D&D 5E SRD Full Compile-v0.4.1
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, as explained in
    “Equipment.”

    Speed
    Your speed determines how far you can move when traveling
    (“Adventuring”) and fighting (“Combat”).

    Languages
    By virtue of your race, your character can speak, read, and write
    certain languages.

    Subraces
    Some races have subraces. Members of a subrace have the traits of the
    parent race in addition to the traits specified for their subrace.
    Relationships among subraces vary significantly from race to race and
    world to world.

Dwarf

  Dwarf Traits
  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**

  [TABLE]

  ***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.

Classes
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**

    [TABLE]

  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**

    [TABLE]

  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 (see chapter \#\#, “Equipment”) 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**

    [TABLE]

  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 (see chapter \#\#, “Equipment”) 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**

  [TABLE]

  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**

    [TABLE]

      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**

    [TABLE]

  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 (see chapter \#\#, “Equipment”) 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**

  [TABLE]

  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**

      [TABLE]

      **Table- Coast Circle Spells**

      [TABLE]

      **Table- Desert Circle Spells**

      [TABLE]

      **Table- Forest Circle Spells**

      [TABLE]

      **Table- Grassland Circle Spells**

      [TABLE]

      **Table- Mountain Circle Spells**

      [TABLE]

      **Table- Swamp Circle Spells**

      [TABLE]

      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**

    [TABLE]

  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**

    [TABLE]

  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**

    [TABLE]

  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**

      [TABLE]

      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**

    [TABLE]

  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 chapter 10
  for the general rules of spellcasting and chapter 11 for 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**

    [TABLE]

  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**

    [TABLE]

  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**

    [TABLE]

    ***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**

      [TABLE]

      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**

    [TABLE]

  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**

      [TABLE]

      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**

    [TABLE]

  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 (see the “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.

Customizations

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**

  [TABLE]

  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**

  [TABLE]

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**

  [TABLE]

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.

Personalization

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**

[TABLE]

**Table- Exotic Languages**

[TABLE]

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**

    [TABLE]

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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

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 (see chapter \#\#).

  ***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**

      [TABLE]

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**

[TABLE]

**Table- Container Capacity**

[TABLE]

\* 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**

[TABLE]

\* 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**

[TABLE]

**Table- Tack, Harness, and Drawn Vehicles**

[TABLE]

**Table- Waterborne Vehicles**

[TABLE]

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**

[TABLE]

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**

  [TABLE]

  ***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**

  [TABLE]

  > **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**

  [TABLE]

  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**

  [TABLE]

  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**

[TABLE]

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**

  [TABLE]

  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.

Adventuring

Time
In situations where keeping track of the passage of time is important,
the GM determines the time a task requires. The GM might use a different
time scale depending on the context of the situation at hand. In a
dungeon environment, the adventurers’ movement happens on a scale of
**minutes**. It takes them about a minute to creep down a long hallway,
another minute to check for traps on the door at the end of the hall,
and a good ten minutes to search the chamber beyond for anything
interesting or valuable.

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 …**

    [TABLE]

    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.

> Combat Step by Step
> ===================
>
> 1. **Determine surprise.** The GM determines whether anyone involved
> in the combat encounter is surprised.
> 2. **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.
> 3. **Roll initiative.** Everyone involved in the combat encounter
> rolls initiative, determining the order of combatants’ turns.
> 4. **Take turns.** Each participant in the battle takes a turn in
> initiative order.
> 5. **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**

  [TABLE]

    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**

  [TABLE]

  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**

  [TABLE]

  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)**

  [TABLE]

  **Table- Control Weather (Temperature)**

  [TABLE]

  **Table- Control Weather (Wind)**

  [TABLE]

  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**

  [TABLE]

  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 (O)
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 (Q)
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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  ***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 (X)
Spells (Y)
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.

Gamemastering

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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

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**

      [TABLE]

      **Table- Trap Severity**

      [TABLE]

      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**

    [TABLE]

    **Table- Madness Long-Term Effects**

    [TABLE]

    **Table- Madness Indefinite Flaws**

    [TABLE]

    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**

    [TABLE]

    ***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**

    [TABLE]

    ***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**

  [TABLE]

    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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  **Table- Rust Bag of Tricks**

  [TABLE]

  **Table- Tan Bag of Tricks**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  \* 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)

    [TABLE]

    **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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  ***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.

    [TABLE]

    **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**

  [TABLE]

  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**

  [TABLE]

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 (K)
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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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 (Q)
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**

  [TABLE]

  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**

  [TABLE]

  ***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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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**

  [TABLE]

  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.

Magic Items (X)
Magic Items (Y)
Magic Items (Z)

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**

    [TABLE]

    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**

    [TABLE]

    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**

    [TABLE]

    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**

    [TABLE]

    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.

Monsters
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**

  [TABLE]

  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**

  [TABLE]

  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**

    [TABLE]

  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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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)

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

      [TABLE]

      **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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)

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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)

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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)

  [TABLE]

  **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)

  [TABLE]

    Half-Red Dragon Veteran
    *Medium humanoid (human), any alignment*

    **Armor Class** 18 (plate)

    **Hit Points** 65 (10d8+20)

    **Speed** 30 ft.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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)

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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)

    [TABLE]

    **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)

    [TABLE]

    **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.

    [TABLE]

    **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)

    [TABLE]

    **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)

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **Damage Vulnerabilities** cold

  **Damage Resistances** bludgeoning, piercing, and slashing from
  nonmagical attacks

  **Damage Immunities** fire

  **Sense**s darkvision 60 ft., passive Perception 10

  **Languages** Ignan

  **Challenge** 5 (1,800 XP)

  ***Heated Body***. A creature that touches the salamander or hits it
  with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

  ***Heated Weapons***. Any metal melee weapon the salamander wields deals
  an extra 3 (1d6) fire damage on a hit (included in the attack).

    Actions
    ***Multiattack***. The salamander makes two attacks: one with its spear
    and one with its tail.

    ***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or
    range 20 ft./60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or
    13 (2d8+4) piercing damage if used with two hands to make a melee
    attack, plus 3 (1d6) fire damage.

    ***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target.
    *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the
    target is grappled (escape DC 14). Until this grapple ends, the target
    is restrained, the salamander can automatically hit the target with its
    tail, and the salamander 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.

  [TABLE]

  **Skills** Perception +2, Performance +6, Stealth +5

  **Sense**s passive Perception 12

  **Languages** Common, Elvish, Sylvan

  **Challenge** 1/2 (100 XP)

  ***Magic Resistance***. The satyr has advantage on saving throws against
  spells and other magical effects.

    Actions
    ***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target.
    *Hit:* 6 (2d4+1) bludgeoning damage.

    ***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
    target. *Hit:* 6 (1d6+3) piercing damage.

    ***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one
    target. *Hit:* 6 (1d6+3) piercing damage.

  Shadow
  *Medium undead, chaotic evil*

  **Armor Class** 12

  **Hit Points** 16 (3d8+3)

  **Speed** 40 ft.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

    [TABLE]

    **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)

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    **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.

    [TABLE]

    **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.

  [TABLE]

  **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)

  [TABLE]

  **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)

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

    [TABLE]

    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.

    [TABLE]

    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.

‘Miscellaneous 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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

  [TABLE]

  **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.

‘Non-Player Characters’
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.

[TABLE]

**Skills** Medicine +4, Religion +2

**Senses** passive Perception 12

**Languages** any one language (usually Common)

**Challenge** 1/4 (50 XP)

***Spellcasting***. The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* 1st level (3
slots): *bless*, *cure wounds*, *sanctuary*

  Actions
  ***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target.
  *Hit:* 2 (1d4) bludgeoning damage.

  **Acolytes** are junior members of a clergy, usually answerable to a
  priest. They perform a variety of functions in a temple and are granted
  minor spellcasting power by their deities.

Archmage
*Medium humanoid (any race), any alignment*

**Armor Class** 12 (15 with *mage armor*)

**Hit Points** 99 (18d8 + 18)

**Speed** 30 ft.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.

[TABLE]

**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.