+0)
12 (+1)
12 (+1)
Skills Perception +7
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Senses passive Perception
17
Languages Common (can’t
speak in bear form)
Challenge 5 (1,800 XP)
Shapechanger.
The werebear can use its action to polymorph into a Large
bear-humanoid hybrid or into a Large bear, or back into its
true form, which is humanoid. Its statistics, other than its
size and AC, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Keen
Smell. The werebear has advantage on
Wisdom (Perception) checks that rely on smell.
Actions
Multiattack.
In bear form, the werebear makes two claw attacks. In
humanoid form, it makes two greataxe attacks. In hybrid
form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form
Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10+4) piercing damage. If
the target is a humanoid, it must succeed on a DC 14
Constitution saving throw or be cursed with werebear
lycanthropy.
Claw (Bear or Hybrid Form
Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) slashing damage.
Greataxe (Humanoid or
Hybrid Form Only). Melee
Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12+4) slashing
damage.
Wereboar
Medium humanoid (human, shapechanger), neutral
evil
Armor Class 10 in humanoid
form, 11 (natural armor) in boar or hybrid form
Hit Points 78 (12d8+24)
Speed 30 ft. (40 ft. in
boar form)
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
15 (+2)
10 (+0)
11 (+0)
8 (-1)
Skills Perception +2
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Senses passive Perception
12
Languages Common (can’t
speak in boar form)
Challenge 4 (1,100 XP)
Shapechanger.
The wereboar can use its action to polymorph into a
boar-humanoid hybrid or into a boar, or back into its true
form, which is humanoid. Its statistics, other than its AC,
are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it
dies.
Charge (Boar or Hybrid Form
Only). If the wereboar moves at least 15
feet straight toward a target and then hits it with its tusks
on the same turn, the target takes an extra 7 (2d6) slashing
damage. If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
Relentless (Recharges after
a Short or Long Rest). If the wereboar
takes 14 damage or less that would reduce it to 0 hit points,
it is reduced to 1 hit point instead.
Actions
Multiattack (Humanoid or
Hybrid Form Only). The wereboar makes
two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid
Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) bludgeoning damage.
Tusks (Boar or Hybrid Form
Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) slashing damage. If the
target is a humanoid, it must succeed on a DC 12
Constitution saving throw or be cursed with wereboar
lycanthropy.
Wererat
Medium humanoid (human, shapechanger), lawful
evil
Armor Class 12
Hit Points 33 (6d8+6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
12 (+1)
11 (+0)
10 (+0)
8 (-1)
Skills Perception +2,
Stealth +4
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Senses darkvision 60 ft.
(rat form only), passive Perception 12
Languages Common (can’t
speak in rat form)
Challenge 2 (450 XP)
Shapechanger.
The wererat can use its action to polymorph into a
rat-humanoid hybrid or into a giant rat, or back into its true
form, which is humanoid. Its statistics, other than its size,
are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it
dies.
Keen
Smell. The wererat has advantage on
Wisdom (Perception) checks that rely on smell.
Actions
Multiattack (Humanoid or
Hybrid Form Only). The wererat makes
two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form
Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) piercing damage. If the
target is a humanoid, it must succeed on a DC 11
Constitution saving throw or be cursed with wererat
lycanthropy.
Shortsword (Humanoid or
Hybrid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow (Humanoid or
Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Weretiger
Medium humanoid (human, shapechanger),
neutral
Armor Class 12
Hit Points 120 (16d8+48)
Speed 30 ft. (40 ft. in
tiger form)
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
16 (+3)
10 (+0)
13 (+1)
11 (+0)
Skills Perception +5,
Stealth +4
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Senses darkvision 60 ft.,
passive Perception 15
Languages Common (can’t
speak in tiger form)
Challenge 4 (1,100 XP)
Shapechanger.
The weretiger can use its action to polymorph into a
tiger-humanoid hybrid or into a tiger, or back into its true
form, which is humanoid. Its statistics, other than its size,
are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it
dies.
Keen Hearing and
Smell. The weretiger has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form
Only). If the weretiger moves at least
15 feet straight toward a creature and then hits it with a
claw attack on the same turn, that target must succeed on a DC
14 Strength saving throw or be knocked prone. If the target is
prone, the weretiger can make one bite attack against it as a
bonus action.
Actions
Multiattack (Humanoid or
Hybrid Form Only). In humanoid form,
the weretiger makes two scimitar attacks or two longbow
attacks. In hybrid form, it can attack like a humanoid or
make two claw attacks.
Bite (Tiger or Hybrid Form
Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) piercing damage. If the
target is a humanoid, it must succeed on a DC 13
Constitution saving throw or be cursed with weretiger
lycanthropy.
Claw (Tiger or Hybrid Form
Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) slashing damage.
Scimitar (Humanoid or
Hybrid Form Only). Melee
Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) slashing damage.
Longbow (Humanoid or
Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 6 (1d8+2) piercing damage.
Werewolf
Medium humanoid (human, shapechanger), chaotic
evil
Armor Class 11 in humanoid
form, 12 (natural armor) in wolf or hybrid form
Hit Points 58 (9d8+18)
Speed 30 ft. (40 ft. in
wolf form)
STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
14 (+2)
10 (+0)
11 (+0)
10 (+0)
Skills Perception +4,
Stealth +3
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
not made with silvered weapons
Senses passive Perception
14
Languages Common (can’t
speak in wolf form)
Challenge 3 (700 XP)
Shapechanger.
The werewolf can use its action to polymorph into a
wolf-humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics, other than its AC,
are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it
dies.
Keen Hearing and
Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Actions
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.
Claws (Hybrid Form
Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (2d4+2) slashing damage.
Spear (Humanoid Form
Only). Melee or Ranged
Weapon Attack: +4 to hit, reach 5 ft. or range
20/60 ft., one creature. Hit: 5 (1d6+2)
piercing damage, or 6 (1d8+2) piercing damage if used with
two hands to make a melee attack.
Monsters (M)
Magmin
Small elemental, chaotic neutral
Armor Class 14 (natural
armor)
Hit Points 9 (2d6+2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
12 (+1)
8 (-1)
11 (+0)
10 (+0)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft.,
passive Perception 10
Languages Ignan
Challenge 1/2 (100 XP)
Death
Burst. When the magmin dies, it explodes
in a burst of fire and magma. Each creature within 10 feet of it
must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a successful
one. Flammable objects that aren’t being worn or carried in that
area are ignited.
Ignited
Illumination. As a bonus action, the
magmin can set itself ablaze or extinguish its flames. While
ablaze, the magmin sheds bright light in a 10-foot radius and
dim light for an additional 10 feet.
Actions
Touch.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d6) fire
damage. If the target is a creature or a flammable object, it
ignites. Until a creature takes an action to douse the fire,
the target takes 3 (1d6) fire damage at the end of each of its
turns.
Manticore
Large monstrosity, lawful evil
Armor Class 14 (natural
armor)
Hit Points 68 (8d10+24)
Speed 30 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
17 (+3)
7 (-2)
12 (+1)
8 (-1)
Senses darkvision 60 ft.,
passive Perception 11
Languages Common
Challenge 3 (700 XP)
Tail Spike
Regrowth. The manticore has twenty-four
tail spikes. Used spikes regrow when the manticore finishes a
long rest.
Actions
Multiattack.
The manticore makes three attacks: one with its bite and two
with its claws or three with its tail spikes.
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) piercing
damage.
Claw.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) slashing
damage.
Tail
Spike. Ranged Weapon
Attack: +5 to hit, range 100/200 ft., one target.
Hit: 7 (1d8+3) piercing damage.
Medusa
Medium monstrosity, lawful evil
Armor Class 15 (natural
armor)
Hit Points 127 (17d8+51)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
16 (+3)
12 (+1)
13 (+1)
15 (+2)
Skills Deception +5, Insight
+4, Perception +4, Stealth +5
Senses darkvision 60 ft.,
passive Perception 14
Languages Common
Challenge 6 (2,300 XP)
Petrifying
Gaze. When a creature that can see the
medusa’s eyes starts its turn within 30 feet of the medusa, the
medusa can force it to make a DC 14 Constitution saving throw if
the medusa isn’t incapacitated and can see the creature. If the
saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the
greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so,
it can’t see the medusa until the start of its next turn, when
it can avert its eyes again. If the creature looks at the medusa
in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within
30 feet of it and in an area of bright light, the medusa is, due
to its curse, affected by its own gaze.
Actions
Multiattack.
The medusa makes either three melee attacks-one with its snake
hair and two with its shortsword-or two ranged attacks with
its longbow.
Snake
Hair. Melee Weapon
Attack: +5 to hit, reach 5 ft., one creature.
Hit: 4 (1d4+2) piercing damage plus 14
(4d6) poison damage.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Longbow.
Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8+2)
piercing damage plus 7 (2d6) poison damage.
Mephits
Dust Mephit
Small elemental, neutral evil
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
14 (+2)
10 (+0)
9 (-1)
11 (+0)
10 (+0)
Skills Perception +2,
Stealth +4
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities
Poisoned
Senses Darkvision 60 ft.,
passive Perception 12
Languages Auran, Terran
Challenge 1/2 (100 XP)
Death
Burst. When the mephit dies, it explodes
in a burst of dust. Each creature within 5 feet of it must
then succeed on a DC 10 Constitution saving throw or be
blinded for 1 minute. A blinded creature can repeat the saving
throw on each of its turns, ending the effect on itself on a
success.
Innate Spellcasting
(1/Day). The mephit can innately cast
sleep, requiring no material components.
Its innate spellcasting ability is Charisma.
Actions
Claws.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4+2)
slashing damage.
Blinding Breath (Recharge
6). The mephit exhales a 15- foot cone
of blinding dust. Each creature in that area must succeed on
a DC 10 Dexterity saving throw or be blinded for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Ice Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
13 (+1)
10 (+0)
9 (-1)
11 (+0)
12 (+1)
Skills Perception +2,
Stealth +3
Damage Vulnerabilities
bludgeoning, fire
Damage Immunities cold,
poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 12
Languages Aquan, Auran
Challenge 1/2 (100 XP)
Death
Burst. When the mephit dies, it explodes
in a burst of jagged ice. Each creature within 5 feet of it
must make a DC 10 Dexterity saving throw, taking 4 (1d8)
slashing damage on a failed save, or half as much damage on a
successful one.
False
Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary shard of
ice.
Innate Spellcasting
(1/Day). The mephit can innately cast
fog cloud, requiring no material
components. Its innate spellcasting ability is Charisma.
Actions
Claws.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 3 (1d4+1)
slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge
6). The mephit exhales a 15- foot cone
of cold air. Each creature in that area must succeed on a DC
10 Dexterity saving throw, taking 5 (2d4) cold damage on a
failed save, or half as much damage on a successful one.
Magma Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points 22 (5d6+5)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
12 (+1)
7 (-2)
10 (+0)
10 (+0)
Skills Stealth +3
Damage Vulnerabilities cold
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages Ignan, Terran
Challenge 1/2 (100 XP)
Death
Burst. When the mephit dies, it explodes
in a burst of lava. Each creature within 5 feet of it must
make a DC 11 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
successful one.
False
Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary mound of
magma.
Innate Spellcasting
(1/Day). The mephit can innately cast
heat metal (spell save DC 10), requiring
no material components. Its innate spellcasting ability is
Charisma.
Actions
Claws.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 3 (1d4+1)
slashing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge
6). The mephit exhales a 15-foot cone
of fire. Each creature in that area must make a DC 11
Dexterity saving throw, taking 7 (2d6) fire damage on a
failed save, or half as much damage on a successful one.
Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
11 (+0)
10 (+0)
11 (+0)
10 (+0)
12 (+1)
Damage Immunities fire,
poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages Aquan, Ignan
Challenge 1/4 (50 XP)
Death
Burst. When the mephit dies, it explodes
in a cloud of steam. Each creature within 5 feet of the mephit
must succeed on a DC 10 Dexterity saving throw or take 4 (1d8)
fire damage.
Innate Spellcasting
(1/Day). The mephit can innately cast
blur, requiring no material components.
Its innate spellcasting ability is Charisma.
Actions
Claws.
Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 2 (1d4)
slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge
6). The mephit exhales a 15- foot cone
of scalding steam. Each creature in that area must succeed
on a DC 10 Dexterity saving throw, taking 4 (1d8) fire
damage on a failed save, or half as much damage on a
successful one.
Merfolk
Medium humanoid (merfolk), neutral
Armor Class 11
Hit Points 11 (2d8+2)
Speed 10 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
13 (+1)
12 (+1)
11 (+0)
11 (+0)
12 (+1)
Skills Perception +2
Senses passive Perception 12
Languages Aquan, Common
Challenge 1/8 (25 XP)
Amphibious.
The merfolk can breathe air and water.
Actions
Spear.
Melee or Ranged Weapon Attack: +2 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 3 (1d6) piercing damage, or 4 (1d8)
piercing damage if used with two hands to make a melee attack.
Merrow
Large monstrosity, chaotic evil
Armor Class 13 (natural
armor)
Hit Points 45 (6d10+12)
Speed 10 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
15 (+2)
8 (-1)
10 (+0)
9 (-1)
Senses darkvision 60 ft.,
passive Perception 10
Languages Abyssal, Aquan
Challenge 2 (450 XP)
Amphibious.
The merrow can breathe air and water.
Actions
Multiattack.
The merrow makes two attacks: one with its bite and one with
its claws or harpoon.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8+4) piercing
damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (2d4+4) slashing
damage.
Harpoon.
Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 11 (2d6+3) piercing damage. If the
target is a Huge or smaller creature, it must succeed on a
Strength contest against the merrow or be pulled up to 20 feet
toward the merrow.
Mimic
Medium monstrosity (shapechanger), neutral
Armor Class 12 (natural
armor)
Hit Points 58 (9d8+18)
Speed 15 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
5 (-3)
13 (+1)
8 (-1)
Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft.,
passive Perception 11
Languages -
Challenge 2 (450 XP)
Shapechanger.
The mimic can use its action to polymorph into an object or back
into its true, amorphous form. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Adhesive (Object Form
Only). The mimic adheres to anything that
touches it. A Huge or smaller creature adhered to the mimic is
also grappled by it (escape DC 13). Ability checks made to
escape this grapple have disadvantage.
False Appearance (Object Form
Only). While the mimic remains motionless,
it is indistinguishable from an ordinary object.
Grappler.
The mimic has advantage on attack rolls against any creature
grappled by it.
Actions
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3)
bludgeoning damage. If the mimic is in object form, the target
is subjected to its Adhesive trait.
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) piercing
damage plus 4 (1d8) acid damage.
Minotaur
Large monstrosity, chaotic evil
Armor Class 14 (natural
armor)
Hit Points 76 (9d10+27)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (+0)
16 (+3)
6 (-2)
16 (+3)
9 (-1)
Skills Perception +7
Senses darkvision 60 ft.,
passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Charge.
If the minotaur moves at least 10 feet straight toward a target
and then hits it with a gore attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
Labyrinthine
Recall. The minotaur can perfectly recall
any path it has traveled.
Reckless.
At the start of its turn, the minotaur can gain advantage on all
melee weapon attack rolls it makes during that turn, but attack
rolls against it have advantage until the start of its next
turn.
Actions
Greataxe.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 17 (2d12+4)
slashing damage.
Gore.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4) piercing
damage.
Mummies
Mummy
Medium undead, lawful evil
Armor Class 11 (natural
armor)
Hit Points 58 (9d8+18)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
6 (-2)
10 (+0)
12 (+1)
Saving Throws Wis +2
Damage Vulnerabilities fire
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic,
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft.,
passive Perception 10
Languages the languages it
knew in life
Challenge 3 (700 XP)
Actions
Multiattack.
The mummy can use its Dreadful Glare and makes one attack
with its rotting fist.
Rotting
Fist. Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) bludgeoning damage plus
10 (3d6) necrotic damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw or be
cursed with mummy rot. The cursed target can’t regain hit
points, and its hit point maximum decreases by 10 (3d6) for
every 24 hours that elapse. If the curse reduces the
target’s hit point maximum to 0, the target dies, and its
body turns to dust. The curse lasts until removed by the
remove curse spell or other magic.
Dreadful
Glare. The mummy targets one creature
it can see within 60 feet of it. If the target can see the
mummy, it must succeed on a DC 11 Wisdom saving throw
against this magic or become frightened until the end of the
mummy’s next turn. If the target fails the saving throw by 5
or more, it is also paralyzed for the same duration. A
target that succeeds on the saving throw is immune to the
Dreadful Glare of all mummies (but not mummy lords) for the
next 24 hours.
Mummy Lord
Medium undead, lawful evil
Armor Class 17 (natural
armor)
Hit Points 97 (13d8+39)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
17 (+3)
11 (+0)
18 (+4)
16 (+3)
Saving Throws Con +8, Int
+5, Wis +9, Cha +8
Skills History +5, Religion
+5
Damage Vulnerabilities fire
Damage Immunities necrotic,
poison; bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft.,
passive Perception 14
Languages the languages it
knew in life
Challenge 15 (13,000 XP)
Magic
Resistance. The mummy lord has advantage
on saving throws against spells and other magical effects.
Rejuvenation.
A destroyed mummy lord gains a new body in 24 hours if its
heart is intact, regaining all its hit points and becoming
active again. The new body appears within 5 feet of the mummy
lord’s heart.
Spellcasting.
The mummy lord is a 10th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell
attacks). The mummy lord has the following cleric spells
prepared:
Cantrips (at will): sacred flame,
thaumaturgy 1st level (4 slots):
command, guiding
bolt, shield of faith 2nd
level (3 slots): hold person,
silence, spiritual
weapon 3rd level (3 slots): animate
dead, dispel magic 4th level
(3 slots): divination, guardian
of faith 5th level (2 slots):
contagion, insect
plague 6th level (1 slot):
harm
Actions
Multiattack.
The mummy can use its Dreadful Glare and makes one attack
with its rotting fist.
Rotting
Fist. Melee Weapon
Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (3d6+4) bludgeoning damage plus
21 (6d6) necrotic damage. If the target is a creature, it
must succeed on a DC 16 Constitution saving throw or be
cursed with mummy rot. The cursed target can’t regain hit
points, and its hit point maximum decreases by 10 (3d6) for
every 24 hours that elapse. If the curse reduces the
target’s hit point maximum to 0, the target dies, and its
body turns to dust. The curse lasts until removed by the
remove curse spell or other magic.
Dreadful
Glare. The mummy lord targets one
creature it can see within 60 feet of it. If the target can
see the mummy lord, it must succeed on a DC 16 Wisdom saving
throw against this magic or become frightened until the end
of the mummy’s next turn. If the target fails the saving
throw by 5 or more, it is also paralyzed for the same
duration. A target that succeeds on the saving throw is
immune to the Dreadful Glare of all mummies and mummy lords
for the next 24 hours.
Legendary Actions
The mummy lord can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. The mummy lord regains spent legendary actions at the
start of its turn.
Attack. The mummy lord
makes one attack with its rotting fist or uses its Dreadful
Glare.
Blinding Dust. Blinding
dust and sand swirls magically around the mummy lord. Each
creature within 5 feet of the mummy lord must succeed on a
DC 16 Constitution saving throw or be blinded until the end
of the creature’s next turn.
Blasphemous Word (Costs 2
Actions). The mummy lord utters a blasphemous
word. Each non-undead creature within 10 feet of the mummy
lord that can hear the magical utterance must succeed on a
DC 16 Constitution saving throw or be stunned until the end
of the mummy lord’s next turn.
Channel Negative Energy (Costs 2
Actions). The mummy lord magically unleashes
negative energy. Creatures within 60 feet of the mummy lord,
including ones behind barriers and around corners, can’t
regain hit points until the end of the mummy lord’s next
turn.
Whirlwind of Sand (Costs 2
Actions). The mummy lord magically transforms
into a whirlwind of sand, moves up to 60 feet, and reverts
to its normal form. While in whirlwind form, the mummy lord
is immune to all damage, and it can’t be grappled,
petrified, knocked prone, restrained, or stunned. Equipment
worn or carried by the mummy lord remain in its possession.
Monsters (N)
Nagas
Guardian Naga
Large monstrosity, lawful good
Armor Class 18 (natural
armor)
Hit Points 127 (15d10+45)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
18 (+4)
16 (+3)
16 (+3)
19 (+4)
18 (+4)
Saving Throws Dex +6, Con
+5, Wis +5, Cha +6
Saving Throws Dex +8, Con
+7, Int +7, Wis +8, Cha +8
Damage Immunities poison
Condition Immunities
charmed, poisoned
Senses darkvision 60 ft.,
passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation.
If it dies, the naga returns to life in 1d6 days and regains
all its hit points. Only a wish spell can
prevent this trait from functioning.
Spellcasting.
The naga is an 11th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks), and it needs only verbal components to cast its
spells. It has the following cleric spells prepared:
Cantrips (at will): mending,
sacred flame,
thaumaturgy 1st level (4 slots):
command, cure
wounds, shield of faith 2nd
level (3 slots): calm emotions,
hold person 3rd level (3 slots):
bestow curse,
clairvoyance 4th level (3 slots):
banishment, freedom of
movement 5th level (2 slots): flame
strike, geas 6th level (1
slot): true seeing
Actions
Bite.
Melee Weapon Attack: +8 to hit, reach
10 ft., one creature. Hit: 8 (1d8+4)
piercing damage, and the target must make a DC 15
Constitution saving throw, taking 45 (10d8) poison damage on
a failed save, or half as much damage on a successful one.
Spit
Poison. Ranged Weapon
Attack: +8 to hit, range 15/30 ft., one creature.
Hit: The target must make a DC 15
Constitution saving throw, taking 45 (10d8) poison damage on
a failed save, or half as much damage on a successful one.
Spirit Naga
Large monstrosity, chaotic evil
Armor Class 15 (natural
armor)
Hit Points 75 (10d10+20)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
14 (+2)
16 (+3)
15 (+2)
16 (+3)
Damage Immunities poison
Condition Immunities
charmed, poisoned
Senses darkvision 60 ft.,
passive Perception 12
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Rejuvenation.
If it dies, the naga returns to life in 1d6 days and regains
all its hit points. Only a wish spell can
prevent this trait from functioning.
Spellcasting.
The naga is a 10th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell
attacks), and it needs only verbal components to cast its
spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand,
minor illusion, ray of
frost 1st level (4 slots): charm
person, detect magic,
sleep 2nd level (3 slots):
detect thoughts, hold
person 3rd level (3 slots): lightning
bolt, water breathing 4th
level (3 slots): blight,
dimension door 5th level (2 slots):
dominate person
Actions
Bite.
Melee Weapon Attack: +7 to hit, reach
10 ft., one creature. Hit: 7 (1d6+4)
piercing damage, and the target must make a DC 13
Constitution saving throw, taking 31 (7d8) poison damage on
a failed save, or half as much damage on a successful one.
Nightmare
Large fiend, neutral evil
Armor Class 13 (natural
armor)
Hit Points 68 (8d10+24)
Speed 60 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
13 (+1)
15 (+2)
Damage Immunities fire
Senses passive Perception 11
Languages understands
Abyssal, Common, and Infernal but can’t speak
Challenge 3 (700 XP)
Confer Fire
Resistance. The nightmare can grant
resistance to fire damage to anyone riding it.
Illumination.
The nightmare sheds bright light in a 10- foot radius and dim
light for an additional 10 feet.
Actions
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage plus 7 (2d6) fire damage.
Ethereal
Stride. The nightmare and up to three
willing creatures within 5 feet of it magically enter the
Ethereal Plane from the Material Plane, or vice versa.
Monsters (O)
Ogre
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10+21)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
7 (-2)
Senses darkvision 60 ft.,
passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
Actions
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage.
Javelin.
Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft., one target.
Hit: 11 (2d6+4) piercing damage.
Oni
Large giant, lawful evil
Armor Class 16 (chain mail)
Hit Points 110 (13d10+39)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
16 (+3)
14 (+2)
12 (+1)
15 (+2)
Saving Throws Dex +3, Con +6,
Wis +4, Cha +5
Skills Arcana +5, Deception
+8, Perception +4
Senses darkvision 60 ft.,
passive Perception 14
Languages Common, Giant
Challenge 7 (2,900 XP)
Innate
Spellcasting. The oni’s innate
spellcasting ability is Charisma (spell save DC 13). The oni can
innately cast the following spells, requiring no material
Components
At will: darkness,
invisibility
1/day each: charm person, cone of
cold, gaseous form,
sleep
Magic
Weapons. The oni’s weapon attacks are
magical.
Regeneration.
The oni regains 10 hit points at the start of its turn if it has
at least 1 hit point.
Actions
Multiattack.
The oni makes two attacks, either with its claws or its
glaive.
Claw (Oni Form
Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) slashing damage.
Glaive.
Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10+4)
slashing damage, or 9 (1d10+4) slashing damage in Small or
Medium form.
Change
Shape. The oni magically polymorphs into
a Small or Medium humanoid, into a Large giant, or back into
its true form. Other than its size, its statistics are the
same in each form. The only equipment that is transformed is
its glaive, which shrinks so that it can be wielded in
humanoid form. If the oni dies, it reverts to its true form,
and its glaive reverts to its normal size.
Oozes
Black Pudding
Large ooze, unaligned
Armor Class 7
Hit Points 85 (10d10+30)
Speed 20 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
5 (-3)
16 (+3)
1 (-5)
6 (-2)
1 (-5)
Damage Immunities acid,
cold, lightning, slashing
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 8
Languages -
Challenge 4 (1,100 XP)
Amorphous.
The pudding can move through a space as narrow as 1 inch wide
without squeezing.
Corrosive
Form. A creature that touches the
pudding or hits it with a melee attack while within 5 feet of
it takes 4 (1d8) acid damage. Any nonmagical weapon made of
metal or wood that hits the pudding corrodes. After dealing
damage, the weapon takes a permanent and cumulative -1 penalty
to damage rolls. If its penalty drops to -5, the weapon is
destroyed. Nonmagical ammunition made of metal or wood that
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or
metal in 1 round.
Spider
Climb. The pudding can climb difficult
surfaces, including upside down on ceilings, without needing
to make an ability check.
Actions
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3)
bludgeoning damage plus 18 (4d8) acid damage. In addition,
nonmagical armor worn by the target is partly dissolved and
takes a permanent and cumulative -1 penalty to the AC it
offers. The armor is destroyed if the penalty reduces its AC
to 10.
Reactions
Split.
When a pudding that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new
puddings if it has at least 10 hit points. Each new pudding
has hit points equal to half the original pudding’s, rounded
down. New puddings are one size smaller than the original
pudding.
Gelatinous Cube
Large ooze, unaligned
Armor Class 6
Hit Points 84 (8d10+40)
Speed 15 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
3 (-4)
20 (+5)
1 (-5)
6 (-2)
1 (-5)
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 8
Languages -
Challenge 2 (450 XP)
Ooze
Cube. The cube takes up its entire
space. Other creatures can enter the space, but a creature
that does so is subjected to the cube’s Engulf and has
disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to
pull a creature or object out of the cube. Doing so requires a
successful DC 12 Strength check, and the creature making the
attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium
or smaller creatures inside it at a time.
Transparent.
Even when the cube is in plain sight, it takes a successful DC
15 Wisdom (Perception) check to spot a cube that has neither
moved nor attacked. A creature that tries to enter the cube’s
space while unaware of the cube is surprised by the cube.
Actions
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 10 (3d6) acid
damage.
Engulf.
The cube moves up to its speed. While doing so, it can enter
Large or smaller creatures’ spaces. Whenever the cube enters
a creature’s space, the creature must make a DC 12 Dexterity
saving throw.
On a successful save, the creature can choose to be pushed 5
feet back or to the side of the cube. A creature that
chooses not to be pushed suffers the consequences of a
failed saving throw.
On a failed save, the cube enters the creature’s space, and
the creature takes 10 (3d6) acid damage and is engulfed. The
engulfed creature can’t breathe, is restrained, and takes 21
(6d6) acid damage at the start of each of the cube’s turns.
When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 12 Strength check. On a success, the creature
escapes and enters a space of its choice within 5 feet of
the cube.
Gray Ooze
Medium ooze, unaligned
Armor Class 8
Hit Points 22 (3d8+9)
Speed 10 ft., climb 10 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
6 (-2)
16 (+3)
1 (-5)
6 (-2)
2 (-4)
Skills Stealth +2
Damage Resistances acid,
cold, fire
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 8
Languages -
Challenge 1/2 (100 XP)
Amorphous.
The ooze can move through a space as narrow as 1 inch wide
without squeezing.
Corrode
Metal. Any nonmagical weapon made of
metal that hits the ooze corrodes. After dealing damage, the
weapon takes a permanent and cumulative -1 penalty to damage
rolls. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition made of metal that hits the ooze is
destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1
round.
False
Appearance. While the ooze remains
motionless, it is indistinguishable from an oily pool or wet
rock.
Actions
Pseudopod.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1)
bludgeoning damage plus 7 (2d6) acid damage, and if the
target is wearing nonmagical metal armor, its armor is
partly corroded and takes a permanent and cumulative -1
penalty to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10.
Ochre Jelly
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10+12)
Speed 10 ft., climb 10 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
6 (-2)
14 (+2)
2 (-4)
6 (-2)
1 (-5)
Damage Resistances acid
Damage Immunities
lightning, slashing
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 8
Languages -
Challenge 2 (450 XP)
Amorphous.
The jelly can move through a space as narrow as 1 inch wide
without squeezing.
Spider
Climb. The jelly can climb difficult
surfaces, including upside down on ceilings, without needing
to make an ability check.
Actions
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6+2)
bludgeoning damage plus 3 (1d6) acid damage.
Reactions
Split.
When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies
if it has at least 10 hit points. Each new jelly has hit
points equal to half the original jelly’s, rounded down. New
jellies are one size smaller than the original jelly.
Orc
Medium humanoid (orc), chaotic evil
Armor Class 13 (hide armor)
Hit Points 15 (2d8+6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
7 (-2)
11 (+0)
10 (+0)
Skills Intimidation +2
Senses darkvision 60 ft.,
passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive.
As a bonus action, the orc can move up to its speed toward a
hostile creature that it can see.
Actions
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (1d12+3) slashing
damage.
Javelin.
Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage.
Otyugh
Large aberration, neutral
Armor Class 14 (natural
armor)
Hit Points 114 (12d10+48)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
19 (+4)
6 (-2)
13 (+1)
6 (-2)
Saving Throws Con +7
Senses darkvision 120 ft.,
passive Perception 11
Languages Otyugh
Challenge 5 (1,800 XP)
Limited
Telepathy. The otyugh can magically
transmit simple messages and images to any creature within 120
feet of it that can understand a language. This form of
telepathy doesn’t allow the receiving creature to telepathically
respond.
Actions
Multiattack.
The otyugh makes three attacks: one with its bite and two with
its tentacles.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (2d8+3) piercing
damage. If the target is a creature, it must succeed on a DC
15 Constitution saving throw against disease or become
poisoned until the disease is cured. Every 24 hours that
elapse, the target must repeat the saving throw, reducing its
hit point maximum by 5 (1d10) on a failure. The disease is
cured on a success. The target dies if the disease reduces its
hit point maximum to 0. This reduction to the target’s hit
point maximum lasts until the disease is cured.
Tentacle.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 7 (1d8+3)
bludgeoning damage plus 4 (1d8) piercing damage. If the target
is Medium or smaller, it is grappled (escape DC 13) and
restrained until the grapple ends. The otyugh has two
tentacles, each of which can grapple one target.
Tentacle
Slam. The otyugh slams creatures
grappled by it into each other or a solid surface. Each
creature must succeed on a DC 14 Constitution saving throw or
take 10 (2d6+3) bludgeoning damage and be stunned until the
end of the otyugh’s next turn. On a successful save, the
target takes half the bludgeoning damage and isn’t stunned.
Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural
armor)
Hit Points 59 (7d10+21)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
17 (+3)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses darkvision 60 ft.,
passive Perception 13
Languages -
Challenge 3 (700 XP)
Keen Sight and
Smell. The owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Actions
Multiattack.
The owlbear makes two attacks: one with its beak and one with
its claws.
Beak.
Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 10 (1d10+5)
piercing damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8+5) slashing
damage.
Monsters (P)
Pegasus
Large celestial, chaotic good
Armor Class 12
Hit Points 59 (7d10+21)
Speed 60 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
15 (+2)
13 (+1)
Saving Throws Dex +4, Wis +4,
Cha +3
Skills Perception +6
Senses passive Perception 16
Languages understands
Celestial, Common, Elvish, and Sylvan but can’t speak
Challenge 2 (450 XP)
Actions
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Pseudodragon
Tiny dragon, neutral good
Armor Class 13 (natural
armor)
Hit Points 7 (2d4+2)
Speed 15 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
13 (+1)
10 (+0)
12 (+1)
10 (+0)
Skills Perception +3, Stealth
+4
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 13
Languages understands Common
and Draconic but can’t speak
Challenge 1/4 (50 XP)
Keen
Senses. The pseudodragon has advantage on
Wisdom (Perception) checks that rely on sight, hearing, or
smell.
Magic
Resistance. The pseudodragon has advantage
on saving throws against spells and other magical effects.
Limited
Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images telepathically
with any creature within 100 feet of it that can understand a
language.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing
damage.
Sting.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4+2)
piercing damage, and the target must succeed on a DC 11
Constitution saving throw or become poisoned for 1 hour. If
the saving throw fails by 5 or more, the target falls
unconscious for the same duration, or until it takes damage or
another creature uses an action to shake it awake.
Purple Worm
Gargantuan monstrosity, unaligned
Armor Class 18 (natural
armor)
Hit Points 247 (15d20+90)
Speed 50 ft., burrow 30 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9)
7 (-2)
22 (+6)
1 (-5)
8 (-1)
4 (-3)
Saving Throws Con +11, Wis +4
Senses blindsight 30 ft.,
tremorsense 60 ft., passive Perception 9
Languages -
Challenge 15 (13,000 XP)
Tunneler.
The worm can burrow through solid rock at half its burrow speed
and leaves a 10-foot diameter tunnel in its wake.
Actions
Multiattack.
The worm makes two attacks: one with its bite and one with its
stinger.
Bite.
Melee Weapon Attack: +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: +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)
Rakshasa
Medium fiend, lawful evil
Armor Class 16 (natural
armor)
Hit Points 110 (13d8+52)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
20 (+5)
Skills Deception +10, Insight
+8
Damage Vulnerabilities
piercing from magic weapons wielded by good creatures
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft.,
passive Perception 13
Languages Common, Infernal
Challenge 13 (10,000 XP)
Limited Magic
Immunity. The rakshasa can’t be affected
or detected by spells of 6th level or lower unless it wishes to
be. It has advantage on saving throws against all other spells
and magical effects.
Innate
Spellcasting. The rakshasa’s innate
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The rakshasa can innately cast the
following spells, requiring no material Components
At will: detect thoughts,
disguise self, mage
hand, minor illusion
3/day each: charm person, detect
magic, invisibility,
major image,
suggestion
1/day each: dominate person,
fly, plane shift,
true seeing
Actions
Multiattack.
The rakshasa makes two claw attacks.
Claw.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (2d6+2) slashing
damage, and the target is cursed if it is a creature. The
magical curse takes effect whenever the target takes a short
or long rest, filling the target’s thoughts with horrible
images and dreams. The cursed target gains no benefit from
finishing a short or long rest. The curse lasts until it is
lifted by a remove curse spell or similar
magic.
Remorhaz
Huge monstrosity, unaligned
Armor Class 17 (natural
armor)
Hit Points 195 (17d12+85)
Speed 30 ft., burrow 20 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
13 (+1)
21 (+5)
4 (-3)
10 (+0)
5 (-3)
Damage Immunities cold, fire
Senses darkvision 60 ft.,
tremorsense 60 ft., passive Perception 10
Languages -
Challenge 11 (7,200 XP)
Heated
Body. A creature that touches the remorhaz
or hits it with a melee attack while within 5 feet of it takes
10 (3d6) fire damage.
Actions
Bite.
Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 40 (6d10+7)
piercing damage plus 10 (3d6) fire damage. If the target is a
creature, it is grappled (escape DC 17). Until this grapple
ends, the target is restrained, and the remorhaz can’t bite
another target.
Swallow.
The remorhaz makes one bite attack against a Medium or smaller
creature it is grappling. If the attack hits, that creature
takes the bite’s damage and is swallowed, and the grapple
ends. While swallowed, the creature is blinded and restrained,
it has total cover against attacks and other effects outside
the remorhaz, and it takes 21 (6d6) acid damage at the start
of each of the remorhaz’s turns.
If the remorhaz takes 30 damage or more on a single turn from
a creature inside it, the remorhaz must succeed on a DC 15
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of the remorhaz. If the remorhaz dies, a
swallowed creature is no longer restrained by it and can
escape from the corpse using 15 feet of movement, exiting
prone.
Roc
Gargantuan monstrosity, unaligned
Armor Class 15 (natural
armor)
Hit Points 248 (16d20+80)
Speed 20 ft., fly 120 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9)
10 (+0)
20 (+5)
3 (-4)
10 (+0)
9 (-1)
Saving Throws Dex +4, Con +9,
Wis +4, Cha +3
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 11 (7,200 XP)
Keen
Sight. The roc has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack.
The roc makes two attacks: one with its beak and one with its
talons.
Beak.
Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit: 27 (4d8+9) piercing
damage.
Talons.
Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 23 (4d6+9) slashing
damage, and the target is grappled (escape DC 19). Until this
grapple ends, the target is restrained, and the roc can’t use
its talons on another target.
Roper
Large monstrosity, neutral evil
Armor Class 20 (natural
armor)
Hit Points 93 (11d10+33)
Speed 10 ft., climb 10 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
17 (+3)
7 (-2)
16 (+3)
6 (-2)
Skills Perception +6, Stealth
+5
Senses darkvision 60 ft.,
passive Perception 16
Languages -
Challenge 5 (1,800 XP)
False
Appearance. While the roper remains
motionless, it is indistinguishable from a normal cave
formation, such as a stalagmite.
Grasping
Tendrils. The roper can have up to six
tendrils at a time. Each tendril can be attacked (AC 20; 10 hit
points; immunity to poison and psychic damage). Destroying a
tendril deals no damage to the roper, which can extrude a
replacement tendril on its next turn. A tendril can also be
broken if a creature takes an action and succeeds on a DC 15
Strength check against it.
Spider
Climb. The roper can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Actions
Multiattack.
The roper makes four attacks with its tendrils, uses Reel, and
makes one attack with its bite.
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 22 (4d8+4) piercing
damage.
Tendril.
Melee Weapon Attack: +7 to hit, reach 50
ft., one creature. Hit: The target is
grappled (escape DC 15). Until the grapple ends, the target is
restrained and has disadvantage on Strength checks and
Strength saving throws, and the roper can’t use the same
tendril on another target.
Reel.
The roper pulls each creature grappled by it up to 25 feet
straight toward it.
Rust Monster
Medium monstrosity, unaligned
Armor Class 14 (natural
armor)
Hit Points 27 (5d8+5)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
13 (+1)
2 (-4)
13 (+1)
6 (-2)
Senses darkvision 60 ft.,
passive Perception 11
Languages -
Challenge 1/2 (100 XP)
Iron
Scent. The rust monster can pinpoint, by
scent, the location of ferrous metal within 30 feet of it.
Rust
Metal. Any nonmagical weapon made of metal
that hits the rust monster corrodes. After dealing damage, the
weapon takes a permanent and cumulative -1 penalty to damage
rolls. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition made of metal that hits the rust monster
is destroyed after dealing damage.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8+1) piercing
damage.
Antennae.
The rust monster corrodes a nonmagical ferrous metal object it
can see within 5 feet of it. If the object isn’t being worn or
carried, the touch destroys a 1-foot cube of it. If the object
is being worn or carried by a creature, the creature can make
a DC 11 Dexterity saving throw to avoid the rust monster’s
touch.
If the object touched is either metal armor or a metal shield
being worn or carried, its takes a permanent and cumulative -1
penalty to the AC it offers. Armor reduced to an AC of 10 or a
shield that drops to a +0 bonus is destroyed. If the object
touched is a held metal weapon, it rusts as described in the
Rust Metal trait.
Monsters (S)
Sahuagin
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural
armor)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
12 (+1)
13 (+1)
9 (-1)
Skills Perception +5
Senses darkvision 120 ft.,
passive Perception 15
Languages Sahuagin
Challenge 1/2 (100 XP)
Blood
Frenzy. The sahuagin has advantage on
melee attack rolls against any creature that doesn’t have all
its hit points.
Limited
Amphibiousness. The sahuagin can breathe
air and water, but it needs to be submerged at least once every
4 hours to avoid suffocating.
Shark
Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using a limited
telepathy.
Actions
Multiattack.
The sahuagin makes two melee attacks: one with its bite and
one with its claws or spear.
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4+1) piercing
damage.
Claws.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4+1) slashing
damage.
Spear.
Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d6+1) piercing damage, or 5
(1d8+1) piercing damage if used with two hands to make a melee
attack.
Salamander
Large elemental, neutral evil
Armor Class 15 (natural
armor)
Hit Points 90 (12d10+24)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
11 (+0)
10 (+0)
12 (+1)
Damage Vulnerabilities cold
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft.,
passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)
Heated
Body. A creature that touches the
salamander or hits it with a melee attack while within 5 feet of
it takes 7 (2d6) fire damage.
Heated
Weapons. Any metal melee weapon the
salamander wields deals an extra 3 (1d6) fire damage on a hit
(included in the attack).
Actions
Multiattack.
The salamander makes two attacks: one with its spear and one
with its tail.
Spear.
Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 11 (2d6+4) piercing damage, or 13
(2d8+4) piercing damage if used with two hands to make a melee
attack, plus 3 (1d6) fire damage.
Tail.
Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage plus 7 (2d6) fire damage, and the target is
grappled (escape DC 14). Until this grapple ends, the target
is restrained, the salamander can automatically hit the target
with its tail, and the salamander can’t make tail attacks
against other targets.
Satyr
Medium fey, chaotic neutral
Armor Class 14 (leather
armor)
Hit Points 31 (7d8)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
11 (+0)
12 (+1)
10 (+0)
14 (+2)
Skills Perception +2,
Performance +6, Stealth +5
Senses passive Perception 12
Languages Common, Elvish,
Sylvan
Challenge 1/2 (100 XP)
Magic
Resistance. The satyr has advantage on
saving throws against spells and other magical effects.
Actions
Ram.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (2d4+1)
bludgeoning damage.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) piercing
damage.
Shortbow.
Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6+3)
piercing damage.
Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8+3)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
13 (+1)
6 (-2)
10 (+0)
8 (-1)
Skills Stealth +4 (+6 in dim
light or darkness)
Damage Vulnerabilities
radiant
Damage Resistances acid,
cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities necrotic,
poison
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft.,
passive Perception 10
Languages -
Challenge 1/2 (100 XP)
Amorphous.
The shadow can move through a space as narrow as 1 inch wide
without squeezing.
Shadow
Stealth. While in dim light or darkness,
the shadow can take the Hide action as a bonus action.
Sunlight
Weakness. While in sunlight, the shadow
has disadvantage on attack rolls, ability checks, and saving
throws.
Actions
Strength
Drain. Melee Weapon
Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6+2) necrotic damage, and the
target’s Strength score is reduced by 1d4. The target dies if
this reduces its Strength to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.
Shambling Mound
Large plant, unaligned
Armor Class 15 (natural
armor)
Hit Points 136 (16d10+48)
Speed 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
16 (+3)
5 (-3)
10 (+0)
5 (-3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded,
deafened, exhaustion
Senses blindsight 60 ft.
(blind beyond this radius), passive Perception 10
Languages -
Challenge 5 (1,800 XP)
Lightning
Absorption. Whenever the shambling mound
is subjected to lightning damage, it takes no damage and regains
a number of hit points equal to the lightning damage dealt.
Actions
Multiattack.
The shambling mound makes two slam attacks. If both attacks
hit a Medium or smaller target, the target is grappled (escape
DC 14), and the shambling mound uses its Engulf on it.
Slam.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage.
Engulf.
The shambling mound engulfs a Medium or smaller creature
grappled by it. The engulfed target is blinded, restrained,
and unable to breathe, and it must succeed on a DC 14
Constitution saving throw at the start of each of the mound’s
turns or take 13 (2d8+4) bludgeoning damage. If the mound
moves, the engulfed target moves with it. The mound can have
only one creature engulfed at a time.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural
armor)
Hit Points 142 (15d10+60)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
18 (+4)
7 (-2)
10 (+0)
3 (-4)
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 10
Damage Immunities poison
Condition Immunities charmed,
exhaustion, frightened, paralyzed, poisoned
Languages understands
commands given in any language but can’t speak
Challenge 7 (2,900 XP)
Bound.
The shield guardian is magically bound to an amulet. As long as
the guardian and its amulet are on the same plane of existence,
the amulet’s wearer can telepathically call the guardian to
travel to it, and the guardian knows the distance and direction
to the amulet. If the guardian is within 60 feet of the amulet’s
wearer, half of any damage the wearer takes (rounded up) is
transferred to the guardian.
Regeneration.
The shield guardian regains 10 hit points at the start of its
turn if it has at least 1 hit point.
Spell
Storing. A spellcaster who wears the
shield guardian’s amulet can cause the guardian to store one
spell of 4th level or lower. To do so, the wearer must cast the
spell on the guardian. The spell has no effect but is stored
within the guardian. When commanded to do so by the wearer or
when a situation arises that was predefined by the spellcaster,
the guardian casts the stored spell with any parameters set by
the original caster, requiring no components. When the spell is
cast or a new spell is stored, any previously stored spell is
lost.
Actions
Multiattack.
The guardian makes two fist attacks.
Fist.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Reactions
Shield.
When a creature makes an attack against the wearer of the
guardian’s amulet, the guardian grants a +2 bonus to the
wearer’s AC if the guardian is within 5 feet of the wearer.
Skeletons
Skeleton
Medium undead, lawful evil
Armor Class 13 (armor
scraps)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
5 (-3)
Damage Vulnerabilities
bludgeoning
Damage Immunities poison
Condition Immunities
exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 9
Languages understands all
languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Actions
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2)
piercing damage.
Shortbow.
Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6+2)
piercing damage.
Minotaur Skeleton
Large undead, lawful evil
Armor Class 12 (natural
armor)
Hit Points 67 (9d10+18)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (+0)
15 (+2)
6 (-2)
8 (-1)
5 (-3)
Damage Vulnerabilities
bludgeoning
Damage Immunities poison
Condition Immunities
exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 9
Languages understands
Abyssal but can’t speak
Challenge 2 (450 XP)
Charge.
If the skeleton moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn,
the target takes an extra 9 (2d8) piercing damage. If the
target is a creature, it must succeed on a DC 14 Strength
saving throw or be pushed up to 10 feet away and knocked
prone.
Actions
Greataxe.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 17 (2d12+4)
slashing damage.
Gore.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
piercing damage.
Warhorse Skeleton
Large undead, lawful evil
Armor Class 13 (barding
scraps)
Hit Points 22 (3d10+6)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
15 (+2)
2 (-4)
8 (-1)
5 (-3)
Damage Vulnerabilities
bludgeoning
Damage Immunities poison
Condition Immunities
exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Actions
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Specter
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
1 (-5)
14 (+2)
11 (+0)
10 (+0)
10 (+0)
11 (+0)
Damage Resistances acid,
cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities necrotic,
poison
Condition Immunities charmed,
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft.,
passive Perception 10
Languages understands all
languages it knew in life but can’t speak
Challenge 1 (200 XP)
Incorporeal
Movement. The specter can move through
other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Sunlight
Sensitivity. While in sunlight, the
specter has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Life
Drain. Melee Spell
Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) necrotic damage. The target
must succeed on a DC 10 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit point
maximum to 0.
Sphinxes
Androsphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural
armor)
Hit Points 199 (19d10+95)
Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (+0)
20 (+5)
16 (+3)
18 (+4)
23 (+6)
Saving Throws Dex +6, Con
+11, Int +9, Wis +10
Skills Arcana +9,
Perception +10, Religion +15
Damage Immunities psychic;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened
Senses truesight 120 ft.,
passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 XP)
Inscrutable.
The sphinx is immune to any effect that would sense its
emotions or read its thoughts, as well as any divination spell
that it refuses. Wisdom (Insight) checks made to ascertain the
sphinx’s intentions or sincerity have disadvantage.
Magic
Weapons. The sphinx’s weapon attacks are
magical.
Spellcasting.
The sphinx is a 12th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 18, +10 to hit with spell
attacks). It requires no material components to cast its
spells. The sphinx has the following cleric spells prepared:
Cantrips (at will): sacred flame,
spare the dying,
thaumaturgy 1st level (4 slots):
command, detect evil and
good, detect magic 2nd level
(3 slots): lesser restoration,
zone of truth 3rd level (3 slots):
dispel magic,
tongues 4th level (3 slots):
banishment, freedom of
movement 5th level (2 slots): flame
strike, greater restoration
6th level (1 slot): heroes’ feast
Actions
Multiattack.
The sphinx makes two claw attacks.
Claw.
Melee Weapon Attack: +12 to hit, reach
5 ft., one target. Hit: 17 (2d10+6)
slashing damage.
Roar
(3/Day). The sphinx emits a magical
roar. Each time it roars before finishing a long rest, the
roar is louder and the effect is different, as detailed
below. Each creature within 500 feet of the sphinx and able
to hear the roar must make a saving throw.
First Roar. Each creature
that fails a DC 18 Wisdom saving throw is frightened for 1
minute. A frightened creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
a success.
Second Roar. Each
creature that fails a DC 18 Wisdom saving throw is deafened
and frightened for 1 minute. A frightened creature is
paralyzed and can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Third Roar. Each creature
makes a DC 18 Constitution saving throw. On a failed save, a
creature takes 44 (8d10) thunder damage and is knocked
prone. On a successful save, the creature takes half as much
damage and isn’t knocked prone.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
The sphinx regains spent legendary actions at the start of
its turn.
Claw Attack. The sphinx
makes one claw attack.
Teleport (Costs 2
Actions). The sphinx magically teleports, along
with any equipment it is wearing or carrying, up to 120 feet
to an unoccupied space it can see.
Cast a Spell (Costs 3
Actions). The sphinx casts a spell from its list
of prepared spells, using a spell slot as normal.
Gynosphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural
armor)
Hit Points 136 (16d10+48)
Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
18 (+4)
18 (+4)
18 (+4)
Skills Arcana +12, History
+12, Perception +8, Religion +8
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities
charmed, frightened
Senses truesight 120 ft.,
passive Perception 18
Languages Common, Sphinx
Challenge 11 (7,200 XP)
Inscrutable.
The sphinx is immune to any effect that would sense its
emotions or read its thoughts, as well as any divination spell
that it refuses. Wisdom (Insight) checks made to ascertain the
sphinx’s intentions or sincerity have disadvantage.
Magic
Weapons. The sphinx’s weapon attacks are
magical.
Spellcasting.
The sphinx is a 9th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with
spell attacks). It requires no material components to cast its
spells. The sphinx has the following wizard spells prepared:
Cantrips (at will): mage hand,
minor illusion,
prestidigitation 1st level (4 slots):
detect magic,
identify, shield 2nd
level (3 slots): darkness,
locate object,
suggestion 3rd level (3 slots):
dispel magic, remove
curse, tongues 4th level (3
slots): banishment, greater
invisibility 5th level (1 slot): legend
lore
Actions
Multiattack.
The sphinx makes two claw attacks.
Claw.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
slashing damage.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
The sphinx regains spent legendary actions at the start of
its turn.
Claw Attack. The sphinx
makes one claw attack.
Teleport (Costs 2
Actions). The sphinx magically teleports, along
with any equipment it is wearing or carrying, up to 120 feet
to an unoccupied space it can see.
Cast a Spell (Costs 3
Actions). The sphinx casts a spell from its list
of prepared spells, using a spell slot as normal.
Sprite
Tiny fey, neutral good
Armor Class 15 (leather
armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
18 (+4)
10 (+0)
14 (+2)
13 (+1)
11 (+0)
Skills Perception +3, Stealth
+8
Senses passive Perception 13
Languages Common, Elvish,
Sylvan
Challenge 1/4 (50 XP)
Actions
Longsword.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
Shortbow.
Ranged Weapon Attack: +6 to hit, range
40/160 ft., one target. Hit: 1 piercing
damage, and the target must succeed on a DC 10 Constitution
saving throw or become poisoned for 1 minute. If its saving
throw result is 5 or lower, the poisoned target falls
unconscious for the same duration, or until it takes damage or
another creature takes an action to shake it awake.
Heart
Sight. The sprite touches a creature and
magically knows the creature’s current emotional state. If the
target fails a DC 10 Charisma saving throw, the sprite also
knows the creature’s alignment. Celestials, fiends, and undead
automatically fail the saving throw.
Invisibility.
The sprite magically turns invisible until it attacks or casts
a spell, or until its concentration ends (as if concentrating
on a spell). Any equipment the sprite wears or carries is
invisible with it.
Stirge
Tiny beast, unaligned
Armor Class 14 (natural
armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
11 (+0)
2 (-4)
8 (-1)
6 (-2)
Senses darkvision 60 ft.,
passive Perception 9
Languages -
Challenge 1/8 (25 XP)
Actions
Blood
Drain. Melee Weapon
Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4+3) piercing damage, and the
stirge attaches to the target. While attached, the stirge
doesn’t attack. Instead, at the start of each of the stirge’s
turns, the target loses 5 (1d4+3) hit points due to blood
loss.
The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
target, can use its action to detach the stirge.
Succubus/Incubus
Medium fiend (shapechanger), neutral evil
Armor Class 15 (natural
armor)
Hit Points 66 (12d8+12)
Speed 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
13 (+1)
15 (+2)
12 (+1)
20 (+5)
Skills Deception +9, Insight
+5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold,
fire, lightning, poison; bludgeoning, piercing, and slashing
from nonmagical attacks
Senses darkvision 60 ft.,
passive Perception 15
Languages Abyssal, Common,
Infernal, telepathy 60 ft.
Challenge 4 (1,100 XP)
Telepathic
Bond. The fiend ignores the range
restriction on its telepathy when communicating with a creature
it has charmed. The two don’t even need to be on the same plane
of existence.
Shapechanger.
The fiend can use its action to polymorph into a Small or Medium
humanoid, or back into its true form. Without wings, the fiend
loses its flying speed. Other than its size and speed, its
statistics are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Actions
Claw (Fiend Form
Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.
Charm.
One humanoid the fiend can see within 30 feet of it must
succeed on a DC 15 Wisdom saving throw or be magically charmed
for 1 day. The charmed target obeys the fiend’s verbal or
telepathic commands. If the target suffers any harm or
receives a suicidal command, it can repeat the saving throw,
ending the effect on a success. If the target successfully
saves against the effect, or if the effect on it ends, the
target is immune to this fiend’s Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it
charms another, the effect on the previous target ends.
Draining
Kiss. The fiend kisses a creature
charmed by it or a willing creature. The target must make a DC
15
Constitution saving throw against this magic, taking 32
(5d10+5) psychic damage on a failed save, or half as much
damage on a successful one. The target’s hit point maximum is
reduced by an amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Etherealness.
The fiend magically enters the Ethereal Plane from the
Material Plane, or vice versa.
Monsters (T)
Tarrasque
Gargantuan monstrosity (titan), unaligned
Armor Class 25 (natural
armor)
Hit Points 676 (33d20+330)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (+0)
30 (+10)
3 (-4)
11 (+0)
11 (+0)
Saving Throws Int +5, Wis +9,
Cha +9
Damage Immunities fire,
poison; bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities charmed,
frightened, paralyzed, poisoned
Senses blindsight 120 ft.,
passive Perception 10
Languages -
Challenge 30 (155,000 XP)
Legendary Resistance
(3/Day). If the tarrasque fails a saving
throw, it can choose to succeed instead.
Magic
Resistance. The tarrasque has advantage on
saving throws against spells and other magical effects.
Reflective
Carapace. Any time the tarrasque is
targeted by a magic missile spell, a line
spell, or a spell that requires a ranged attack roll, roll a d6.
On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque
is unaffected, and the effect is reflected back at the caster as
though it originated from the tarrasque, turning the caster into
the target.
Siege
Monster. The tarrasque deals double damage
to objects and structures.
Actions
Multiattack.
The tarrasque can use its Frightful Presence. It then makes
five attacks: one with its bite, two with its claws, one with
its horns, and one with its tail. It can use its Swallow
instead of its bite.
Bite.
Melee Weapon Attack: +19 to hit, reach 10
ft., one target. Hit: 36 (4d12+10)
piercing damage. If the target is a creature, it is grappled
(escape DC 20). Until this grapple ends, the target is
restrained, and the tarrasque can’t bite another target.
Claw.
Melee Weapon Attack: +19 to hit, reach 15
ft., one target. Hit: 28 (4d8+10)
slashing damage.
Horns.
Melee Weapon Attack: +19 to hit, reach 10
ft., one target. Hit: 32 (4d10+10)
piercing damage.
Tail.
Melee Weapon Attack: +19 to hit, reach 20
ft., one target. Hit: 24 (4d6+10)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful
Presence. Each creature of the
tarrasque’s choice within 120 feet of it and aware of it must
succeed on a DC 17 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, with disadvantage if the tarrasque
is within line of sight, ending the effect on itself on a
success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the tarrasque’s
Frightful Presence for the next 24 hours.
Swallow.
The tarrasque makes one bite attack against a Large or smaller
creature it is grappling. If the attack hits, the target takes
the bite’s damage, the target is swallowed, and the grapple
ends. While swallowed, the creature is blinded and restrained,
it has total cover against attacks and other effects outside
the tarrasque, and it takes 56 (16d6) acid damage at the start
of each of the tarrasque’s turns.
If the tarrasque takes 60 damage or more on a single turn from
a creature inside it, the tarrasque must succeed on a DC 20
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of the tarrasque. If the tarrasque dies,
a swallowed creature is no longer restrained by it and can
escape from the corpse by using 30 feet of movement, exiting
prone.
Legendary Actions
The tarrasque can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The
tarrasque regains spent legendary actions at the start of its
turn.
Attack. The tarrasque makes
one claw attack or tail attack.
Move. The tarrasque moves
up to half its speed.
Chomp (Costs 2 Actions).
The tarrasque makes one bite attack or uses its Swallow.
Treant
Huge plant, chaotic good
Armor Class 16 (natural
armor)
Hit Points 138 (12d12+60)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
8 (-1)
21 (+5)
12 (+1)
16 (+3)
12 (+1)
Damage Resistances
bludgeoning, piercing
Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common, Druidic,
Elvish, Sylvan
Challenge 9 (5,000 XP)
False
Appearance. While the treant remains
motionless, it is indistinguishable from a normal tree.
Siege
Monster. The treant deals double damage to
objects and structures.
Actions
Multiattack.
The treant makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 16 (3d6+6)
bludgeoning damage.
Rock.
Ranged Weapon Attack: +10 to hit, range
60/180 ft., one target. Hit: 28 (4d10+6)
bludgeoning damage.
Animate Trees
(1/Day). The treant magically animates
one or two trees it can see within 60 feet of it. These trees
have the same statistics as a treant, except they have
Intelligence and Charisma scores of 1, they can’t speak, and
they have only the Slam action option. An animated tree acts
as an ally of the treant. The tree remains animate for 1 day
or until it dies; until the treant dies or is more than 120
feet from the tree; or until the treant takes a bonus action
to turn it back into an inanimate tree. The tree then takes
root if possible.
Troll
Large giant, chaotic evil
Armor Class 15 (natural
armor)
Hit Points 84 (8d10+40)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
7 (-2)
Skills Perception +2
Senses darkvision 60 ft.,
passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Keen
Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.
Regeneration.
The troll regains 10 hit points at the start of its turn. If the
troll takes acid or fire damage, this trait doesn’t function at
the start of the troll’s next turn. The troll dies only if it
starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack.
The troll makes three attacks: one with its bite and two with
its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6+4) piercing
damage.
Claw.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) slashing
damage.
Monsters (U)
Unicorn
Large celestial, lawful good
Armor Class 12
Hit Points 67 (9d10+18)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
11 (+0)
17 (+3)
16 (+3)
Damage Immunities poison
Condition Immunities charmed,
paralyzed, poisoned
Senses darkvision 60 ft.,
passive Perception 13
Languages Celestial, Elvish,
Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge.
If the unicorn moves at least 20 feet straight toward a target
and then hits it with a horn attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 15 Strength saving throw or be
knocked prone.
Innate
Spellcasting. The unicorn’s innate
spellcasting ability is Charisma (spell save DC 14). The unicorn
can innately cast the following spells, requiring no Components
At will: detect evil and good,
druidcraft, pass without
trace
1/day each: calm emotions, dispel
evil and good, entangle
Magic
Resistance. The unicorn has advantage on
saving throws against spells and other magical effects.
Magic
Weapons. The unicorn’s weapon attacks are
magical.
Actions
Multiattack.
The unicorn makes two attacks: one with its hooves and one
with its horn.
Hooves.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Horn.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8+4) piercing
damage.
Healing Touch
(3/Day). The unicorn touches another
creature with its horn. The target magically regains 11
(2d8+2) hit points. In addition, the touch removes all
diseases and neutralizes all poisons afflicting the target.
Teleport
(1/Day). The unicorn magically teleports
itself and up to three willing creatures it can see within 5
feet of it, along with any equipment they are wearing or
carrying, to a location the unicorn is familiar with, up to 1
mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The
unicorn regains spent legendary actions at the start of its
turn.
Hooves. The unicorn makes
one attack with its hooves.
Shimmering Shield (Costs 2
Actions). The unicorn creates a shimmering, magical
field around itself or another creature it can see within 60
feet of it. The target gains a +2 bonus to AC until the end of
the unicorn’s next turn.
Heal Self (Costs 3
Actions). The unicorn magically regains 11 (2d8+2)
hit points.
Monsters (V)
Vampires
Vampire
Medium undead (shapechanger), lawful evil
Armor Class 16 (natural
armor)
Hit Points 144 (17d8+68)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)
Saving Throws Dex +9, Wis
+7, Cha +9
Skills Perception +7,
Stealth +9
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical
attacks
Senses darkvision 120 ft.,
passive Perception 17
Languages the languages it
knew in life
Challenge 13 (10,000 XP)
Shapechanger.
If the vampire isn’t in sunlight or running water, it can use
its action to polymorph into a Tiny bat or a Medium cloud of
mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed
is 5 feet, and it has a flying speed of 30 feet. Its
statistics, other than its size and speed, are unchanged.
Anything it is wearing transforms with it, but nothing it is
carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak,
or manipulate objects. It is weightless, has a flying speed of
20 feet, can hover, and can enter a hostile creature’s space
and stop there. In addition, if air can pass through a space,
the mist can do so without squeezing, and it can’t pass
through water. It has advantage on Strength, Dexterity, and
Constitution saving throws, and it is immune to all nonmagical
damage, except the damage it takes from sunlight.
Legendary Resistance
(3/Day). If the vampire fails a saving
throw, it can choose to succeed instead.
Misty
Escape. When it drops to 0 hit points
outside its resting place, the vampire transforms into a cloud
of mist (as in the Shapechanger trait) instead of falling
unconscious, provided that it isn’t in sunlight or running
water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its
vampire form, and it must reach its resting place within 2
hours or be destroyed. Once in its resting place, it reverts
to its vampire form. It is then paralyzed until it regains at
least 1 hit point. After spending 1 hour in its resting place
with 0 hit points, it regains 1 hit point.
Regeneration.
The vampire regains 20 hit points at the start of its turn if
it has at least 1 hit point and isn’t in sunlight or running
water. If the vampire takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the
vampire’s next turn.
Spider
Climb. The vampire can climb difficult
surfaces, including upside down on ceilings, without needing
to make an ability check.
Vampire
Weaknesses. The vampire has the
following flaws:
Forbiddance. The vampire can’t enter a
residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire
takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon
made of wood is driven into the vampire’s heart while the
vampire is incapacitated in its resting place, the vampire is
paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire
takes 20 radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls and
ability checks.
Actions
Multiattack (Vampire Form
Only). The vampire makes two attacks,
only one of which can be a bite attack.
Unarmed Strike (Vampire
Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature.
Hit: 8 (1d8+4) bludgeoning damage.
Instead of dealing damage, the vampire can grapple the
target (escape DC 18).
Bite (Bat or Vampire Form
Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 7
(1d6+4) piercing damage plus 10 (3d6) necrotic damage. The
target’s hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the vampire regains hit
points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. A humanoid slain in this
way and then buried in the ground rises the following night
as a vampire spawn under the vampire’s control.
Charm.
The vampire targets one humanoid it can see within 30 feet
of it. If the target can see the vampire, the target must
succeed on a DC 17 Wisdom saving throw against this magic or
be charmed by the vampire. The charmed target regards the
vampire as a trusted friend to be heeded and protected.
Although the target isn’t under the vampire’s control, it
takes the vampire’s requests or actions in the most
favorable way it can, and it is a willing target for the
vampire’s bite attack.
Each time the vampire or the vampire’s companions do
anything harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success. Otherwise,
the effect lasts 24 hours or until the vampire is destroyed,
is on a different plane of existence than the target, or
takes a bonus action to end the effect.
Children of the Night
(1/Day). The vampire magically calls
2d4 swarms of bats or rats, provided that the sun isn’t up.
While outdoors, the vampire can call 3d6 wolves instead. The
called creatures arrive in 1d4 rounds, acting as allies of
the vampire and obeying its spoken commands. The beasts
remain for 1 hour, until the vampire dies, or until the
vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
The vampire regains spent legendary actions at the start of
its turn.
Move. The vampire moves
up to its speed without provoking opportunity attacks.
Unarmed Strike. The
vampire makes one unarmed strike.
Bite (Costs 2 Actions).
The vampire makes one bite attack.
Vampire Spawn
Medium undead, neutral evil
Armor Class 15 (natural
armor)
Hit Points 82 (11d8+33)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
11 (+0)
10 (+0)
12 (+1)
Saving Throws Dex +6, Wis
+3
Skills Perception +3,
Stealth +6
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical
attacks
Senses darkvision 60 ft.,
passive Perception 13
Languages the languages it
knew in life
Challenge 5 (1,800 XP)
Regeneration.
The vampire regains 10 hit points at the start of its turn if
it has at least 1 hit point and isn’t in sunlight or running
water. If the vampire takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the
vampire’s next turn.
Spider
Climb. The vampire can climb difficult
surfaces, including upside down on ceilings, without needing
to make an ability check.
Vampire
Weaknesses. The vampire has the
following flaws:
Forbiddance. The vampire can’t enter a
residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire
takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is
destroyed if a piercing weapon made of wood is driven into its
heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire
takes 20 radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls and
ability checks.
Actions
Multiattack.
The vampire makes two attacks, only one of which can be a
bite attack.
Claws.
Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 8 (2d4+3)
slashing damage. Instead of dealing damage, the vampire can
grapple the target (escape DC 13).
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one willing creature, or a creature that is grappled by
the vampire, incapacitated, or restrained.
Hit: 6 (1d6+3) piercing damage plus 7
(2d6) necrotic damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken, and
the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to
0.
Monsters (W)
Wight
Medium undead, neutral evil
Armor Class 14 (studded
leather)
Hit Points 45 (6d8+18)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
16 (+3)
10 (+0)
13 (+1)
15 (+2)
Skills Perception +3, Stealth
+4
Damage Resistances necrotic;
bludgeoning, piercing, and slashing from nonmagical attacks that
aren’t silvered
Damage Immunities poison
Condition Immunities
exhaustion, poisoned
Senses darkvision 60 ft.,
passive Perception 13
Languages the languages it
knew in life
Challenge 3 (700 XP)
Sunlight
Sensitivity. While in sunlight, the wight
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack.
The wight makes two longsword attacks or two longbow attacks.
It can use its Life Drain in place of one longsword attack.
Life
Drain. Melee Weapon
Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6+2) necrotic damage. The
target must succeed on a DC 13 Constitution saving throw or
its hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is
restored to life or its body is destroyed. The wight can have
no more than twelve zombies under its control at one time.
Longsword.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2) slashing
damage, or 7 (1d10+2) slashing damage if used with two hands.
Longbow.
Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8+2)
piercing damage.
Will-o’-Wisp
Tiny undead, chaotic evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
1 (-5)
28 (+9)
10 (+0)
13 (+1)
14 (+2)
11 (+0)
Damage Immunities lightning,
poison
Damage Resistances acid,
cold, fire, necrotic, thunder; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, poisoned, prone, restrained,
unconscious
Senses darkvision 120 ft.,
passive Perception 12
Languages the languages it
knew in life
Challenge 2 (450 XP)
Consume
Life. As a bonus action, the will-o’-wisp
can target one creature it can see within 5 feet of it that has
0 hit points and is still alive. The target must succeed on a DC
10 Constitution saving throw against this magic or die. If the
target dies, the will-o’-wisp regains 10 (3d6) hit points.
Ephemeral.
The will-o’-wisp can’t wear or carry anything.
Incorporeal
Movement. The will-o’-wisp can move
through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Variable
Illumination. The will-o’-wisp sheds
bright light in a 5- to 20-foot radius and dim light for an
additional number of feet equal to the chosen radius. The
will-o’-wisp can alter the radius as a bonus action.
Actions
Shock.
Melee Spell Attack: +4 to hit, reach 5
ft., one creature. Hit: 9 (2d8) lightning
damage.
Invisibility.
The will-o’-wisp and its light magically become invisible
until it attacks or uses its Consume Life, or until its
concentration ends (as if concentrating on a spell).
Wraith
Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8+27)
Speed 0 ft., fly 60 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
16 (+3)
12 (+1)
14 (+2)
15 (+2)
Damage Resistances acid,
cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic,
poison
Condition Immunities charmed,
exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft.,
passive Perception 12
Languages the languages it
knew in life
Challenge 5 (1,800 XP)
Incorporeal
Movement. The wraith can move through
other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Sunlight
Sensitivity. While in sunlight, the wraith
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Life
Drain. Melee Weapon
Attack: +6 to hit, reach 5 ft., one creature.
Hit: 21 (4d8+3) necrotic damage. The
target must succeed on a DC 14 Constitution saving throw or
its hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
Create
Specter. The wraith targets a humanoid
within 10 feet of it that has been dead for no longer than 1
minute and died violently. The target’s spirit rises as a
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith’s control.
The wraith can have no more than seven specters under its
control at one time.
Wyvern
Large dragon, unaligned
Armor Class 13 (natural
armor)
Hit Points 110 (13d10+39)
Speed 20 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
16 (+3)
5 (-3)
12 (+1)
6 (-2)
Skills Perception +4
Senses darkvision 60 ft.,
passive Perception 14
Languages -
Challenge 6 (2,300 XP)
Actions
Multiattack.
The wyvern makes two attacks: one with its bite and one with
its stinger. While flying, it can use its claws in place of
one other attack.
Bite.
Melee Weapon Attack: +7 to hit, reach 10
ft., one creature. Hit: 11 (2d6+4)
piercing damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8+4) slashing
damage.
Stinger.
Melee Weapon Attack: +7 to hit, reach 10
ft., one creature. Hit: 11 (2d6+4)
piercing damage. The target must make a DC 15 Constitution
saving throw, taking 24 (7d6) poison damage on a failed save,
or half as much damage on a successful one.
Monsters (X)
Xorn
Medium elemental, neutral
Armor Class 19 (natural
armor)
Hit Points 73 (7d8+42)
Speed 20 ft., burrow 20 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
22 (+6)
11 (+0)
10 (+0)
11 (+0)
Skills Perception +6, Stealth
+3
Damage Resistances piercing
and slashing from nonmagical attacks that aren’t adamantine
Senses darkvision 60 ft.,
tremorsense 60 ft., passive Perception 16
Languages Terran
Challenge 5 (1,800 XP)
Earth
Glide. The xorn can burrow through
nonmagical, unworked earth and stone. While doing so, the xorn
doesn’t disturb the material it moves through.
Stone
Camouflage. The xorn has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure
Sense. The xorn can pinpoint, by scent,
the location of precious metals and stones, such as coins and
gems, within 60 feet of it.
Actions
Multiattack.
The xorn makes three claw attacks and one bite attack.
Claw.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) slashing
damage.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (3d6+3) piercing
damage.
Monsters (Z)
Zombies
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8+9)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 8
Languages understands the
languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Undead
Fortitude. If damage reduces the zombie
to 0 hit points, it must make a Constitution saving throw with
a DC of 5+the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Actions
Slam.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1)
bludgeoning damage.
Ogre Zombie
Large undead, neutral evil
Armor Class 8
Hit Points 85 (9d10+36)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
18 (+4)
3 (-4)
6 (-2)
5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities
poisoned
Senses darkvision 60 ft.,
passive Perception 8
Languages understands
Common and Giant but can’t speak
Challenge 2 (450 XP)
Undead
Fortitude. If damage reduces the zombie
to 0 hit points, it must make a Constitution saving throw with
a DC of 5+the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Actions
Morningstar.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4)
bludgeoning damage.
CREATURES
This section contains statistics for various animals, vermin, and
other critters. The stat blocks are organized alphabetically by
creature name.
Creatures (A-C)
Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8+6)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
6 (-2)
12 (+1)
7 (-2)
Skills Athletics +5,
Perception +3
Senses passive Perception 13
Languages -
Challenge 1/2 (100 XP)
Actions
Multiattack.
The ape makes two fist attacks.
Fist.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3)
bludgeoning damage.
Rock.
Ranged Weapon Attack: +5 to hit, range
25/50 ft., one target. Hit: 6 (1d6+3)
bludgeoning damage.
Awakened Shrub
Small plant, unaligned
Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
8 (-1)
11 (+0)
10 (+0)
10 (+0)
6 (-2)
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages one language known
by its creator
Challenge 0 (10 XP)
False
Appearance. While the shrub remains
motionless, it is indistinguishable from a normal shrub.
Actions
Rake.
Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 1 (1d4-1) slashing
damage.
An awakened shrub is an
ordinary shrub given sentience and mobility by the
awaken spell or similar magic.
Awakened Tree
Huge plant, unaligned
Armor Class 13 (natural
armor)
Hit Points 59 (7d12+14)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (+0)
10 (+0)
7 (-2)
Damage Vulnerabilities fire
Damage Resistances
bludgeoning, piercing
Senses passive Perception 10
Languages one language known
by its creator
Challenge 2 (450 XP)
False
Appearance. While the tree remains
motionless, it is indistinguishable from a normal tree.
Actions
Slam.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 14 (3d6+4)
bludgeoning damage.
An awakened tree is an
ordinary tree given sentience and mobility by the
awaken spell or similar magic.
Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10+3)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Actions
Beak.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2) slashing
damage.
An axe beak is a tall
flightless bird with strong legs and a heavy, wedge-shaped
beak. It has a nasty disposition and tends to attack any
unfamiliar creature that wanders too close.
Baboon
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
11 (+0)
4 (-3)
12 (+1)
6 (-2)
Senses passive Perception 11
Languages -
Challenge 0 (10 XP)
Pack
Tactics. The baboon has advantage on an
attack roll against a creature if at least one of the baboon’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 1 (1d4-1) piercing
damage.
Badger
Tiny beast, unaligned
Armor Class 10
Hit Points 3 (1d4+1)
Speed 20 ft., burrow 5 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
11 (+0)
12 (+1)
2 (-4)
12 (+1)
5 (-3)
Senses darkvision 30 ft.,
passive Perception 11
Languages -
Challenge 0 (10 XP)
Keen
Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 5 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
15 (+2)
8 (-1)
2 (-4)
12 (+1)
4 (-3)
Senses blindsight 60 ft.,
passive Perception 11
Languages -
Challenge 0 (10 XP)
Echolocation.
The bat can’t use its blindsight while deafened.
Keen
Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Bite.
Melee Weapon Attack: +0 to hit, reach 5
ft., one creature. Hit: 1 piercing
damage.
Black Bear
Medium beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 19 (3d8+6)
Speed 40 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
14 (+2)
2 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1/2 (100 XP)
Keen
Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack.
The bear makes two attacks: one with its bite and one with its
claws.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Claws.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2) slashing
damage.
Blink Dog
Medium fey, lawful good
Armor Class 13
Hit Points 22 (4d8+4)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
17 (+3)
12 (+1)
10 (+0)
13 (+1)
11 (+0)
Skills Perception +3, Stealth
+5
Senses passive Perception 13
Languages Blink Dog,
understands Sylvan but can’t speak it
Challenge 1/4 (50 XP)
Keen Hearing and
Smell. The dog has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) piercing
damage.
Teleport (Recharge
4-6). The dog magically teleports, along
with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting,
the dog can make one bite attack.
A blink dog takes its name
from its ability to blink in and out of existence, a talent it
uses to aid its attacks and to avoid harm. Blink dogs harbor a
long- standing hatred for displacer beasts and attack them on
sight.
Blood Hawk
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
10 (+0)
3 (-4)
14 (+2)
5 (-3)
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 1/8 (25 XP)
Keen
Sight. The hawk has advantage on Wisdom
(Perception) checks that rely on sight.
Pack
Tactics. The hawk has advantage on an
attack roll against a creature if at least one of the hawk’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Beak.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing
damage.
Taking its name from its crimson feathers and aggressive
nature, the blood hawk
fearlessly attacks almost any animal, stabbing it with its
daggerlike beak. Blood hawks flock together in large numbers,
attacking as a pack to take down prey.
Boar
Medium beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 11 (2d8+2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
2 (-4)
9 (-1)
5 (-3)
Senses passive Perception 9
Languages -
Challenge 1/4 (50 XP)
Charge.
If the boar moves at least 20 feet straight toward a target and
then hits it with a tusk attack on the same turn, the target
takes an extra 3 (1d6) slashing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Relentless (Recharges after a
Short or Long Rest). If the boar takes 7
damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
Actions
Tusk.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) slashing
damage.
Brown Bear
Large beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
16 (+3)
2 (-4)
13 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen
Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack.
The bear makes two attacks: one with its bite and one with its
claws.
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8+4) piercing
damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) slashing
damage.
Camel
Large beast, unaligned
Armor Class 9
Hit Points 15 (2d10+4)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
14 (+2)
2 (-4)
8 (-1)
5 (-3)
Senses passive Perception 9
Languages -
Challenge 1/8 (25 XP)
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
15 (+2)
10 (+0)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3, Stealth
+4
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen
Smell. The cat has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Claws.
Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
12 (+1)
1 (-5)
10 (+0)
3 (-4)
Senses blindsight 10 ft.,
passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6+2)
piercing damage.
Constrict.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8+2)
bludgeoning damage, and the target is grappled (escape DC 14).
Until this grapple ends, the creature is restrained, and the
snake can’t constrict another target.
Crab
Tiny beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (+0)
10 (+0)
1 (-5)
8 (-1)
2 (-4)
Skills Stealth +2
Senses blindsight 30 ft.,
passive Perception 9
Languages -
Challenge 0 (10 XP)
Amphibious.
The crab can breathe air and water.
Actions
Claw.
Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 bludgeoning
damage.
Crocodile
Large beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 19 (3d10+3)
Speed 20 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
13 (+1)
2 (-4)
10 (+0)
5 (-3)
Skills Stealth +2
Senses passive Perception 10
Languages -
Challenge 1/2 (100 XP)
Hold
Breath. The crocodile can hold its breath
for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 7 (1d10+2)
piercing damage, and the target is grappled (escape DC 12).
Until this grapple ends, the target is restrained, and the
crocodile can’t bite another target.
Creatures (D-F)
Death Dog
Medium monstrosity, neutral evil
Armor Class 12
Hit Points 39 (6d8+12)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
3 (-4)
13 (+1)
6 (-2)
Skills Perception +5, Stealth
+4
Senses darkvision 120 ft.,
passive Perception 15
Languages -
Challenge 1 (200 XP)
Two-Headed.
The dog has advantage on Wisdom (Perception) checks and on
saving throws against being blinded, charmed, deafened,
frightened, stunned, or knocked unconscious.
Actions
Multiattack.
The dog makes two bite attacks.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage. If the target is a creature, it must succeed on a DC
12 Constitution saving throw against disease or become
poisoned until the disease is cured. Every 24 hours that
elapse, the creature must repeat the saving throw, reducing
its hit point maximum by 5 (1d10) on a failure. This reduction
lasts until the disease is cured. The creature dies if the
disease reduces its hit point maximum to 0.
A death dog is an ugly
two-headed hound that roams plains, and deserts. Hate burns in
a death dog’s heart, and a taste for humanoid flesh drives it
to attack travelers and explorers. Death dog saliva carries a
foul disease that causes a victim’s flesh to slowly rot off
the bone.
Deer
Medium beast, unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
11 (+0)
2 (-4)
14 (+2)
5 (-3)
Senses passive Perception 12
Languages -
Challenge 0 (10 XP)
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) piercing
damage.
Dire Wolf
Large beast, unaligned
Armor Class 14 (natural
armor)
Hit Points 37 (5d10+10)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
15 (+2)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3, Stealth
+4
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen Hearing and
Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack
Tactics. The wolf has advantage on an
attack roll against a creature if at least one of the wolf’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) piercing
damage. If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
Draft Horse
Large beast, unaligned
Armor Class 10
Hit Points 19 (3d10+3)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
12 (+1)
2 (-4)
11 (+0)
7 (-2)
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Actions
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (2d4+4)
bludgeoning damage.
Eagle
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
10 (+0)
2 (-4)
14 (+2)
7 (-2)
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 0 (10 XP)
Keen
Sight. The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Talons.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) slashing
damage.
Elephant
Huge beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 76 (8d12+24)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
17 (+3)
3 (-4)
11 (+0)
6 (-2)
Senses passive Perception 10
Languages -
Challenge 4 (1,100 XP)
Trampling
Charge. If the elephant moves at least 20
feet straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a DC 12
Strength saving throw or be knocked prone. If the target is
prone, the elephant can make one stomp attack against it as a
bonus action.
Actions
Gore.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 19 (3d8+6) piercing
damage.
Stomp.
Melee Weapon Attack: +8 to hit, reach 5
ft., one prone creature. Hit: 22 (3d10+6)
bludgeoning damage.
Elk
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10+2)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
12 (+1)
2 (-4)
10 (+0)
6 (-2)
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Charge.
If the elk moves at least 20 feet straight toward a target and
then hits it with a ram attack on the same turn, the target
takes an extra 7 (2d6) damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked
prone.
Actions
Ram.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3)
bludgeoning damage.
Hooves.
Melee Weapon Attack: +5 to hit, reach 5
ft., one prone creature. Hit: 8 (2d4+3)
bludgeoning damage.
Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft.,
swim 30 ft
STR
DEX
CON
INT
WIS
CHA
4 (-3)
18 (+4)
11 (+0)
2 (-4)
12 (+1)
5 (-3)
Senses blindsight 10 ft.,
passive Perception 11
Languages -
Challenge 1/8 (25 XP)
Flyby.
The snake doesn’t provoke opportunity attacks when it flies out
of an enemy’s reach.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 1 piercing damage
plus 7 (3d4) poison damage.
A flying snake is a
brightly colored, winged serpent found in remote jungles.
Tribespeople and cultists sometimes domesticate flying snakes
to serve as messengers that deliver scrolls wrapped in their
coils.
Frog
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
1 (-5)
13 (+1)
8 (-1)
1 (-5)
8 (-1)
3 (-4)
Skills Perception +1, Stealth
+3
Senses darkvision 30 ft.,
passive Perception 11
Languages -
Challenge 0 (0 XP)
Amphibious.
The frog can breathe air and water.
Standing
Leap. The frog’s long jump is up to 10
feet and its high jump is up to 5 feet, with or without a
running start.
A frog has no effective
attacks. It feeds on small insects and typically dwells near
water, in trees, or underground. The frog’s statistics can also
be used to represent a toad.
Creatures (G-I)
Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12+60)
Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
18 (+4)
7 (-2)
12 (+1)
7 (-2)
Skills Athletics +9,
Perception +4
Senses passive Perception 14
Languages -
Challenge 7 (2,900 XP)
Actions
Multiattack.
The ape makes two fist attacks.
Fist.
Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 22 (3d10+6)
bludgeoning damage.
Rock.
Ranged Weapon Attack: +9 to hit, range
50/100 ft., one target. Hit: 30 (7d6+6)
bludgeoning damage.
Giant Badger
Medium beast, unaligned
Armor Class 10
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 10 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
10 (+0)
15 (+2)
2 (-4)
12 (+1)
5 (-3)
Senses darkvision 30 ft.,
passive Perception 11
Languages -
Challenge 1/4 (50 XP)
Keen
Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack.
The badger makes two attacks: one with its bite and one with
its claws.
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) piercing
damage.
Claws.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (2d4+1) slashing
damage.
Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
11 (+0)
2 (-4)
12 (+1)
6 (-2)
Senses blindsight 60 ft.,
passive Perception 11
Languages -
Challenge 1/4 (50 XP)
Echolocation.
The bat can’t use its blindsight while deafened.
Keen
Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6+2)
piercing damage.
Giant Boar
Large beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 42 (5d10+15)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
16 (+3)
2 (-4)
7 (-2)
5 (-3)
Senses passive Perception 8
Languages -
Challenge 2 (450 XP)
Charge.
If the boar moves at least 20 feet straight toward a target and
then hits it with a tusk attack on the same turn, the target
takes an extra 7 (2d6) slashing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Relentless (Recharges after a
Short or Long Rest). If the boar takes 10
damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
Actions
Tusk.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing
damage.
Giant Centipede
Small beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 4 (1d6+1)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
14 (+2)
12 (+1)
1 (-5)
7 (-2)
3 (-4)
Senses blindsight 30 ft.,
passive Perception 8
Languages -
Challenge 1/4 (50 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4+2)
piercing damage, and the target must succeed on a DC 11
Constitution saving throw or take 10 (3d6) poison damage. If
the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining
hit points, and is paralyzed while poisoned in this way.
Giant Constrictor Snake
Huge beast, unaligned
Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
12 (+1)
1 (-5)
10 (+0)
3 (-4)
Skills Perception +2
Senses blindsight 10 ft.,
passive Perception 12
Languages -
Challenge 2 (450 XP)
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 10
ft., one creature. Hit: 11 (2d6+4)
piercing damage.
Constrict.
Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 13 (2d8+4)
bludgeoning damage, and the target is grappled (escape DC 16).
Until this grapple ends, the creature is restrained, and the
snake can’t constrict another target.
Giant Crab
Medium beast, unaligned
Armor Class 15 (natural
armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
11 (+0)
1 (-5)
9 (-1)
3 (-4)
Skills Stealth +4
Senses blindsight 30 ft.,
passive Perception 9
Languages -
Challenge 1/8 (25 XP)
Amphibious.
The crab can breathe air and water.
Actions
Claw.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1)
bludgeoning damage, and the target is grappled (escape DC 11).
The crab has two claws, each of which can grapple only one
target.
Giant Crocodile
Huge beast, unaligned
Armor Class 14 (natural
armor)
Hit Points 85 (9d12+27)
Speed 30 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (+0)
7 (-2)
Senses passive Perception 10
Languages -
Challenge 5 (1,800 XP)
Hold
Breath. The crocodile can hold its breath
for 30 minutes.
Actions
Multiattack.
The crocodile makes two attacks: one with its bite and one
with its tail.
Bite.
Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 21 (3d10+5)
piercing damage, and the target is grappled (escape DC 16).
Until this grapple ends, the target is restrained, and the
crocodile can’t bite another target.
Tail.
Melee Weapon Attack: +8 to hit, reach 10
ft., one target not grappled by the crocodile.
Hit: 14 (2d8+5) bludgeoning damage. If
the target is a creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.
Giant Eagle
Large beast, neutral good
Armor Class 13
Hit Points 26 (4d10+4)
Speed 10 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
13 (+1)
8 (-1)
14 (+2)
10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle,
understands Common and Auran but can’t speak them
Challenge 1 (200 XP)
Keen
Sight. The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack.
The eagle makes two attacks: one with its beak and one with
its talons.
Beak.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) piercing
damage.
Talons.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing
damage.
A giant eagle is a noble
creature that speaks its own language and understands speech
in the Common tongue. A mated pair of giant eagles typically
has up to four eggs or young in their nest (treat the young as
normal eagles).
Giant Elk
Huge beast, unaligned
Armor Class 14 (natural
armor)
Hit Points 42 (5d12+10)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
14 (+2)
7 (-2)
14 (+2)
10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Giant Elk,
understands Common, Elvish, and Sylvan but can’t speak them
Challenge 2 (450 XP)
Charge.
If the elk moves at least 20 feet straight toward a target and
then hits it with a ram attack on the same turn, the target
takes an extra 7 (2d6) damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be knocked
prone.
Actions
Ram.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one prone creature. Hit: 22 (4d8+4)
bludgeoning damage.
The majestic giant elk is
rare to the point that its appearance is often taken as a
foreshadowing of an important event, such as the birth of a
king. Legends tell of gods that take the form of giant elk
when visiting the Material Plane. Many cultures therefore
believe that to hunt these creatures is to invite divine
wrath.
Giant Fire Beetle
Small beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 4 (1d6+1)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
10 (+0)
12 (+1)
1 (-5)
7 (-2)
3 (-4)
Senses blindsight 30 ft.,
passive Perception 8
Languages -
Challenge 0 (10 XP)
Illumination.
The beetle sheds bright light in a 10-foot radius and dim light
for an additional 10 feet.
Actions
Bite.
Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 2 (1d6-1) slashing
damage.
A giant fire beetle is a
nocturnal creature that takes its name from a pair of glowing
glands that give off light. Miners and adventurers prize these
creatures, for a giant fire beetle’s glands continue to shed
light for 1d6 days after the beetle dies. Giant fire beetles
are most commonly found underground and in dark forests.
Giant Frog
Medium beast, unaligned
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
11 (+0)
2 (-4)
10 (+0)
3 (-4)
Skills Perception +2, Stealth
+3
Senses darkvision 30 ft.,
passive Perception 12
Languages -
Challenge 1/4 (50 XP)
Amphibious.
The frog can breathe air and water.
Standing
Leap. The frog’s long jump is up to 20
feet and its high jump is up to 10 feet, with or without a
running start.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) piercing
damage, and the target is grappled (escape DC 11). Until this
grapple ends, the target is restrained, and the frog can’t
bite another target.
Swallow.
The frog makes one bite attack against a Small or smaller
target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the frog, and it takes 5 (2d4) acid
damage at the start of each of the frog’s turns. The frog can
have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone.
Giant Goat
Large beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 19 (3d10+3)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (+0)
12 (+1)
3 (-4)
12 (+1)
6 (-2)
Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)
Charge.
If the goat moves at least 20 feet straight toward a target and
then hits it with a ram attack on the same turn, the target
takes an extra 5 (2d4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Sure-Footed.
The goat has advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.
Actions
Ram.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (2d4+3)
bludgeoning damage.
Giant Hyena
Large beast, unaligned
Armor Class 12
Hit Points 45 (6d10+12)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
2 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
Rampage.
When the hyena reduces a creature to 0 hit points with a melee
attack on its turn, the hyena can take a bonus action to move up
to half its speed and make a bite attack.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) piercing
damage.
Giant Lizard
Large beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 19 (3d10+3)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
2 (-4)
10 (+0)
5 (-3)
Senses darkvision 30 ft.,
passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2) piercing
damage.
A giant lizard can be
ridden or used as a draft animal. Lizardfolk also keep them as
pets, and subterranean giant lizards are used as mounts and
pack animals by drow, duergar, and others.
Giant Octopus
Large beast, unaligned
Armor Class 11
Hit Points 52 (8d10+8)
Speed 10 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
13 (+1)
4 (-3)
10 (+0)
4 (-3)
Skills Perception +4, Stealth
+5
Senses darkvision 60 ft.,
passive Perception 14
Languages -
Challenge 1 (200 XP)
Hold
Breath. While out of water, the octopus
can hold its breath for 1 hour.
Underwater
Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Water
Breathing. The octopus can breathe only
underwater.
Actions
Tentacles.
Melee Weapon Attack: +5 to hit, reach 15
ft., one target. Hit: 10 (2d6+3)
bludgeoning damage. If the target is a creature, it is
grappled (escape DC 16). Until this grapple ends, the target
is restrained, and the octopus can’t use its tentacles on
another target.
Ink Cloud (Recharges after a
Short or Long Rest). A 20- foot radius
cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.
Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3)
Speed 5 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
12 (+1)
8 (-1)
13 (+1)
10 (+0)
Skills Perception +5, Stealth
+4
Senses darkvision 120 ft.,
passive Perception 15
Languages Giant Owl,
understands Common, Elvish, and Sylvan but can’t speak them
Challenge 1/4 (50 XP)
Flyby.
The owl doesn’t provoke opportunity attacks when it flies out of
an enemy’s reach.
Keen Hearing and
Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Actions
Talons.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 8 (2d6+1) slashing
damage.
Giant owls often befriend
fey and other sylvan creatures and are guardians of their
woodland realms.
Giant Poisonous Snake
Medium beast, unaligned
Armor Class 14
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
18 (+4)
13 (+1)
2 (-4)
10 (+0)
3 (-4)
Skills Perception +2
Senses blindsight 10 ft.,
passive Perception 12
Languages -
Challenge 1/4 (50 XP)
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 6 (1d4+4) piercing
damage, and the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or half
as much damage on a successful one.
Giant Rat
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (+0)
2 (-4)
10 (+0)
4 (-3)
Senses darkvision 60 ft.,
passive Perception 10
Languages -
Challenge 1/8 (25 XP)
Keen
Smell. The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Pack
Tactics. The rat has advantage on an
attack roll against a creature if at least one of the rat’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing
damage.
Variant: Diseased Giant
Rats
Some giant rats carry vile diseases that they spread with
their bites. A diseased giant rat has a challenge rating of
1/8 (25 XP) and the following action instead of its normal
bite attack.
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2)
piercing damage. If the target is a creature, it must
succeed on a DC 10 Constitution saving throw or contract a
disease. Until the disease is cured, the target can’t regain
hit points except by magical means, and the target’s hit
point maximum decreases by 3 (1d6) every 24 hours. If the
target’s hit point maximum drops to 0 as a result of this
disease, the target dies.
Giant Scorpion
Large beast, unaligned
Armor Class 15 (natural
armor)
Hit Points 52 (7d10+14)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
15 (+2)
1 (-5)
9 (-1)
3 (-4)
Senses blindsight 60 ft.,
passive Perception 9
Languages -
Challenge 3 (700 XP)
Actions
Multiattack.
The scorpion makes three attacks: two with its claws and one
with its sting.
Claw.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2)
bludgeoning damage, and the target is grappled (escape DC 12).
The scorpion has two claws, each of which can grapple only one
target.
Sting.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 7 (1d10+2)
piercing damage, and the target must make a DC 12 Constitution
saving throw, taking 22 (4d10) poison damage on a failed save,
or half as much damage on a successful one.
Giant Sea Horse
Large beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (+0)
2 (-4)
12 (+1)
5 (-3)
Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)
Charge.
If the sea horse moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same turn, the target
takes an extra 7 (2d6) bludgeoning damage. It the target is a
creature, it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Water
Breathing. The sea horse can breathe only
underwater.
Actions
Ram.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1)
bludgeoning damage.
Like their smaller kin, giant sea
horses are shy, colorful fish with elongated bodies
and curled tails. Aquatic elves train them as mounts.
Giant Shark
Huge beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 126 (11d12+55)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (+0)
21 (+5)
1 (-5)
10 (+0)
5 (-3)
Skills Perception +3
Senses blindsight 60 ft.,
passive Perception 13
Languages -
Challenge 5 (1,800 XP)
Blood
Frenzy. The shark has advantage on melee
attack rolls against any creature that doesn’t have all its hit
points.
Water
Breathing. The shark can breathe only
underwater.
Actions
Bite.
Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 22 (3d10+6)
piercing damage.
A giant shark is 30 feet
long and normally found in deep oceans. Utterly fearless, it
preys on anything that crosses its path, including whales and
ships.
Giant Spider
Large beast, unaligned
Armor Class 14 (natural
armor)
Hit Points 26 (4d10+4)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (+0)
4 (-3)
Skills Stealth +7
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 10
Languages -
Challenge 1 (200 XP)
Spider
Climb. The spider can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Web
Sense. While in contact with a web, the
spider knows the exact location of any other creature in contact
with the same web.
Web
Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 7 (1d8+3)
piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 9 (2d8) poison damage on a failed save,
or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge
5-6). Ranged Weapon
Attack: +5 to hit, range 30/60 ft., one creature.
Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing can also
be attacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage).
To snare its prey, a giant
spider spins elaborate webs or shoots sticky
strands of webbing from its abdomen. Giant spiders are most
commonly found underground, making their lairs on ceilings or
in dark, web-filled crevices. Such lairs are often festooned
with web cocoons holding past victims.
Giant Toad
Large beast, unaligned
Armor Class 11
Hit Points 39 (6d10+6)
Speed 20 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (+0)
3 (-4)
Senses darkvision 30 ft.,
passive Perception 10
Languages -
Challenge 1 (200 XP)
Amphibious.
The toad can breathe air and water.
Standing
Leap. The toad’s long jump is up to 20
feet and its high jump is up to 10 feet, with or without a
running start.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (1d10+2) piercing
damage plus 5 (1d10) poison damage, and the target is grappled
(escape DC 13). Until this grapple ends, the target is
restrained, and the toad can’t bite another target.
Swallow.
The toad makes one bite attack against a Medium or smaller
target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad’s turns. The toad can
have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone.
Giant Vulture
Large beast, neutral evil
Armor Class 10
Hit Points 22 (3d10+6)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
15 (+2)
6 (-2)
12 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages understands Common
but can’t speak
Challenge 1 (200 XP)
Keen Sight and
Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack
Tactics. The vulture has advantage on an
attack roll against a creature if at least one of the vulture’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Multiattack.
The vulture makes two attacks: one with its beak and one with
its talons.
Beak.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2) piercing
damage.
Talons.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6+2) slashing
damage.
A giant vulture has
advanced intelligence and a malevolent bent. Unlike its
smaller kin, it will attack a wounded creature to hasten its
end. Giant vultures have been known to haunt a thirsty,
starving creature for days to enjoy its suffering.
Giant Wasp
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
10 (+0)
1 (-5)
10 (+0)
3 (-4)
Senses passive Perception 10
Languages -
Challenge 1/2 (100 XP)
Actions
Sting.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6+2)
piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Giant Weasel
Medium beast, unaligned
Armor Class 13
Hit Points 9 (2d8)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
10 (+0)
4 (-3)
12 (+1)
5 (-3)
Skills Perception +3, Stealth
+5
Senses darkvision 60 ft.,
passive Perception 13
Languages -
Challenge 1/8 (25 XP)
Keen Hearing and
Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4+3) piercing
damage.
Giant Wolf Spider
Medium beast, unaligned
Armor Class 13
Hit Points 11 (2d8+2)
Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
3 (-4)
12 (+1)
4 (-3)
Skills Perception +3, Stealth
+7
Senses blindsight 10 ft.,
darkvision 60 ft., passive Perception 13
Languages -
Challenge 1/4 (50 XP)
Spider
Climb. The spider can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Web
Sense. While in contact with a web, the
spider knows the exact location of any other creature in contact
with the same web.
Web
Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 4 (1d6+1)
piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 7 (2d6) poison damage on a failed save,
or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Smaller than a giant spider, a giant
wolf spider hunts prey across open ground or hides
in a burrow or crevice, or in a hidden cavity beneath debris.
Goat
Medium beast, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (+0)
11 (+0)
2 (-4)
10 (+0)
5 (-3)
Senses passive Perception 10
Languages -
Challenge 0 (10 XP)
Charge.
If the goat moves at least 20 feet straight toward a target and
then hits it with a ram attack on the same turn, the target
takes an extra 2 (1d4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 10 Strength saving throw or be
knocked prone.
Sure-Footed.
The goat has advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.
Actions
Ram.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4+1)
bludgeoning damage.
Hawk
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
16 (+3)
8 (-1)
2 (-4)
14 (+2)
6 (-2)
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 0 (10 XP)
Keen
Sight. The hawk has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Talons.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
Hunter Shark
Large beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 45 (6d10+12)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
15 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses blindsight 30 ft.,
passive Perception 12
Languages -
Challenge 2 (450 XP)
Blood
Frenzy. The shark has advantage on melee
attack rolls against any creature that doesn’t have all its hit
points.
Water
Breathing. The shark can breathe only
underwater.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8+4) piercing
damage.
Smaller than a giant shark but larger and fiercer than a reef
shark, a hunter shark
haunts deep waters. It usually hunts alone, but multiple
hunter sharks might feed in the same area. A fully grown
hunter shark is 15 to 20 feet long.
Hyena
Medium beast, unaligned
Armor Class 11
Hit Points 5 (1d8+1)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
13 (+1)
12 (+1)
2 (-4)
12 (+1)
5 (-3)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Pack
Tactics. The hyena has advantage on an
attack roll against a creature if at least one of the hyena’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) piercing
damage.
Creatures (J-L)
Jackal
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
15 (+2)
11 (+0)
3 (-4)
12 (+1)
6 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen Hearing and
Smell. The jackal has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack
Tactics. The jackal has advantage on an
attack roll against a creature if at least one of the jackal’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite.
Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 1 (1d4-1) piercing
damage.
Killer Whale
Huge beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 90 (12d12+12)
Speed 0 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (+0)
13 (+1)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses blindsight 120 ft.,
passive Perception 13
Languages -
Challenge 3 (700 XP)
Echolocation.
The whale can’t use its blindsight while deafened.
Hold
Breath. The whale can hold its breath for
30 minutes.
Keen
Hearing. The whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 21 (5d6+4) piercing
damage.
Lion
Large beast, unaligned
Armor Class 12
Hit Points 26 (4d10+4)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
13 (+1)
3 (-4)
12 (+1)
8 (-1)
Skills Perception +3, Stealth
+6
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen
Smell. The lion has advantage on Wisdom
(Perception) checks that rely on smell.
Pack
Tactics. The lion has advantage on an
attack roll against a creature if at least one of the lion’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Pounce.
If the lion moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that
target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.
Running
Leap. With a 10-foot running start, the
lion can long jump up to 25 feet.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) piercing
damage.
Claw.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) slashing
damage.
Lizard
Tiny beast, unaligned
Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (+0)
10 (+0)
1 (-5)
8 (-1)
3 (-4)
Senses darkvision 30 ft.,
passive Perception 9
Languages -
Challenge 0 (10 XP)
Actions
Bite.
Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Creatures (M-O)
Mammoth
Huge beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 126 (11d12+55)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (-1)
21 (+5)
3 (-4)
11 (+0)
6 (-2)
Senses passive Perception 10
Languages -
Challenge 6 (2,300 XP)
Trampling
Charge. If the mammoth moves at least 20
feet straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a DC 18
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one stomp attack against it as a
bonus action.
Actions
Gore.
Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (4d8+7) piercing
damage.
Stomp.
Melee Weapon Attack: +10 to hit, reach 5
ft., one prone creature. Hit: 29 (4d10+7)
bludgeoning damage.
A mammoth is an elephantine
creature with thick fur and long tusks. Stockier and fiercer
than normal elephants, mammoths inhabit a wide range of
climes, from subarctic to subtropical.
Mastiff
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8+1)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1/8 (25 XP)
Keen Hearing and
Smell. The mastiff has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) piercing
damage. If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
Mastiffs are impressive
hounds prized by humanoids for their loyalty and keen senses.
Mastiffs can be trained as guard dogs, hunting dogs, and war
dogs. Halflings and other Small humanoids ride them as mounts.
Mule
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (+0)
13 (+1)
2 (-4)
10 (+0)
5 (-3)
Senses passive Perception 10
Languages -
Challenge 1/8 (25 XP)
Beast of
Burden. The mule is considered to be a
Large animal for the purpose of determining its carrying
capacity.
Sure-Footed.
The mule has advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.
Actions
Hooves.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 4 (1d4+2)
bludgeoning damage.
Octopus
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
11 (+0)
3 (-4)
10 (+0)
4 (-3)
Skills Perception +2, Stealth
+4
Senses darkvision 30 ft.,
passive Perception 12
Languages -
Challenge 0 (10 XP)
Hold
Breath. While out of water, the octopus
can hold its breath for 30 minutes.
Underwater
Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Water
Breathing. The octopus can breathe only
underwater.
Actions
Tentacles.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 bludgeoning
damage, and the target is grappled (escape DC 10). Until this
grapple ends, the octopus can’t use its tentacles on another
target.
Ink Cloud (Recharges after a
Short or Long Rest). A 5- foot radius
cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.
Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
8 (-1)
2 (-4)
12 (+1)
7 (-2)
Skills Perception +3, Stealth
+3
Senses darkvision 120 ft.,
passive Perception 13
Languages -
Challenge 0 (10 XP)
Flyby.
The owl doesn’t provoke opportunity attacks when it flies out of
an enemy’s reach.
Keen Hearing and
Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Actions
Talons.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
Creatures (P-R)
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
10 (+0)
3 (-4)
14 (+2)
7 (-2)
Skills Perception +4, Stealth
+6
Senses passive Perception 14
Languages -
Challenge 1/4 (50 XP)
Keen
Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce.
If the panther moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that
target must succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the panther can make one
bite attack against it as a bonus action.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing
damage.
Claw.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) slashing
damage.
Phase Spider
Large monstrosity, unaligned
Armor Class 13 (natural
armor)
Hit Points 32 (5d10+5)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
12 (+1)
6 (-2)
10 (+0)
6 (-2)
Skills Stealth +6
Senses darkvision 60 ft.,
passive Perception 10
Languages -
Challenge 3 (700 XP)
Ethereal
Jaunt. As a bonus action, the spider can
magically shift from the Material Plane to the Ethereal Plane,
or vice versa.
Spider
Climb. The spider can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Web
Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 7 (1d10+2)
piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 18 (4d8) poison damage on a failed save,
or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
A phase spider possesses
the magical ability to phase in and out of the Ethereal Plane.
It seems to appear out of nowhere and quickly vanishes after
attacking. Its movement on the Ethereal Plane before coming
back to the Material Plane makes it seem like it can teleport.
Poisonous Snake
Tiny beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
11 (+0)
1 (-5)
10 (+0)
3 (-4)
Senses blindsight 10 ft.,
passive Perception 10
Languages -
Challenge 1/8 (25 XP)
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 1 piercing damage,
and the target must make a DC 10 Constitution saving throw,
taking 5 (2d4) poison damage on a failed save, or half as much
damage on a successful one.
Polar Bear
Large beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 42 (5d10+15)
Speed 40 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
16 (+3)
2 (-4)
13 (+1)
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)
Keen
Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack.
The bear makes two attacks: one with its bite and one with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (1d8+5) piercing
damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 12 (2d6+5) slashing
damage.
Pony
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
13 (+1)
2 (-4)
11 (+0)
7 (-2)
Senses passive Perception 10
Languages -
Challenge 1/8 (25 XP)
Actions
Hooves.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2)
bludgeoning damage.
Quipper
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Senses darkvision 60 ft.,
passive Perception 8
Languages -
Challenge 0 (10 XP)
Blood
Frenzy. The quipper has advantage on melee
attack rolls against any creature that doesn’t have all its hit
points.
Water
Breathing. The quipper can breathe only
underwater.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
A quipper is a carnivorous
fish with sharp teeth. Quippers can adapt to any aquatic
environment, including cold subterranean lakes. They
frequently gather in swarms; the statistics for a swarm of
quippers appear later in this appendix.
Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (+0)
9 (-1)
2 (-4)
10 (+0)
4 (-3)
Senses darkvision 30 ft.,
passive Perception 10
Languages -
Challenge 0 (10 XP)
Keen
Smell. The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Bite.
Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
14 (+2)
8 (-1)
2 (-4)
12 (+1)
6 (-2)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Mimicry.
The raven can mimic simple sounds it has heard, such as a person
whispering, a baby crying, or an animal chittering. A creature
that hears the sounds can tell they are imitations with a
successful DC 10 Wisdom (Insight) check.
Actions
Beak.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Reef Shark
Medium beast, unaligned
Armor Class 12 (natural
armor)
Hit Points 22 (4d8+4)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
13 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses blindsight 30 ft.,
passive Perception 12
Languages -
Challenge 1/2 (100 XP)
Pack
Tactics. The shark has advantage on an
attack roll against a creature if at least one of the shark’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Water
Breathing. The shark can breathe only
underwater.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2) piercing
damage.
Smaller than giant sharks and hunter sharks,
reef sharks inhabit shallow
waters and coral reefs, gathering in small packs to hunt. A
full-grown specimen measures 6 to 10 feet long.
Rhinoceros
Large beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 45 (6d10+12)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
15 (+2)
2 (-4)
12 (+1)
6 (-2)
Senses passive Perception 11
Languages -
Challenge 2 (450 XP)
Charge.
If the rhinoceros moves at least 20 feet straight toward a
target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) bludgeoning damage. If the target
is a creature, it must succeed on a DC 15 Strength saving throw
or be knocked prone.
Actions
Gore.
Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8+5)
bludgeoning damage.
Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10+2)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
12 (+1)
2 (-4)
11 (+0)
7 (-2)
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Actions
Hooves.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (2d4+3)
bludgeoning damage.
Creatures (S-U)
Saber-Toothed Tiger
Large beast, unaligned
Armor Class 12
Hit Points 52 (7d10+14)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
3 (-4)
12 (+1)
8 (-1)
Skills Perception +3, Stealth
+6
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)
Keen
Smell. The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce.
If the tiger moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or be
knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (1d10+5)
piercing damage.
Claw.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (2d6+5) slashing
damage.
Scorpion
Tiny beast, unaligned
Armor Class 11 (natural
armor)
Hit Points 1 (1d4-1)
Speed 10 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (+0)
8 (-1)
1 (-5)
8 (-1)
2 (-4)
Senses blindsight 10 ft.,
passive Perception 9
Languages -
Challenge 0 (10 XP)
Actions
Sting.
Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 1 piercing
damage, and the target must make a DC 9 Constitution saving
throw, taking 4 (1d8) poison damage on a failed save, or half
as much damage on a successful one.
Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 0 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
1 (-5)
12 (+1)
8 (-1)
1 (-5)
10 (+0)
2 (-4)
Senses passive Perception 10
Languages -
Challenge 0 (0 XP)
Water
Breathing. The sea horse can breathe only
underwater.
Spider
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 20 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
14 (+2)
8 (-1)
1 (-5)
10 (+0)
2 (-4)
Skills Stealth +4
Senses darkvision 30 ft.,
passive Perception 10
Languages -
Challenge 0 (10 XP)
Spider
Climb. The spider can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
Web
Sense. While in contact with a web, the
spider knows the exact location of any other creature in contact
with the same web.
Web
Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 1 piercing
damage, and the target must succeed on a DC 9 Constitution
saving throw or take 2 (1d4) poison damage.
Swarm of Bats
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
5 (-3)
15 (+2)
10 (+0)
2 (-4)
12 (+1)
4 (-3)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses blindsight 60 ft.,
passive Perception 11
Languages -
Challenge 1/4 (50 XP)
Echolocation.
The swarm can’t use its blindsight while deafened.
Keen
Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny bat. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Bites.
Melee Weapon Attack: +4 to hit, reach 0
ft., one creature in the swarm’s space.
Hit: 5 (2d4) piercing damage, or 2 (1d4)
piercing damage if the swarm has half of its hit points or
fewer.
Swarm of Insects
Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural
armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (+0)
1 (-5)
7 (-2)
1 (-5)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses blindsight 10 ft.,
passive Perception 8
Languages -
Challenge 1/2 (100 XP)
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny insect. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Bites.
Melee Weapon Attack: +3 to hit, reach 0
ft., one target in the swarm’s space.
Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or
fewer.
Variant: Insect Swarms
Different kinds of insects can gather in swarms, and each
swarm has the special characteristics described below.
Swarm of Beetles. A swarm
of beetles gains a burrowing speed of 5 feet.
Swarm of Centipedes. A
creature reduced to 0 hit points by a swarm of centipedes is
stable but poisoned for 1 hour, even after regaining hit
points, and paralyzed while poisoned in this way.
Swarm of Spiders. A swarm
of spiders has the following additional traits.
Spider Climb. The swarm can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Web Sense. While in contact with a web, the swarm knows the
exact location of any other creature in contact with the
same web.
Web Walker. The swarm ignores movement restrictions caused
by webbing.
Swarm of Wasps. A swarm
of wasps has a walking speed of 5 feet, a flying speed of 30
feet, and no climbing speed.
Swarm of Poisonous Snakes
Medium swarm of Tiny beasts, unaligned
Armor Class 14
Hit Points 36 (8d8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
11 (+0)
1 (-5)
10 (+0)
3 (-4)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses blindsight 10 ft.,
passive Perception 10
Languages -
Challenge 2 (450 XP)
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny snake. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Bites.
Melee Weapon Attack: +6 to hit, reach 0
ft., one creature in the swarm’s space.
Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or
fewer. The target must make a DC 10 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or half as
much damage on a successful one.
Swarm of Quippers
Medium swarm of Tiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8-8)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses darkvision 60 ft.,
passive Perception 8
Languages -
Challenge 1 (200 XP)
Blood
Frenzy. The swarm has advantage on melee
attack rolls against any creature that doesn’t have all its hit
points.
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny quipper. The swarm can’t regain hit points or gain
temporary hit points.
Water
Breathing. The swarm can breathe only
underwater.
Actions
Bites.
Melee Weapon Attack: +5 to hit, reach 0
ft., one creature in the swarm’s space.
Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or
fewer.
Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10
Hit Points 24 (7d8-7)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
11 (+0)
9 (-1)
2 (-4)
10 (+0)
3 (-4)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses darkvision 30 ft.,
passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Keen
Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny rat. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Bites.
Melee Weapon Attack: +2 to hit, reach 0
ft., one target in the swarm’s space.
Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or
fewer.
Swarm of Ravens
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 24 (7d8-7)
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
8 (-1)
3 (-4)
12 (+1)
6 (-2)
Skills Perception +5
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities charmed,
frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses passive Perception 15
Languages -
Challenge 1/4 (50 XP)
Swarm.
The swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a
Tiny raven. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Beaks.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target in the swarm’s space.
Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or
fewer.
Tiger
Large beast, unaligned
Armor Class 12
Hit Points 37 (5d10+10)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
14 (+2)
3 (-4)
12 (+1)
8 (-1)
Skills Perception +3, Stealth
+6
Senses darkvision 60 ft.,
passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen
Smell. The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce.
If the tiger moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that
target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d10+3) piercing
damage.
Claw.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) slashing
damage.
Creatures (V-Z)
Vulture
Medium beast, unaligned
Armor Class 10
Hit Points 5 (1d8+1)
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
10 (+0)
13 (+1)
2 (-4)
12 (+1)
4 (-3)
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen Sight and
Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack
Tactics. The vulture has advantage on an
attack roll against a creature if at least one of the vulture’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Beak.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) piercing
damage.
Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10+3)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
13 (+1)
2 (-4)
12 (+1)
7 (-2)
Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)
Trampling
Charge. If the horse moves at least 20
feet straight toward a creature and then hits it with a hooves
attack on the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target is
prone, the horse can make another attack with its hooves against
it as a bonus action.
Actions
Hooves.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4)
bludgeoning damage.
Weasel
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
16 (+3)
8 (-1)
2 (-4)
12 (+1)
3 (-4)
Skills Perception +3, Stealth
+5
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen Hearing and
Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Winter Wolf
Large monstrosity, neutral evil
Armor Class 13 (natural
armor)
Hit Points 75 (10d10+20)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
7 (-2)
12 (+1)
8 (-1)
Skills Perception +5, Stealth
+3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant,
Winter Wolf
Challenge 3 (700 XP)
Keen Hearing and
Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack
Tactics. The wolf has advantage on an
attack roll against a creature if at least one of the wolf’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Snow
Camouflage. The wolf has advantage on
Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) piercing
damage. If the target is a creature, it must succeed on a DC
14 Strength saving throw or be knocked prone.
Cold Breath (Recharge
5-6). The wolf exhales a blast of
freezing wind in a 15-foot cone. Each creature in that area
must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold
damage on a failed save, or half as much damage on a
successful one.
The arctic-dwelling winter
wolf is as large as a dire wolf but has snow-white
fur and pale blue eyes. Frost giants use these evil creatures
as guards and hunting companions, putting the wolves’ deadly
breath weapon to use against their foes. Winter wolves
communicate with one another using growls and barks, but they
speak Common and Giant well enough to follow simple
conversations.
Wolf
Medium beast, unaligned
Armor Class 13 (natural
armor)
Hit Points 11 (2d8+2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
3 (-4)
12 (+1)
6 (-2)
Skills Perception +3, Stealth
+4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)
Keen Hearing and
Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack
Tactics. The wolf has advantage on attack
rolls against a creature if at least one of the wolf’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4+2) piercing
damage. If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
Worg
Large monstrosity, neutral evil
Armor Class 13 (natural
armor)
Hit Points 26 (4d10+4)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
13 (+1)
7 (-2)
11 (+0)
8 (-1)
Skills Perception +4
Senses darkvision 60 ft.,
passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and
Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) piercing
damage. If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
A worg is an evil predator
that delights in hunting and devouring creatures weaker than
itself. Cunning and malevolent, worgs roam across the remote
wilderness or are raised by goblins and hobgoblins. Those
creatures use worgs as mounts, but a worg will turn on its
rider if it feels mistreated or malnourished. Worgs speak in
their own language and Goblin, and a few learn to speak Common
as well.
NPCs
This section contains statistics for various humanoid non-player
characters (NPCs) that adventurers might encounter during a
campaign, including lowly commoners and mighty archmages. These
stat blocks can be used to represent both human and nonhuman NPCs.
Customizing NPCs
There are many easy ways to customize the NPCs in this appendix
for your home campaign.
Racial
Traits. You can add racial traits to an NPC.
For example, a halfling druid might have a speed of 25 feet and
the Lucky trait. Adding racial traits to an NPC doesn’t alter its
challenge rating. For more on racial traits, see the
Player’s Handbook.
Spell
Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You can
substitute any spell on the NPC’s spell list with a different
spell of the same level from the same spell list. Swapping spells
in this manner doesn’t alter an NPC’s challenge rating.
Armor and Weapon
Swaps. You can upgrade or downgrade an NPC’s
armor, or add or switch weapons. Adjustments to Armor Class and
damage can change an NPC’s challenge rating.
Magic
Items. The more powerful an NPC, the more
likely it has one or more magic items in its possession. An
archmage, for example, might have a magic staff or wand, as well
as one or more potions and scrolls. Giving an NPC a potent
damage-dealing magic item could alter its challenge rating.
Acolyte
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
10 (+0)
10 (+0)
10 (+0)
14 (+2)
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language
(usually Common)
Challenge 1/4 (50 XP)
Spellcasting.
The acolyte is a 1st-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 12, +4 to hit with spell attacks). The
acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred
flame, thaumaturgy 1st level (3
slots): bless, cure
wounds, sanctuary
Actions
Club.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Acolytes are junior members
of a clergy, usually answerable to a priest. They perform a
variety of functions in a temple and are granted minor
spellcasting power by their deities.
Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with
mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
12 (+1)
20 (+5)
15 (+2)
16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistance damage from
spells; nonmagical bludgeoning, piercing, and slashing (from
stoneskin)
Senses passive Perception 12
Languages any six languages
Challenge 12 (8,400 XP)
Magic
Resistance. The archmage has advantage on
saving throws against spells and other magical effects.
Spellcasting.
The archmage is an 18th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 17, +9 to hit with spell
attacks). The archmage can cast disguise self
and invisibility at will and has the
following wizard spells prepared:
Cantrips (at will): fire bolt,
light, mage hand,
prestidigitation, shocking
grasp 1st level (4 slots): detect
magic, identify, mage
armor, magic missile 2nd level (3
slots): detect thoughts, mirror
image, misty step 3rd level (3
slots): counterspell,
fly, lightning bolt 4th
level (3 slots): banishment, fire
shield, stoneskin 5th level (3
slots): cone of cold,
scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport 8th level (1
slot): *mind blank** 9th level (1 slot): time
stop * The archmage casts these spells on itself before
combat.
Actions
Dagger.
Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Archmages are powerful (and
usually quite old) spellcasters dedicated to the study of the
arcane arts. Benevolent ones counsel kings and queens, while
evil ones rule as tyrants and pursue lichdom. Those who are
neither good nor evil sequester themselves in remote towers to
practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an
archmage’s abode has numerous magical wards and guardians to
discourage interlopers.
Assassin
Medium humanoid (any race), any non-good
alignment
Armor Class 15 (studded
leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
14 (+2)
13 (+1)
11 (+0)
10 (+0)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception
+3, Perception +3, Stealth +9
Damage Resistances poison
Senses passive Perception 13
Languages Thieves’ cant plus
any two languages
Challenge 8 (3,900 XP)
Assassinate.
During its first turn, the assassin has advantage on attack rolls
against any creature that hasn’t taken a turn. Any hit the
assassin scores against a surprised creature is a critical hit.
Evasion.
If the assassin is subjected to an effect that allows it to make a
Dexterity saving throw to take only half damage, the assassin
instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails.
Sneak
Attack. Once per turn, the assassin deals an
extra 14 (4d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is within
5 feet of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.
Actions
Multiattack.
The assassin makes two shortsword attacks.
Shortsword.
Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15 Constitution saving
throw, taking 24 (7d6) poison damage on a failed save, or half
as much damage on a successful one.
Light
Crossbow. Ranged Weapon
Attack: +6 to hit, range 80/320 ft., one target.
Hit: 7 (1d8 + 3) piercing damage, and the
target must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failed save, or half as much damage on
a successful one.
Trained in the use of poison,
assassins are remorseless
killers who work for nobles, guildmasters, sovereigns, and
anyone else who can afford them.
Bandit
Medium humanoid (any race), any non-lawful
alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
10 (+0)
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 1/8 (25 XP)
Actions
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) slashing
damage.
Light
Crossbow. Ranged Weapon
Attack: +3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Bandits rove in gangs and are
sometimes led by thugs, veterans, or spellcasters. Not all
bandits are evil. Oppression, drought, disease, or famine can
often drive otherwise honest folk to a life of banditry.
Pirates are bandits of the
high seas. They might be freebooters interested only in treasure
and murder, or they might be privateers sanctioned by the crown
to attack and plunder an enemy nation’s vessels.
Bandit Captain
Medium humanoid (any race), any non-lawful
alignment
Armor Class 15 (studded
leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
14 (+2)
14 (+2)
11 (+0)
14 (+2)
Saving Throws Str +4, Dex +5,
Wis +2
Skills Athletics +4, Deception
+4
Senses passive Perception 10
Languages any two languages
Challenge 2 (450 XP)
Actions
Multiattack.
The captain makes three melee attacks: two with its scimitar and
one with its dagger. Or the captain makes two ranged attacks
with its daggers.
Scimitar.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Dagger.
Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 2) piercing damage.
Reactions
Parry.
The captain adds 2 to its AC against one melee attack that would
hit it. To do so, the captain must see the attacker and be
wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver
tongue to keep a gang of bandits in line. The
bandit captain has these
qualities in spades.
In addition to managing a crew of selfish malcontents, the
pirate captain is a variation
of the bandit captain, with a ship to protect and command. To
keep the crew in line, the captain must mete out rewards and
punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves
infamy. A prisoner who appeals to the captain’s vanity or ego is
more likely to be treated fairly than a prisoner who does not or
claims not to know anything of the captain’s colorful
reputation.
Berserker
Medium humanoid (any race), any chaotic
alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
17 (+3)
9 (-1)
11 (+0)
9 (-1)
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 2 (450 XP)
Reckless.
At the start of its turn, the berserker can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn.
Actions
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (1d12 + 3) slashing
damage.
Hailing from uncivilized lands, unpredictable
berserkers come together in
war parties and seek conflict wherever they can find it.
Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 0 (10 XP)
Actions
Club.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Commoners include peasants,
serfs, slaves, servants, pilgrims, merchants, artisans, and
hermits.
Cultist
Medium humanoid (any race), any non-good
alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
10 (+0)
10 (+0)
11 (+0)
10 (+0)
Skills Deception +2, Religion
+2
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 1/8 (25 XP)
Dark
Devotion. The cultist has advantage on
saving throws against being charmed or frightened.
Actions
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 4 (1d6 + 1)
slashing damage.
Cultists swear allegiance to
dark powers such as elemental princes, demon lords, or
archdevils. Most conceal their loyalties to avoid being
ostracized, imprisoned, or executed for their beliefs. Unlike
evil acolytes, cultists often show signs of insanity in their
beliefs and practices.
Cult Fanatic
Medium humanoid (any race), any non-good
alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
12 (+1)
10 (+0)
13 (+1)
14 (+2)
Skills Deception +4, Persuasion
+4, Religion +2
Senses passive Perception 11
Languages any one language
(usually Common)
Challenge 2 (450 XP)
Dark
Devotion. The fanatic has advantage on
saving throws against being charmed or frightened.
Spellcasting.
The fanatic is a 4th-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 11, +3 to hit with spell attacks). The
fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred
flame, thaumaturgy 1st level (4
slots): command, inflict
wounds, shield of faith 2nd level
(3 slots): hold person, spiritual
weapon
Actions
Multiattack.
The fanatic makes two melee attacks.
Dagger.
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
Fanatics are often part of a
cult’s leadership, using their charisma and dogma to influence
and prey on those of weak will. Most are interested in personal
power above all else.
Druid
Medium humanoid (any race), any alignment
Armor Class 11 (16 with
barkskin)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
13 (+1)
12 (+1)
15 (+2)
11 (+0)
Skills Medicine +4, Nature +3,
Perception +4
Senses passive Perception 14
Languages Druidic plus any two
languages
Challenge 2 (450 XP)
Spellcasting.
The druid is a 4th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 12, +4 to hit with spell attacks). It has
the following druid spells prepared:
Cantrips (at will): druidcraft,
produce flame,
shillelagh 1st level (4 slots):
entangle, longstrider,
speak with animals,
thunderwave 2nd level (3 slots):
animal messenger,
barkskin
Actions
Quarterstaff.
Melee Weapon Attack: +2 to hit (+4 to hit
with shillelagh), reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage, 4 (1d8)
bludgeoning damage if wielded with two hands, or 6 (1d8 + 2)
bludgeoning damage with shillelagh.
Druids dwell in forests and
other secluded wilderness locations, where they protect the
natural world from monsters and the encroachment of
civilization. Some are tribal
shamans who heal the sick, pray to animal spirits,
and provide spiritual guidance.
Gladiator
Medium humanoid (any race), any alignment
Armor Class 16 (studded
leather, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
12 (+1)
15 (+2)
Saving Throws Str +7, Dex +5,
Con +6
Skills Athletics +10,
Intimidation +5
Senses passive Perception 11
Languages any one language
(usually Common)
Challenge 5 (1,800 XP)
Brave. The
gladiator has advantage on saving throws against being frightened.
Brute. A
melee weapon deals one extra die of its damage when the gladiator
hits with it (included in the attack).
Actions
Multiattack.
The gladiator makes three melee attacks or two ranged attacks.
Spear.
Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. and range 20/60 ft., one target.
Hit: 11 (2d6 + 4) piercing damage, or 13
(2d8 + 4) piercing damage if used with two hands to make a melee
attack.
Shield
Bash. Melee Weapon
Attack: +7 to hit, reach 5 ft., one creature.
Hit: 9 (2d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed on a DC
15 Strength saving throw or be knocked prone.
Reactions
Parry.
The gladiator adds 3 to its AC against one melee attack that
would hit it. To do so, the gladiator must see the attacker and
be wielding a melee weapon.
Gladiators battle for the
entertainment of raucous crowds. Some gladiators are brutal pit
fighters who treat each match as a life-or-death struggle, while
others are professional duelists who command huge fees but
rarely fight to the death.
Guard
Medium humanoid (any race), any alignment
Armor Class 16 (chain shirt,
shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
10 (+0)
11 (+0)
10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language
(usually Common)
Challenge 1/8 (25 XP)
Actions
Spear.
Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8
+ 1) piercing damage if used with two hands to make a melee
attack.
Guards include members of a
city watch, sentries in a citadel or fortified town, and the
bodyguards of merchants and nobles.
Knight
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
15 (+2)
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 3 (700 XP)
Brave. The
knight has advantage on saving throws against being frightened.
Actions
Multiattack.
The knight makes two melee attacks.
Greatsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
Heavy
Crossbow. Ranged Weapon
Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a
Short or Long Rest). For 1 minute, the
knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it makes
an attack roll or a saving throw. The creature can add a d4 to
its roll provided it can hear and understand the knight. A
creature can benefit from only one Leadership die at a time.
This effect ends if the knight is incapacitated.
Reactions
Parry.
The knight adds 2 to its AC against one melee attack that would
hit it. To do so, the knight must see the attacker and be
wielding a melee weapon.
Knights are warriors who
pledge service to rulers, religious orders, and noble causes. A
knight’s alignment determines the extent to which a pledge is
honored. Whether undertaking a quest or patrolling a realm, a
knight often travels with an entourage that includes squires and
hirelings who are commoners.
Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with
mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (+0)
17 (+3)
12 (+1)
11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Spellcasting.
The mage is a 9th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). The
mage has the following wizard spells prepared:
Cantrips (at will): fire bolt,
light, mage hand,
prestidigitation 1st level (4 slots):
detect magic, mage
armor, magic missile,
shield 2nd level (3 slots): misty
step, suggestion 3rd level (3
slots): counterspell,
fireball, fly 4th level
(3 slots): greater invisibility,
ice storm 5th level (1 slot): cone
of cold
Actions
Dagger.
Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 1) piercing damage.
Mages spend their lives in
the study and practice of magic. Good-aligned mages offer
counsel to nobles and others in power, while evil mages dwell in
isolated sites to perform unspeakable experiments without
interference.
Noble
Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
11 (+0)
12 (+1)
14 (+2)
16 (+3)
Skills Deception +5, Insight
+4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP)
Actions
Rapier.
Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Reactions
Parry.
The noble adds 2 to its AC against one melee attack that would
hit it. To do so, the noble must see the attacker and be
wielding a melee weapon.
Nobles wield great authority
and influence as members of the upper class, possessing wealth
and connections that can make them as powerful as monarchs and
generals. A noble often travels in the company of guards, as
well as servants who are commoners.
The noble’s statistics can also be used to represent
courtiers who aren’t of noble
birth.
Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
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 +5
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine
Eminence. As a bonus action, the priest can
expend a spell slot to cause its melee weapon attacks to magically
deal an extra 10 (3d6) radiant damage to a target on a hit. This
benefit lasts until the end of the turn. If the priest expends a
spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.
Spellcasting.
The priest is a 5th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 13, +5 to hit with spell attacks). The
priest has the following cleric spells prepared:
Cantrips (at will): light, sacred
flame, thaumaturgy 1st level (4
slots): cure wounds, guiding
bolt, sanctuary 2nd level (3
slots): lesser restoration,
spiritual weapon 3rd level (2 slots):
dispel magic, spirit
guardians
Actions
Mace.
Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning
damage.
Priests bring the teachings
of their gods to the common folk. They are the spiritual leaders
of temples and shrines and often hold positions of influence in
their communities. Evil priests might work openly under a
tyrant, or they might be the leaders of religious sects hidden
in the shadows of good society, overseeing depraved rites.
A priest typically has one or more acolytes to help with
religious ceremonies and other sacred duties.
Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
12 (+1)
11 (+0)
13 (+1)
11 (+0)
Skills Nature +4, Perception
+5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language
(usually Common)
Challenge 1/2 (100 XP)
Keen Hearing and
Sight. The scout has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Actions
Multiattack.
The scout makes two melee attacks or two ranged attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Longbow.
Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Scouts are skilled hunters
and trackers who offer their services for a fee. Most hunt wild
game, but a few work as bounty hunters, serve as guides, or
provide military reconnaissance.
Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
10 (+0)
12 (+1)
14 (+2)
16 (+3)
Skills Deception +5, Insight
+4, Investigation +5, Perception +6, Persuasion +5, Sleight of
Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
Cunning
Action. On each of its turns, the spy can
use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack
(1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of the spy that isn’t incapacitated and the spy doesn’t
have disadvantage on the attack roll.
Actions
Multiattack.
The spy makes two melee attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Hand
Crossbow. Ranged Weapon
Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Rulers, nobles, merchants, guildmasters, and other wealthy
individuals use spies to gain
the upper hand in a world of cutthroat politics. A spy is
trained to secretly gather information. Loyal spies would rather
die than divulge information that could compromise them or their
employers.
Thug
Medium humanoid (any race), any non-good
alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
14 (+2)
10 (+0)
10 (+0)
11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language
(usually Common)
Challenge 1/2 (100 XP)
Pack
Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack.
The thug makes two melee attacks.
Mace.
Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6 + 2)
bludgeoning damage.
Heavy
Crossbow. Ranged Weapon
Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.
Thugs are ruthless enforcers
skilled at intimidation and violence. They work for money and
have few scruples.
Tribal Warrior
Medium humanoid (any race), any alignment
Armor Class 12 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
8 (-1)
11 (+0)
8 (-1)
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
Pack
Tactics. The warrior has advantage on an
attack roll against a creature if at least one of the warrior’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Spear.
Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8
+ 1) piercing damage if used with two hands to make a melee
attack.
Tribal warriors live beyond
civilization, most often subsisting on fishing and hunting. Each
tribe acts in accordance with the wishes of its chief, who is
the greatest or oldest warrior of the tribe or a tribe member
blessed by the gods.
Veteran
Medium humanoid (any race), any alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
10 (+0)
11 (+0)
10 (+0)
Skills Athletics +5, Perception
+2
Senses passive Perception 12
Languages any one language
(usually Common)
Challenge 3 (700 XP)
Actions
Multiattack.
The veteran makes two longsword attacks. If it has a shortsword
drawn, it can also make a shortsword attack.
Longsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Heavy
Crossbow. Ranged Weapon
Attack: +3 to hit, range 100/400 ft., one target.
Hit: 6 (1d10 + 1) piercing damage.
Veterans are professional
fighters that take up arms for pay or to protect something they
believe in or value. Their ranks include soldiers retired from
long service and warriors who never served anyone but
themselves.
Legal
Licensing
Permission to copy, modify and distribute the files collectively
known as the System Reference Document 5.1 (SRD5
)
is granted solely through the use of the Open Gaming License,
Version 1.0a.
This material is being released using the Open Gaming License
Version 1.0a and you should read and understand the terms of
that license before using this material.
The text of the Open Gaming License itself is not Open Game
Content. Instructions on using the License are provided within
the License itself.
The following items are designated Product Identity, as defined
in Section 1(e) of the Open Game License Version 1.0a, and are
subject to the conditions set forth in Section 7 of the OGL, and
are not Open Content: Dungeons & Dragons, D&D, Player’s
Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of
the Coast, d20 (when used as a trademark), Forgotten Realms,
Faerûn, proper names (including those used in the names of
spells or items), places, Underdark, Red Wizard of Thay, the
City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of
Limbo, Windswept Depths of Pandemonium, Infinite Layers of the
Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak
Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield
of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of
Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of
Bytopia, Blessed Fields of Elysium, Wilderness of the
Beastlands, Olympian Glades of Arborea, Concordant Domain of the
Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of
Vile Darkness, beholder, gauth, carrion crawler, tanar’ri,
baatezu, displacer beast, githyanki, githzerai, mind flayer,
illithid, umber hulk, yuan-ti.
All of the rest of the SRD5 is Open Game Content as described in
Section 1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as
follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
(Wizards
). All Rights Reserved.
Definitions: (a) Contributors
means the
copyright and/or trademark owners who have contributed Open
Game Content; (b) Derivative Material
means
copyrighted material including derivative works and
translations (including into other computer languages),
potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed or
adapted; (c) Distribute
means to reproduce,
license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d) Open Game
Content
means the game mechanic and includes the
methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including
translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) Product
Identity
means product and product line names, logos
and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game
Content; (f) Trademark
means the logos,
names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the
associated products contributed to the Open Game License by
the Contributor (g) Use
, Used
or Using
means to use, Distribute, copy,
edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h)
You
or Your
means the licensee
in terms of this agreement.
The License: This License applies to any Open Game Content
that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You
must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content
distributed using this License.
Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights
conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of
the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holder’s name
to the COPYRIGHT NOTICE of any original Open Game Content
you Distribute.
Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent
Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game
Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are
distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any
authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License.
Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
Use of Contributor Credits: You may not market or advertise
the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to
do so.
Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some
or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any
Open Game Material so affected.
Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this
License.
Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
COPYRIGHT NOTICE.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.