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AGE 12+ ESSENTIALS KIT RULEBOOK RULEBOOK

Contents

Welcome to <୉੘জळક੘૳<૙ߣজક੘૳ ...... 2 The Environment ...... 32 Casting a Spell ...... 49 Chapter 1: Creating a Character ...... 4 Travel ...... 32 Casting in Armor ...... 49 Creation Steps ...... 4 Special Types of Movement ...... 32 Casting Time ...... 49 Gaining Levels ...... 7 Falling ...... 32 Range ...... 49 g[Ylaf_ ...... 32 Components ...... 49ץRaces ...... 7  Km Dwarf ...... 7 Vision and Light ...... 32 Duration ...... 50 ...... 8 Interacting with Objects ...... 33 Targets ...... 50 l ...... 50][ץ=^YdÖaf_ ...... 9 Social Interaction ...... 33  9j]Ykg@  Human ...... 10 Resting ...... 33 Saving Throws ...... 51 Character Classes ...... 11 Combat ...... 34 Attack Rolls ...... 51 Bard ...... 11 The Order of Combat ...... 34 Spell Descriptions ...... 51 Cleric ...... 13 Movement and Position ...... 35 Appendix A: Sidekicks ...... 63 Actions in Combat...... 35 Fighter ...... 16 Appendix B: Conditions ...... Back cover Rogue ...... 18 Making an Attack ...... 36 Wizard ...... 20 Cover ...... 36 Backgrounds ...... 24 Ranged Attacks ...... 37 Acolyte ...... 24 Melee Attacks ...... 37 Criminal ...... 25 Damage and Healing ...... 38 Entertainer ...... 25 Mounted Combat ...... 39 Sage ...... 26 Underwater Combat ...... 39 Soldier ...... 27 Chapter 3: Equipment ...... 40 Chapter 2: Playing the Game ...... 28 Armor and Shields ...... 40 Advantage and Disadvantage ...... 28 Weapons ...... 41 Saving Throws ...... 28 Adventuring Gear ...... 42 Ability Checks ...... 29 Mounts and Services ...... 45 Contests ...... 29 Magic Items ...... 45 Skills ...... 29 Chapter 4: Spells ...... 48 Working Together ...... 30 What Is a Spell? ...... 48 Strength Checks ...... 30 Schools of Magic ...... 48 Dexterity Checks ...... 30 Spell Level ...... 48 Constitution Checks ...... 31 Known and Prepared Spells ...... 48 Intelligence Checks ...... 31 Spell Slots ...... 49 Wisdom Checks ...... 31 Cantrips ...... 49 Charisma Checks ...... 31 Rituals ...... 49 Credits Rulebook Designer: Jeremy Crawford Original 5th Edition Design: Jeremy Crawford, Producer: Dan Tovar Adventure Designer: Christopher Perkins , Christopher Perkins, James Product Concept: Mark Price Additional Adventure Design: Richard Baker Wyatt, Rodney Thompson, Robert J. Schwalb, Production Services: Cynda Callaway, Kevin Adventure Development: Ben Petrisor Peter Lee, Steve Townshend, Bruce R. Cordell

Playtest Coordinator: Christopher Lindsay Michele Carter, Scott Fitzgerald Gray, Kim Senior Director Global Brand Strategy: Mohan Art Directors: Kate Irwin, Shauna Narciso Nathan Stewart Director Licensing & Publishing: Liz Schuh Graphic Designer: Trish Yochum Based on the original D&D game by Licensing Manager: Hilary Ross Cover Illustrator: Grzegorz Rutkowski E. and Illustrators: Mark Behm, Eric Belisle, Digital Marketing Manager: Bart Carroll Christopher Burdett, Wesley Burt, Senior Communications Manager: Greg Tito Conceptopolis, Olga Drebas, Jesper Ejsing, Manager Global Brand Marketing: Anna Vo Craig Elliot, Tomás Giorello, Lars Grant-West, Brand Manager: Shelly Mazzanoble Suzanne Helmigh, Brynn Metheney, Claudio Associate Brand Manager: Pelham Greene

RICHARD WHITTERS RICHARD Pozas, Craig J Spearing, Zack Stella, Richard Narrative Designers: Adam Lee, Ari Levitch Whitters, Shawn Wood Game Designer: Kate Welch Cartographers: Jason A. Engle, Mike Schley Graphic Designer: Emi Tanji Project Manager: Bill Benham Editor: F. Wesley Schneider Welcome to Dungeons & Dragons

<૙ঽஉळ੘ࣸெঽ੅ߣজঽ੘ߣଚঽક੘$ଚরळ<୉੘জळક੘૳<૙ߣজક੘૳ The game ends only when your group decides it does; roleplaying game is about storytelling in worlds of swords o`]fgf]klgjqgjim]klojYhkmh$Yfgl`]jgf][YfZ]- and spells. This rulebook gives you the rules for creating _af$[j]Ylaf_Yfgf_gaf_klgjq[Ydd]\Ycampaign. Many Y[`YjY[l]jafl`gk]ogjd\k$Yf\alhjgna\]kYddl`]jmd]k people who play the game keep their campaigns going for you need to start adventuring. The other book in this set egfl`kgjq]Yjk$e]]laf_oal`l`]aj^ja]f\kY^]olae]k -\L`]Y&ץcontains an adventure for you to play. Everyone who plays Yegfl`lgha[cmhl`]klgjqo`]j]l`]qd]^lg eYqj]Y\l`akjmd]Zggc$Zmll`]Y\n]flmj]akbmkl^gjl`] venturers grow in might as the campaign continues. Each ]q]kg^l`]

RICHARD WHITTERS RICHARD failure. The DM is usually the one who determines target

3 Welcome to Dungeons & Dragons Chapter 1: Creating a Character

Qક୉૙কঽ૙૳ଚ૳ଚळ્ঽ੘્৴ߣெঽ੘জߣ੘ߣदஉळ੘ଚ୉૙ळ૙ঽ੘ଚরळ 2. Choose a Class <୉੘জळક੘૳<૙ߣজક੘૳ game is to create a character of qgmjgof&Qgmj[`YjY[l]jakY[geZafYlagfg^_Ye]klYlak- Every adventurer is a member of a character class. Class la[k$jgd]hdYqaf_`ggck$Yf\qgmjaeY_afYlagf&Qgm[`ggk] ZjgY\dq\]k[jaZ]kY[`YjY[l]jÌkng[Ylagf$kh][aYdlYd]flk$ YjY[] km[`Yk`meYfgj]d^!Yf\Y[dYkk km[`YkÕ_`l]j and the tactics the character is most likely to employ gjoarYj\!&QgmYdkgafn]fll`]h]jkgfYdalq$Yhh]YjYf[]$ o`]f]phdgjaf_Y\mf_]gf$Õ_`laf_egfkl]jk$gj]f_Y_- and backstory of the character. ing in a tense negotiation. Each class is detailed in the É;`YjY[l]j;dYkk]kÊk][lagf hY_]))!& Creation Steps  Qgmj[`YjY[l]jj][]an]keYfqZ]f]Õlk^jgeqgmj[`ga[] g^[dYkk&L`]k]Z]f]ÕlkYj]class featuresÈ[YhYZadala]k >gddgol`]k]km__]kl]\kl]hk$eYcaf_\][akagfkl`Yl (including spellcasting) that set your character apart from j]Ö][ll`][`YjY[l]jqgmoYfl&Qgmj[gf[]hlagfg^qgmj e]eZ]jkg^gl`]j[dYkk]k&QgmYdkg_YafYfmeZ]jg^ character might evolve with each choice you make. hjgÕ[a]f[a]k2Yjegj$o]Yhgfk$kcaddk$kYnaf_l`jgok$Yf\  Afl`akk][lagf$o]mk]l`]l]jecharacter sheet to kge]lae]klggdk&QgmjhjgÕ[a]f[a]k\]Õf]eYfqg^l`] e]Yfo`Yl]n]jqgmmk]lgljY[cqgmj[`YjY[l]j$o`]l`]j l`af_kqgmj[`YjY[l]j[Yf\ghYjla[mdYjdqo]dd$^jgemkaf_ alÌkY^gjeYd[`YjY[l]jk`]]l dac]l`]gf]l`Yl[ge]koal` certain weapons to telling a convincing lie. l`akjmd]Zggc!$kge]^gjeg^\a_alYdj][gj\ km[`Ykgf  Gfqgmj[`YjY[l]jk`]]l$j][gj\Yddl`]^]Ylmj]kl`Yl <<:]qgf\$\f\Z]qgf\&[ge!$gjYhdYafha][]g^hYh]j& your class gives you at 1st level. 1. Choose a Race Level =n]jq[`YjY[l]jZ]dgf_klgYjY[]$gf]g^l`]eYfq`m- Qgmj[`YjY[l]jklYjlkYl)kld]n]dYf\Y\nYf[]kafd]n]d by adventuring and gaining experience points eYfga\kh][a]kaf<<&L`]egkl[geegfhdYq]j[`Yj-  PH!&Qgm start with 0 XP. Y[l]jjY[]kYj]\oYjn]k$]dn]k$`YdÖaf_k$Yf\`meYfk& =Y[`jY[]ak\]lYad]\afl`]ÉJY[]kÊk][lagf hY_]/!& Hit Points and Hit Dice  Qgmj[`YjY[l]jÌkjY[]_jYflkhYjla[mdYjjY[aYdljYalk$ Qgmj[`YjY[l]jÌk`alhgaflk\]Õf]`golgm_`qgmj[`Yj- such as special senses. Record all these traits on your Y[l]jakaf[geZYlYf\gl`]j\Yf_]jgmkkalmYlagfk&Qgmj [`YjY[l]jk`]]l&QgmjjY[]Ydkgaf[j]Yk]kgf]gjegj]g^ hit points are determined by your Hit Dice (short for Hit

qgmjYZadalqk[gj]k$o`a[`qgm\]l]jeaf]afkl]h+&Fgl] Point Dice). SUZANNE HELMIGH these increases and remember to apply them later.

4 Chapter 1: Creating a Character  9l)kld]n]d$qgmj[`YjY[l]j`Yk)@algj]pYehd]$l`]jg_m]Ìk=ph]jlak]^]Ylmj] dYl]klgl`]ZjgY\]j[mdlmj]Ìk]ph][lYlagfkg^_]f\]j&Qgmj \gmZd]kl`]hjgÕ[a]f[qZgfmk^gj[]jlYafYZadalq[`][ck&A^ [`YjY[l]jÌkk]pmYdgja]flYlagfakYdkg^gjqgmlg\][a\]& Y[aj[meklYf[]km__]klkl`YlqgmjhjgÕ[a]f[qZgfmkYh- Background hda]kegj]l`Yfgf[]lgl`]kYe]jgdd$qgmkladdY\\algfdq once and multiply or divide it only once. DggcYll`]É:Y[c_jgmf\kÊk][lagf hY_]*,!$Yf\ choose a background for your character. A background 3. Determine Ability Scores describes your original occupation. It also gives your [`YjY[l]jYZY[c_jgmf\^]Ylmj] Y_]f]jYdZ]f]Õl!Yf\ Much of what your character does relies on six abilities: hjgÕ[a]f[qaflogkcaddk$Yf\alea_`lYdkg_an]qgmY\- Strength$e]Ykmjaf_h`qka[Ydhgo]j \alagfYddYf_mY_]kgjhjgÕ[a]f[qoal`[]jlYafcaf\kg^ Dexterity$ measuring agility tools. Record this information on your character sheet. Constitution$e]Ykmjaf_]f\mjYf[] Alignment Intelligence$e]Ykmjaf_j]Ykgfaf_ and memory Wisdom$e]Ykmjaf_h]j[]hlagfYf\afka_`l ;`ggk]qgmj[`YjY[l]jÌkYda_fe]fl$o`a[`ZjgY\dq\]- Charisma$e]Ykmjaf_^gj[]g^h]jkgfYdalq scribes moral and personal attitudes. Alignment is a [geZafYlagfg^log^Y[lgjk2gf]a\]flaÕ]kegjYdalq _gg\$ =Y[`YZadalq`YkYk[gj]$o`a[`akYfmeZ]jqgmj][gj\gf ]nad$gjf]mljYd!$Yf\l`]gl`]j\]k[jaZ]kYllalm\]klgoYj\ your character sheet. The six abilities and their use in the kg[a]lqYf\gj\]j dYo^md$[`Ygla[$gjf]mljYd!&L`mk$faf] game are detailed in chapter 2. \aklaf[lYda_fe]flk\]Õf]l`]hgkkaZd][geZafYlagfk&  Qgm_]f]jYl]qgmj[`YjY[l]jÌkkapYZadalqk[gj]kjYf- These summaries of the nine alignments describe the domly. Roll four 6-sided dice and record the total of the typical behavior of a creature with that alignment. Indi- `a_`]kll`j]]\a[]gfYha][]g^k[jYl[`hYh]j&

5 Chapter 1: Creating a Character Neutral good F?!^gdc\gl`]Z]kll`]q[Yflg`]dhgl`- lgeYc]kY[jaÕ[]k7O`Yl\jan]kqgmlgY[lYf\_ma\]k ]jkY[[gj\af_lgl`]ajf]]\k&EYfq[]d]klaYdk$kge][dgm\ your goals and ambitions? What is the most important _aYflk$Yf\egkl_fge]kYj]f]mljYd_gg\& thing you strive for? Chaotic good (CG) creatures act as their conscience  Qgm[Yf[`ggk]Yfqa\]Ydkqgmdac]$Zmlqgmj[`YjY[l]jÌk \aj][lk$oal`dalld]j]_Yj\^gjo`Ylgl`]jk]ph][l&;ghh]j Yda_fe]flakY_gg\hdY[]lgklYjl\]Õfaf_l`]e&=Y[` \jY_gfk$eYfq]dn]k$Yf\mfa[gjfkYj][`Ygla[_gg\& background in this chapter includes suggested ideals. Lawful neutral DF!af\ana\mYdkY[lafY[[gj\Yf[]oal` >an]g^l`]eYj]dafc]\lgYkh][lkg^Yda_fe]fl2dYo$ dYo$ljY\alagf$gjh]jkgfYd[g\]k&EYfqegfckYf\kge] [`Ygk$_gg\$]nad$Yf\f]mljYdalq& wizards are lawful neutral. :gf\k& Create one bond for your character. Bonds Neutral F!akl`]Yda_fe]flg^l`gk]o`ghj]^]jlg j]hj]k]flY[`YjY[l]jÌk[gff][lagfklgh]ghd]$hdY[]k$ kl]]j[d]Yjg^egjYdim]klagfkYf\\gfÌllYc]ka\]k$\gaf_ and events in the world. They tie you to things from your o`Ylk]]ekZ]klYll`]lae]&DarYj\^gdc$egkl\jma\k$Yf\ background. They might inspire you to heights of hero- many humans are neutral. ake$gjd]Y\qgmlgY[lY_YafklqgmjgofZ]klafl]j]klka^ Chaotic neutral ;F![j]Ylmj]k^gddgol`]ajo`aek$ l`]qYj]l`j]Yl]f]\&L`]q[Yfogjcn]jqem[`dac]a\]Ydk$ holding their personal freedom above all else. Many bar- \janaf_Y[`YjY[l]jÌkeglanYlagfkYf\_gYdk& ZYjaYfkYf\jg_m]k$Yf\kge]ZYj\k$Yj][`Ygla[f]mljYd& Bonds might answer any of these questions: Whom do Lawful evil (LE) creatures methodically take what they you care most about? To what place do you feel a special oYfl$oal`afl`]daealkg^Y[g\]g^ljY\alagf$dgqYdlq$gjgj- connection? What is your most treasured possession? \]j&<]nadk$Zdm]\jY_gfk$Yf\`gZ_gZdafkYj]dYo^md]nad&  QgmjZgf\kea_`lZ]la]\lgqgmj[dYkk$qgmjZY[c- Neutral evil F=!akl`]Yda_fe]flg^l`gk]o`g\g _jgmf\$qgmjjY[]$gjkge]gl`]jYkh][lg^qgmj[`Yj- o`Yl]n]jl`]q[Yf_]lYoYqoal`$oal`gml[gehYkkagfgj Y[l]jÌk`aklgjqgjh]jkgfYdalq&Qgmea_`lYdkg_Yaff]o imYdek&EYfq\jgo$kge][dgm\_aYflk$Yf\qm_gdgl`k bonds over the course of your adventures. are neutral evil. >dYok&;`ggk]YÖYo^gjqgmj[`YjY[l]j&Qgmj[`YjY[- Chaotic evil ;=![j]Ylmj]kY[loal`YjZaljYjqnagd]f[]$ l]jÌkÖYoj]hj]k]flkkge]na[]$^]Yj$gjo]Ycf]kkÈaf khmjj]\Zql`]aj_j]]\$`Ylj]\$gjZdgg\dmkl&<]egfk$j]\ hYjla[mdYj$Yfql`af_l`Ylkge]gf]]dk][gmd\]phdgallg \jY_gfk$Yf\gj[kYj][`Ygla[]nad& bring you to ruin or cause you to act against your best in- Most creatures that lack the capacity for rational l]j]klk&Egj]ka_faÕ[Yfll`Yff]_Ylan]h]jkgfYdalqljYalk$ l`gm_`l\gfÌl`Yn]Yda_fe]flkÈl`]qYj]unaligned. YÖYoea_`lYfko]jYfqg^l`]k]im]klagfk2O`Yl]f- Such a creature is incapable of making a moral or ethical jY_]kqgm7O`YlÌkl`]gf]h]jkgf$[gf[]hl$gj]n]fll`Yl choice and acts according to its bestial nature. Sharks qgmYj]l]jjaÕ]\g^7O`YlYj]qgmjna[]k7 Yj]kYnY_]hj]\Ylgjk$^gj]pYehd]$Zmll`]qYj]fÌl]nad& Height and Weight Personal Characteristics Qgm\]l]jeaf]qgmj[`YjY[l]jÌk`]a_`lYf\o]a_`l&Qgmj >d]k`af_gmlqgmj[`YjY[l]jÌkh]jkgfYdalqoadd`]dhqgm race description includes suggestions for them. If you bring him or her to life as you play the game. Four cate- oYfllg$qgm[YfjgddjYf\gedq^gjl`]emkaf_l`]JYf- gories of characteristics are presented here: personality dom Height and Weight table. The dice roll given in the ljYalk$a\]Ydk$Zgf\k$Yf\ÖYok&:]qgf\l`gk][Yl]_gja]k$ @]a_`lEg\aÕ]j[gdmef\]l]jeaf]kl`][`YjY[l]jÌk]pljY l`afcYZgmlqgmj[`YjY[l]jÌk^Yngjal]ogj\kgjh`jYk]k$ height (in inches) beyond the base height. That same `YZalmYd_]klmj]k$na[]kYf\h]lh]]n]k$Yf\o`Yl]n]j number multiplied by the dice roll or quantity given in the else you can imagine. O]a_`lEg\aÕ]j[gdmef\]l]jeaf]kl`][`YjY[l]jÌk]pljY Each background presented later in this chapter in- weight (in pounds) beyond the base weight. cludes suggested characteristics that you can use to khYjcqgmjaeY_afYlagf&QgmÌj]fglZgmf\lgl`gk]gh- Random Height and Weight lagfk$Zmll`]qÌj]Y_gg\klYjlaf_hgafl& Base Height Base Weight H]jkgfYdalqLjYalk& Give your character two personal- Race Height 0RGLśHU Weight 0RGLśHU alqljYalk$o`a[`k`gmd\l]ddqgmkge]l`af_afl]j]klaf_Yf\ Human   +2d10 110 lb. ™ G OE ^mfYZgmlqgmj[`YjY[l]j&L`]qk`gmd\Z]kh][aÕ[YZgml Dwarf, hill   G OE ™ G OE o`YleYc]kqgmj[`YjY[l]jklYf\gml&ÉAÌekeYjlÊakfÌl Y_gg\ljYal$Z][Ymk]al\]k[jaZ]keYfq[`YjY[l]jk&ÉAÌn] Dwarf,  G 130 lb. ™ G OE j]Y\]n]jqZggcaf;Yf\d]c]]hÊl]ddkqgmkge]l`af_kh]- Elf, high   +2d10 90 lb. ™ G OE [aÕ[YZgmlqgmj[`YjY[l]jÌkafl]j]klkYf\\akhgkalagf& Elf, wood   +2d10 100 lb. ™ G OE Personality traits might describe the things your char- +DOŜLQJ   G OE × 1 lb. Y[l]jdac]k$hYklY[[gehdak`e]flk$l`af_kqgmj[`YjY[l]j \akdac]kgj^]Yjk$gjqgmj[`YjY[l]jÌkeYff]jakek& 5. Choose Equipment A useful place to start thinking about personality traits Qgmj[dYkkYf\ZY[c_jgmf\\]l]jeaf]qgmj[`YjY[l]jÌk is to look at your highest and lowest ability scores and de- starting equipment. Record this equipment on your Õf]gf]ljYalj]dYl]\lg]Y[`&=al`]jgf][gmd\Z]hgkalan] character sheet. All such items are detailed in chapter 3. gjf]_Ylan]2qgmea_`logjc`Yj\lggn]j[ge]Ydgok[gj]$ ^gj]pYehd]$gjZ][g[cqYZgmlqgmj`a_`k[gj]& Armor Class Describe one ideal that drives your character. A\]Ydk& QgmjArmor Class (AC) represents how well your char- Qgmja\]YdkYj]l`]l`af_kl`YlqgmZ]da]n]afegkl&A\]Ydk acter avoids being wounded in battle. Things that con- might answer any of these questions: What are the prin- ljaZml]lgqgmj9;af[dm\]l`]Yjegjqgmo]Yj$l`]k`a]d\ ciples that you will never betray? What would prompt you qgm[Yjjq$Yf\qgmj<]pl]jalqeg\aÕ]j&FglYdd[`YjY[l]jk

6 Chapter 1: Creating a Character o]YjYjegjgj[Yjjqk`a]d\k$`go]n]j&9k]phdYaf]\af hgafleYpaeme&9dl]jfYlan]dq$qgm[Yfmk]l`]Õp]\nYdm] [`Yhl]j+$qgmj[`YjY[l]jf]]\klgZ]hjgÕ[a]floal` k`gofafqgmj[dYkk]fljq$o`a[`akl`]Yn]jY_]j]kmdlg^ .(lan]dq$Yf\ the die roll (rounded up][ץ[YjegjYf\k`a]d\klgo]YjYf\mk]l`]e qgmjYjegjYf\k`a]d\hjgÕ[a]f[a]kYj]\]l]jeaf]\Zq  O`]fqgmj;gfklalmlagfeg\aÕ]jaf[j]Yk]kZq)$qgmj your class. hit point maximum increases by 1 for each level you have  Oal`gmlYjegjgjYk`a]d\$qgmj[`YjY[l]jÌk9;]imYdk YllYaf]\&>gj]pYehd]$o`]f:jm]fgjj]Y[`]k0l`d]n]dYk )(#`akgj`]j<]pl]jalqeg\aÕ]j&A^qgmj[`YjY[l]j YÕ_`l]j$`]af[j]Yk]k`ak;gfklalmlagfk[gj]^jge)/lg o]YjkYjegj$[Yjja]kYk`a]d\$gjZgl`$[Yd[mdYl]qgmj )0$l`mkaf[j]Ykaf_`ak;gfklalmlagfeg\aÕ]j^jge#+lg AC using the rules in chapter 3. Record your AC on #,&@ak`alhgafleYpaemel`]faf[j]Yk]kZq0& your character sheet.  ;gfkmdlqgmj[`YjY[l]jÌk[dYkk\]k[jahlagflgk]]o`Yl .j]floYq other improvements you gain at each level[ץKge]kh]ddkYf\[dYkk^]Ylmj]k_an]qgmY\a  to calculate your AC. If you have multiple features that j]floYqklg[Yd[mdYl]qgmj9;$qgm[Yfmk] Races[ץan]qgm\a_ gfdqgf]g^l`]e$Yf\qgm[`ggk]o`a[`gf]& Humans are the most common people in the worlds of Weapons <<$Zmll`]qdan]Yf\ogjcYdgf_ka\]\oYjn]k$]dn]k$ >gj]Y[`o]Yhgfqgmj[`YjY[l]joa]d\k$[Yd[mdYl]l`] `YdÖaf_k$Yf\[gmfld]kkgl`]j^YflYkla[kh][a]k&Qgmj eg\aÕ]jqgmmk]o`]fqgmYllY[coal`l`]o]YhgfYf\ character belongs to one of these peoples. the damage you deal when you hit.  O`]fqgmeYc]YfYllY[coal`Yo]Yhgf$qgmjgddY Dwarf \*(Yf\Y\\qgmjhjgÕ[a]f[qZgfmk Zmlgfdqa^qgmYj] Caf_\gekja[`afYf[a]fl_jYf\]mj$`Yddk[Yjn]\aflgl`] - hjgÕ[a]floal`l`]o]Yhgf!Yf\l`]YhhjghjaYl]YZad jgglkg^egmflYafk$l`]][`gaf_g^ha[ckYf\`Yee]jkaf alqeg\aÕ]j& \]]heaf]kYf\ZdYraf_^gj_]k$Yf\Y[geeale]fllg[dYf For attacks with melee weapons $mk]qgmjKlj]f_l` Yf\ljY\alagfÈl`]k][geegfl`j]Y\kmfal]Ydd\oYjn]k& eg\aÕ]j^gjYllY[cYf\\YeY_]jgddk&9o]Yhgfl`Yl`Yk l`]Õf]kk]hjgh]jlq$km[`YkYjYha]j$[Yfmk]qgmj<]p- Long Memory, Long Grudges l]jalqeg\aÕ]jafkl]Y\& For attacks with ranged weapons$mk]qgmj<]pl]jalq Dwarves can live to be more than 400 years old. They re- eg\aÕ]j^gjYllY[cYf\\YeY_]jgddk&9e]d]]o]Yhgf kh][ll`]ljY\alagfkg^l`]aj[dYfk$ljY[af_l`]ajYf[]kljq l`Yl`Ykl`]l`jgofhjgh]jlq$km[`YkY`Yf\Yp]$[Yfmk] back to the founding of their most ancient strongholds in qgmjKlj]f_l`eg\aÕ]jafkl]Y\& l`]qgml`g^l`]ogjd\$Yf\\gfÌlYZYf\gfl`gk]ljY\alagfk lightly. Part of those traditions is devotion to the gods of 6. Come Together l`]\oYjn]k$o`gmh`gd\l`]\oYjn]fa\]Ydkg^af\mklja- gmkdYZgj$kcaddafZYlld]$Yf\\]nglagflgl`]^gj_]& <<[`YjY[l]jk\gfÌlogjcYdgf]&=Y[`[`YjY[l]jhdYqk a role within a party$Y_jgmhg^Y\n]flmj]jkogjcaf_lg- Clans and Kingdoms gether for a common purpose. Talk to your fellow players Dwarven kingdoms stretch deep beneath the mountains and your DM to decide whether your characters know where the dwarves mine gems and precious metals and gf]Yfgl`]j$`gol`]qe]l$Yf\o`Ylkgjlkg^im]klkl`] forge items of wonder. They love the beauty and artistry group might undertake. g^hj][agmke]lYdkYf\Õf]b]o]djq$Yf\afkge]\oYjn]k Gaining Levels l`akdgn]^]kl]jkaflgYnYja[]&O`Yl]n]jo]Ydl`l`]q[YfÌl Õf\afl`]ajegmflYafk$l`]q_Yafl`jgm_`ljY\]& 9k[`YjY[l]jk_ggfY\n]flmj]k$]Y[`[`YjY[l]j_Yafk]p- The chief unit of dwarven society is the clan. Even h]ja]f[]$j]hj]k]fl]\Zq]ph]ja]f[]hgaflk&9[`YjY[l]j dwarves who live far from their own kingdoms cherish \o`gj]Y[`]kYkh][aÕ]\]ph]ja]f[]hgafllglYdY\nYf[]k l`]aj[dYfY׹daYlagfk$j][g_far]j]dYl]\\oYjn]k$Yf in capability. This advancement is called gaining a level. afngc]l`]ajYf[]klgjkÌfYe]kafgYl`kYf\[mjk]k&LgZ] clanless is the worst fate that can befall a dwarf. Character Advancement 

7 Chapter 1: Creating a Character Dwarf Traits Elf Qgmj\oYj^[`YjY[l]j`Ykl`]^gddgoaf_ljYalk& 9h]ghd]g^gl`]jogjd\dq_jY[]$]dn]k\o]ddafhdY[]k 9ZadalqK[gj]Af[j]Yk]&Qgmj;gfklalmlagfk[gj]af- g^]l`]j]YdZ]Ymlq$afl`]ea\klg^Yf[a]fl^gj]klkgjaf creases by 2. khaj]k_dall]jaf_oal`^Y]ja]da_`l$o`]j]kg^lemka[\ja^lk 9_]&

gj_gll]f adulthood goes beyond physical growth to encompass Realms are mountain dwarves. worldly experience. An elf typically claims adulthood 9ZadalqK[gj]Af[j]Yk]&QgmjKlj]f_l`k[gj]af- and an adult name around the age of 100 and can live creases by 2. to be 750 years old.

8 Chapter 1: Creating a Character g^[`Ygk&L`]qnYdm]Yf\hjgl][lgl`]jkÌ^j]]\geYko]dd Ykl`]ajgof$Yf\l`]qYj]egj]g^l]f_gg\l`Yffgl& Kar]& Elves range from under 5 to over 6 feet tall and `Yn]kd]f\]jZmad\k&Qgmjkar]akE]\ame& Kh]]\&QgmjZYk]oYdcaf_kh]]\ak+(^]]l& ]q9f[]kljq&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgok Y_YafklZ]af_[`Yje]\$Yf\eY_a[[YfÌlhmlqgmlgkd]]h& LjYf[]&=dn]k\gfÌlf]]\lgkd]]h&Afkl]Y\$l`]qe]\a- lYl]\]]hdq$j]eYafaf_k]ea[gfk[agmk$^gj,`gmjkY\Yq& L`];geegfogj\^gjkm[`e]\alYlagfakÉljYf[]&Ê! O`ad]e]\alYlaf_$qgm[Yf\j]YeY^l]jY^Yk`agf3km[` dreams are actually mental exercises that have become j]Ö]pan]l`jgm_`q]Yjkg^hjY[la[]&9^l]jj]klaf_afl`ak oYq$qgm_Yafl`]kYe]Z]f]Õll`YlY`meYf\g]k^jge0 hours of sleep. DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf Yf\=dnak`&=dnak`akÖma\$oal`kmZld]aflgfYlagfkYf\ aflja[Yl]_jYeeYj&=dn]fdal]jYlmj]akja[`Yf\nYja]\$Yf\ their songs and poems are famous among other races. Many bards learn their language so they can add Elvish Wood Elf ballads to their repertoires. 9kYogg\]d^$qgm`Yn]c]]fk]fk]kYf\aflmalagf$Yf\ KmZjY[]&Ancient divides among elves resulted in three qgmjÖ]]l^]]l[Yjjqqgmima[cdqYf\kl]Ydl`adql`jgm_` eYafkmZjY[]k2`a_`]dn]k$ogg\]dn]k$Yf\\Yjc]dn]k$ qgmjfYlan]^gj]klk&Afl`]>gj_gll]fJ]Ydek$ogg\]dn]k who are commonly called . This rulebook presents Ydkg[Ydd]\oad\]dn]k$_j]]f]dn]k$gj^gj]kl]dn]k!Yj] two of these subraces to choose from: high elves and reclusive and distrusting of non-elves. ogg\]dn]k&;`ggk]gf]g^l`]k]kmZjY[]k$Yf\Y\\alk  Ogg\]dn]kÌkcafl]f\klgZ][ghh]jak`af`m]$kge]- traits to your other racial traits. times with traces of green. Their hair tends toward High Elf ZjgofkYf\ZdY[ck$Zmlalakg[[YkagfYddqZdgf\gj[gh- h]j%[gdgj]\&L`]aj]q]kYj]_j]]f$Zjgof$gj`Yr]d& 9kY`a_`]d^$qgm`Yn]Yc]]feaf\Yf\YeYkl]jqg^Yl 9ZadalqK[gj]Af[j]Yk]&QgmjOak\gek[gj]af- d]Ykll`]ZYka[kg^eY_a[&AfeYfqg^l`]ogjd\kg^<<$ creases by 1. there are two kinds of high elves. One type (which in- =d^O]YhgfLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`l`] cludes the sun elves of the ) is haughty dgf_kogj\$k`gjlkogj\$k`gjlZgo$Yf\dgf_Zgo& Yf\j][dmkan]$Z]da]naf_l`]ek]dn]klgZ]kmh]jagjlgfgf% >d]]lg^>ggl&QgmjZYk]oYdcaf_kh]]\af[j]Yk]k elves and even other elves. The other type (including the to 35 feet. moon elves of the Forgotten Realms) are more common EYkcg^l`]Oad\&Qgm[YfYll]ehllg`a\]]n]fo`]f Yf\egj]^ja]f\dq$Yf\g^l]f]f[gmfl]j]\Yegf_`meYfk qgmYj]gfdqda_`ldqgZk[mj]\Zq^gdaY_]$`]YnqjYaf$^Ydd- and other races. af_kfgo$eakl$Yf\gl`]jfYlmjYdh`]fge]fY& The sun elves of the Forgotten Realms (also called gold elves or sunrise elves) have bronze skin and hair of cop- Halfling h]j$ZdY[c$gj_gd\]fZdgf\&L`]aj]q]kYj]_gd\]f$kadn]j$ or black. Moon elves (also called silver elves or gray elves) L`][ge^gjlkg^`ge]Yj]l`]_gYdkg^egkl`YdÖaf_k2Y Yj]em[`hYd]j$oal`YdYZYkl]jkcafkge]lae]klaf_]\ hdY[]lgk]lld]afh]Y[]Yf\ima]l$^Yj^jgeeYjYm\af_ oal`Zdm]&L`]qg^l]f`Yn]`Yajg^kadn]j%o`al]$ZdY[c$gj egfkl]jkYf\[dYk`af_Yjea]k3YZdYraf_Õj]Yf\Y_]f- Zdm]$ZmlnYjagmkk`Y\]kg^Zdgf\$Zjgof$Yf\j]\Yj]fÌl ]jgmke]Yd3Õf]\jafcYf\Õf][gfn]jkYlagf&L`gm_` mf[geegf&L`]aj]q]kYj]Zdm]gj_j]]fYf\Ö][c]\ kge]`YdÖaf_kdan]gmll`]aj\Yqkafj]egl]Y_ja[mdlmjYd with gold. [geemfala]k$gl`]jk^gjefgeY\a[ZYf\kl`YlljYn]d[gf- 9ZadalqK[gj]Af[j]Yk]&QgmjAfl]dda_]f[]k[gj]af- klYfldq$dmj]\Zql`]gh]fjgY\Yf\l`]oa\]`gjargflg creases by 1. discover the wonders of new lands and peoples. =d^O]YhgfLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`l`] dgf_kogj\$k`gjlkogj\$k`gjlZgo$Yf\dgf_Zgo& Small and Practical

;Yfljah&Qgmcfgogf][Yfljahg^qgmj[`ga[]^jgel`] L`]\aeafmlan]`YdÖaf_kkmjnan]afYogjd\^mddg^dYj_]j wizard spell list. Intelligence is your spellcasting abil- [j]Ylmj]kZqYnga\af_fgla[]gj$ZYjjaf_l`Yl$Ynga\af_ ity for it. fk]&KlYf\af_YZgml+^]]llYdd$l`]qYhh]Yjj]dYlan]dq[ץg =pljYDYf_mY_]&Qgm[Yfkh]Yc$j]Y\$Yf\ojal]gf] harmless and so have managed to survive for centuries SHAWN WOODSHAWN extra language of your choice. in the shadow of empires and on the edges of wars.

9 Chapter 1: Creating a Character  @YdÖaf_kdac]lgo]YjhjY[la[Yd[dgl`]k$^Yngjaf_Zja_`l 9ZadalqK[gj]Af[j]Yk]&Qgmj;`YjakeYk[gj]af- [gdgjk&@YdÖaf_hjY[la[Ydalq]pl]f\kZ]qgf\l`]aj[dgl`- creases by 1. af_&L`]qÌj][gf[]jf]\oal`ZYka[f]]\kYf\kaehd] FYlmjYddqKl]Ydl`q&Qgm[YfYll]ehllg`a\]]n]fo`]f pleasures and have little use for ostentation. Even the you are obscured only by a creature that is at least one o]Ydl`a]klg^`YdÖaf_kc]]hl`]ajlj]Ykmj]kdg[c]\afY size larger than you. cellar rather than on display for all to see. They have a Stout cfY[c^gjÕf\af_l`]egklkljYa_`l^gjoYj\kgdmlagflgY hjgZd]e$Yf\`Yn]dalld]hYla]f[]^gj\al`]jaf_& 9kYklgml`YdÖaf_$qgmÌj]`Yj\a]jl`YfYn]jY_]&Afl`] >gj_gll]fJ]Ydek$l`]k]`YdÖaf_kYj][Ydd]\kljgf_- Kind and Curious `]Yjlk$Yf\l`]qÌj]egkl[geegfafl`]kgml`& 9ZadalqK[gj]Af[j]Yk]&Qgmj;gfklalmlagfk[gj]af- -YZd]Yf\[`]]j^mdh]ghd]&L`]q[`]jץYdÖaf_kYj]YfY@ creases by 1. ish the bonds of family and friendship as well as the com- KlgmlJ]kada]f[]&Qgm`Yn]Y\nYflY_]gfkYnaf_ forts of hearth and home. Even adventurers among them l`jgokY_Yafklhgakgf$Yf\qgm`Yn]j]kaklYf[]Y_Yafkl mkmYddqn]flmj]aflgl`]ogjd\^gjj]Ykgfkg^[geemfalq$ poison damage. ^ja]f\k`ah$oYf\]jdmkl$gj[mjagkalq&L`]qdgn]\ak[gn]j- af_f]ol`af_k$]n]fkaehd]l`af_k$km[`YkYf]pgla[^gg\ or an unfamiliar style of clothing. Human  @YdÖaf_kYj]]Ykadqegn]\lghalqYf\`Yl]lgk]]Yfq Afl`]j][cgfaf_kg^egklogjd\k$`meYfkYj]l`]qgmf_- j&L`]qYj]_]f]jgmk$`Yhhadqk`Yjaf_ ]klg^l`][geegfjY[]k$k`gjl%dan]\af[gehYjakgflg[ץdanaf_l`af_km what they have even in lean times. \oYjn]k$]dn]k$Yf\\jY_gfk&H]j`YhkalakZ][Ymk]g^ their shorter lives that they strive to achieve as much as Traits they can in the years they are given. Or maybe they feel Qgmj`YdÖaf_[`YjY[l]j`Ykl`]^gddgoaf_ljYalk& l`]q`Yn]kge]l`af_lghjgn]lgl`]]d\]jkh][a]k$Yf\ 9ZadalqK[gj]Af[j]Yk]&Qgmj<]pl]jalqk[gj]af- l`YlÌko`ql`]qZmad\l`]ajea_`lq]ehaj]k&O`Yl]n]j creases by 2. \jan]kl`]e$`meYfkYj]l`]affgnYlgjk$l`]Y[`a]n]jk$ 9_]&9`YdÖaf_j]Y[`]kY\mdl`gg\Yll`]Y_]g^*( and the pioneers of the worlds. and generally lives into the middle of his or her sec- Variety in All Things ond century. 9da_fe]fl&Egkl`YdÖaf_kYj]dYo^md_gg\&9kYjmd]$ Humans are the most adaptable and ambitious people l`]qYj]_gg\%`]Yjl]\Yf\caf\$`Yl]lgk]]gl`]jkaf among the common races. They have widely varying j]fldYf\k[ץhYaf$Yf\`Yn]fglgd]jYf[]^gjghhj]kkagf&L`]qYj] lYkl]k$egjYdk$Yf\[mklgekafl`]eYfq\a Ydkgn]jqgj\]jdqYf\ljY\alagfYd$d]Yfaf_`]Ynadqgf o`]j]l`]q`Yn]k]lld]\&O`]fl`]qk]lld]$l`gm_`$l`]q the support of their community and the comfort of stay: they build cities to last for the ages. An individual their old ways. `meYfea_`l`Yn]Yj]dYlan]dqk`gjlda^]khYf$ZmlY Kar]&@YdÖaf_kYn]jY_]YZgml+^]]llYddYf\o]a_` human nation or culture preserves traditions and in- YZgml,(hgmf\k&Qgmjkar]akKeYdd& klalmlagfkÈl]ehd]k$_gn]jfe]flk$daZjYja]k$Yf\[g\]k Kh]]\&QgmjZYk]oYdcaf_kh]]\ak*-^]]l& g^dYoÈoal`gja_afk^YjZ]qgf\l`]j]Y[`g^Yfqkaf_d] Dm[cq&O`]fqgmjgddY)gfl`]\*(^gjYfYllY[cjgdd$ `meYfÌke]egjq&L`]qdan]^mddqafl`]hj]k]flÈeYcaf_ YZadalq[`][c$gjkYnaf_l`jgo$qgm[Yfj]jgddl`]\a]Yf\ l`]eo]ddkmal]\lgl`]Y\n]flmjaf_da^]ÈZmlYdkghdYf^gj must use the new roll. l`]^mlmj]$kljanaf_lgd]Yn]YdYklaf_d]_Y[q&Af\ana\mYddq :jYn]&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgokY_Yafkl Yf\YkY_jgmh$`meYfkYj]Y\YhlYZd]ghhgjlmfaklk$Yf\ being frightened. they stay alert to changing political and social dynamics. @YdÖaf_FaeZd]f]kk&Qgm[Yfegn]l`jgm_`l`]khY[] of any creature that is of a size larger than yours. Human Traits

DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf Qgmj`meYf[`YjY[l]j`Ykl`]^gddgoaf_ljYalk& - Yf\@YdÖaf_&L`]@YdÖaf_dYf_mY_]akfÌlk][j]l$Zml`Yd 9ZadalqK[gj]Af[j]Yk]&QgmjYZadalqk[gj]k]Y[`af- Öaf_kYj]dgYl`lgk`Yj]aloal`gl`]jk&L`]qojal]n]jqdal- crease by 1. ld]$kgl`]q\gfÌl`Yn]Yja[`Zg\qg^dal]jYlmj]&L`]ajgjYd 9_]& Humans reach adulthood in their late teens and ljY\alagf$`go]n]j$akn]jqkljgf_&9degklYdd`YdÖaf_k live less than a century. speak Common to converse with the people in whose 9da_fe]fl& Humans tend toward no particular align- lands they dwell or through which they are traveling. ment. The best and the worst are found among them.

KmZjY[]&L`]logeYafcaf\kg^`YdÖaf_$da_`l^gglYf\ Kar]&@meYfknYjqoa\]dqaf`]a_`lYf\Zmad\$^jge klgml$Yj]egj]dac][dgk]dqj]dYl]\^Yeada]kl`Yfljm]kmZ- barely 5 feet to well over 6 feet tall. Regardless of your jY[]k&;`ggk]gf]g^l`]k]kmZjY[]k$Yf\Y\\alkljYalklg hgkalagfafl`YljYf_]$qgmjkar]akE]\ame& your other racial traits. Kh]]\&QgmjZYk]oYdcaf_kh]]\ak+(^]]l& Lightfoot DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf and one extra language of your choice. Humans typically 9kYda_`l^ggl`YdÖaf_$qgm[Yf]Ykadq`a\]^jgefgla[]$ d]Yjfl`]dYf_mY_]kg^gl`]jh]ghd]kl`]q\]Ydoal`$ ]n]fmkaf_gl`]jh]ghd]Yk[gn]j&QgmÌj]af[daf]\lgZ] including obscure dialects. They are fond of sprinkling YZd]&Afl`]>gj_gll]fJ]Ydek$da_`l^gglץkh][aYddqY[ their speech with words borrowed from other tongues: `YdÖaf_k`Yn]khj]Y\l`]^Yjl`]klYf\l`mkYj]l`]egkl - common variety. Gj[[mjk]k$=dnak`emka[Yd]phj]kkagfk$

10 Chapter 1: Creating a Character Character Classes >an][dYkk]kÈZYj\$[d]ja[$Õ_`l]j$jg_m]$Yf\oarYj\ÈYj] presented here. See the Player’s Handbook for expanded versions of these classes and for whole other classes. Bard O`]l`]jhg]l$k[`gdYj$gjk[gmf\j]d$YZYj\o]Yn]k eY_a[l`jgm_`ogj\kYf\emka[lgafkhaj]Ydda]k$\]egj- Ydar]^g]k$eYfahmdYl]eaf\k$Yf\`]Ydogmf\k&L`]ZYj\ akYeYkl]jg^kgf_$kh]][`$Yf\l`]eY_a[l`]q[gflYaf& :Yj\kkYql`Yll`]emdlan]jk]oYkkhgc]faflg]pakl]f[]$ l`Yll`]ogj\kg^l`]_g\k_Yn]alk`Yh]$Yf\l`Yl][`g]k of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt lgkfYl[`Yf\`Yjf]kkl`gk]][`g]k$kmZldqogn]faflg their spells and powers. The Inspirations of Adventure JYj]dq\gZYj\kk]lld]afgf]hdY[]^gjdgf_$Yf\l`]aj \]kaj]lgljYn]dÈlgÕf\f]olYd]klgl]ddÈeYc]kYfY\- dancing lights and vicious mockery venturing career a natural calling. Every adventure is [Yfljahk$Ydgf_oal` the following 1st-level spells: charm person$detect magic$ Yfghhgjlmfalqlgd]Yjf$hjY[la[]YnYja]lqg^kcaddk$]fl]j healing word$Yf\thunderwave. dgf_%^gj_gll]flgeZk$\ak[gn]jdgklogjckg^eY_a[$\]- [ah`]jgd\lge]k$ljYn]dlgkljYf_]hdY[]k$gj]f[gmfl]j exotic creatures. Class Features Bards love to accompany heroes to witness their deeds 9kYZYj\$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k& Õjkl`Yf\&9ZYj\o`g[Yfl]ddYfYo]%afkhajaf_klgjq from personal experience earns renown among other Hit Points ZYj\k&Af\]]\$Y^l]jl]ddaf_kgeYfqklgja]kYZgml`]jg]k Hit Dice: 1d8 per bard level Y[[gehdak`af_ea_`lq\]]\k$eYfqZYj\klYc]l`]k] Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j themes to heart and assume heroic roles themselves. Hit Points at Higher Levels:)\0 gj-!#qgmj;gfklalm- Creating a Bard lagfeg\aÕ]jh]jZYj\d]n]dY^l]j)kl Proficiencies O`YlÌkl`]klgjqg^qgmjhYkl7O]j]qgmYfYhhj]fla[]$ Armor: Light armor following another bard until you were ready to strike out Weapons:Kaehd]o]Yhgfk$`Yf\[jgkkZgok$dgf_- on your own? Or did you attend a college where you stud- kogj\k$jYha]jk$k`gjlkogj\k ied bardic lore and practiced musical magic? Perhaps you Tools: Three musical instruments of your choice o]j]YjmfYoYqgjYfgjh`Yf$Z]^ja]f\]\ZqYoYf\]jaf_ bard who became your mentor. Or you might have been Saving Throws:<]pl]jalq$;`YjakeY a noble child tutored by a master. Perhaps you stumbled Skills: Choose any three aflgl`][dml[`]kg^Y`Y_$eYcaf_YZYj_Yaf^gjYemka[Yd Equipment _a^lafY\\alagflgqgmjda^]Yf\^j]]\ge$ZmlYlo`Yl[gkl7 QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`] Quick Build equipment granted by your background: Qgm[YfeYc]YZYj\ima[cdqZq^gddgoaf_l`]k] • (a!jYha]j$ b!dgf_kogj\$gj c) any simple weapon km__]klagfk&>ajkl$;`YjakeYk`gmd\Z]qgmj`a_`]kl • (a!\ahdgeYlÌkhY[cgj b!]fl]jlYaf]jÌkhY[c YZadalqk[gj]$^gddgo]\Zq<]pl]jalq&K][gf\$[`ggk] • A musical instrument l`]]fl]jlYaf]jZY[c_jgmf\&L`aj\$[`ggk]l`] • Leather armor and a dagger

The Bard

3URśFLHQF\ Cantrips Spells —Spell Slots per Spell Level— Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 6SHOOFDVWLQJ%DUGLF,QVSLUDWLRQ G 2  2 ———————— 2nd +2 -DFNRI$OO7UDGHV6RQJRI5HVW G 2  3 ———————— 3rd +2 Bard College, Expertise 2 6  2 ——————— WK +2 Ability Score Improvement 3 7  3 ——————— WK +3 %DUGLF,QVSLUDWLRQ G  38 3 2 —————— Font of Inspiration RICHARD WHITTERS RICHARD 6th +3 Countercharm, Bard College feature 3 9  3 3 ——————

11 Chapter 1: Creating a Character Spellcasting Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Qgm`Yn]d]Yjf]\lgj]k`Yh]j]Ydalqaf`Yjegfqoal`qgmj Qgmmk]qgmj;`YjakeYo`]f]n]jYkh]ddj]^]jklgqgmj oak`]kYf\emka[&Qgmjkh]ddkYj]hYjlg^qgmjnYklj]h]j- kh]dd[Yklaf_YZadalq&AfY\\alagf$qgmmk]qgmj;`YjakeY [[j]flkalmYlagfk&K[ץlgaj]$eY_a[l`Ylqgm[Yflmf]lg\a eg\aÕ]jo`]fk]llaf_l`]kYnaf_l`jgo<;^gjYZYj\ chapter 4 for the general rules of spellcasting. kh]ddqgm[YklYf\o`]feYcaf_YfYllY[cjgddoal`gf]$ Bard Spell List as explained in chapter 4. @]j]Ìkl`]daklg^kh]ddkqgm[gfkmdlo`]fqgmd]YjfYZYj\ kh]dd&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[l]j Ritual Casting d]n]d&A^Ykh]dd[YfZ][YklYkYjalmYd$l`]jalmYdlY_Yh- Qgm[Yf[YklYfqZYj\kh]ddqgmcfgoYkYjalmYda^ h]YjkY^l]jl`]kh]ddÌkfYe]&K]]l`]Player’s Handbook that spell has the ritual tag. See chapter 4 for how for an expanded version of this list. rituals work. Spellcasting Focus Cantrips (0 Level) longstrider Qgm[Yfmk]Yemka[Ydafkljme]fl k]][`Yhl]j+^gj]p- light silent image amples) as a spellcasting focus for your bard spells. mage hand sleep mending thunderwave Bardic Inspiration minor illusion 2nd Level Qgm[Yfafkhaj]gl`]jkl`jgm_`klajjaf_ogj\kgjemka[& prestidigitation Lg\gkg$qgmmk]YZgfmkY[lagfgfqgmjlmjflg[`ggk] hold person vicious mockery one creature other than yourself within 60 feet of you invisibility who can hear you. That creature gains one Bardic Inspi- 1st Level knock jYlagf\a]$Y\.& charm person lesser restoration  Gf[]oal`afl`]f]pl)(eafml]k$l`][j]Ylmj][Yfjgdd comprehend languages ULWXDO shatter l`]\a]Yf\Y\\l`]fmeZ]jjgdd]\lggf]YZadalq[`][c$ cure wounds silence ULWXDO YllY[cjgdd$gjkYnaf_l`jgoaleYc]k&L`][j]Ylmj][Yf detect magic ULWXDO suggestion wait until after it rolls the d20 before deciding to use the disguise self :Yj\a[AfkhajYlagf\a]$Zmlemkl\][a\]Z]^gj]l`]gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddcure short rest. If you or any friendly creatures who can hear wounds and have a 1st-level and a 2nd-level spell slot your performance regain hit points at the end of the short YnYadYZd]$qgm[Yf[Yklcure wounds using either slot. j]klZqkh]f\af_gf]gjegj]@algjafklYf[]$o`]fqgm again at 6th. j]Y[`+j\d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf]f]okh]dd of 1st or 2nd level. Expertise  9\\alagfYddq$o`]fqgm_YafYd]n]dafl`ak[dYkk$qgm can choose one of the bard spells you know and replace 9l+j\d]n]d$[`ggk]logg^qgmjkcaddhjgÕ[a]f[a]k&Qgmj aloal`Yfgl`]jkh]dd^jgel`]ZYj\kh]dddakl$o`a[`Ydkg hjgÕ[a]f[qZgfmkak\gmZd]\^gjYfqYZadalq[`][cqgm must be of a level for which you have spell slots. eYc]l`Ylmk]k]al`]jg^l`][`gk]fhjgÕ[a]f[a]k&

12 Chapter 1: Creating a Character Ability Score Improvement College of Valor O`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq The daring bards of the College of Valor keep alive the k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq e]egjqg^l`]_j]Yl`]jg]kg^l`]hYkl$Yf\l`]j]Zqaf- k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk] spire a new generation of heroes. They travel the land an ability score above 20 using this feature. lgoalf]kk_j]Yl]n]flkÕjkl`Yf\Yf\lg]fkmj]l`Yll`] Font of Inspiration e]egjqg^l`gk]]n]flk\g]kfÌlhYkk^jgel`]ogjd\& Bonus Proficiencies :]_affaf_o`]fqgmj]Y[`-l`d]n]d$qgmj]_YafYddg^ O`]fqgmbgafl`];gdd]_]g^NYdgjYl+j\d]n]d$qgm qgmj]ph]f\]\mk]kg^:Yj\a[AfkhajYlagfo`]fqgmÕfak` _YafhjgÕ[a]f[qoal`e]\ameYjegj$k`a]d\k$Yf\eYj- a short or long rest. tial weapons. Countercharm Combat Inspiration 9l.l`d]n]d$qgm_Yafl`]YZadalqlgmk]emka[Ydfgl]kgj 9dkgYl+j\d]n]d$qgmd]Yjflgafkhaj]gl`]jkafZYlld]&9 lk&9k creature that has a Bardic Inspiration die from you can][ץ[_ogj\kg^hgo]jlg\akjmhleaf\%afÖm]f[af YfY[lagf$qgm[YfklYjlYh]j^gjeYf[]l`YldYklkmflad roll that die and add the number rolled to a weapon dam- l`]]f\g^qgmjf]pllmjf&gjl`gk]]nad\g]jko`goaddZ]f]Õl qgmjmk]kg^:Yj\a[AfkhajYlagf$jgddaf_Y:Yj\a[Afkha- egkl^jgeYeY[]lgl`]`]Y\$[d]ja[k\]h]f\gfl`]aj ration die and subtracting the number rolled from the combat training to let them wade into melee with the [j]Ylmj]Ìkjgdd&Qgm[Yf[`ggk]lgmk]l`ak^]Ylmj]Y^l]j power of the gods on their side. l`][j]Ylmj]eYc]kalkjgdd$ZmlZ]^gj]l`]

3URśFLHQF\ Cantrips —Spell Slots per Spell Level— Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st+2Spellcasting, Divine Domain 3 2 ———————— 2nd +2 &KDQQHO'LYLQLW\ UHVW  3 3 ———————— Divine Domain feature 3rd +2 — 3  2 ——————— WK +2 Ability Score Improvement 3 ——————— WK +3 'HVWUR\8QGHDG &5   3 2 —————— 6th +3 &KDQQHO'LYLQLW\ UHVW  3 3 —————— Divine Domain feature Creating a Cleric Cleric Spell List @]j]Ìkl`]daklg^kh]ddkqgm[gfkmdlo`]fqgmd]YjfY 9kqgm[j]Yl]Y[d]ja[$l`]egklaehgjlYflim]klagflg cleric cantrip or prepare a cleric spell of 1st level or consider is which deity to serve. The Divine Domains `a_`]j&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[l]j section at the end of this class description suggests some d]n]d&A^Ykh]dd[YfZ][YklYkYjalmYd$l`]jalmYdlY_Yh- gods that your cleric might serve. h]YjkY^l]jl`]kh]ddÌkfYe]&K]]l`]Player’s Handbook  Gf[]qgmÌn][`gk]fY\]alq$[gfka\]jqgmj[d]ja[Ìkj]dY- for an expanded version of this list. tionship to that god. Did you enter this service willingly? Or did the god choose you? What are your ultimate goals? Cantrips (0 Level) 2nd Level Does your deity have a special task in mind for you? guidance aid Quick Build light augury ULWXDO Qgm[YfeYc]Y[d]ja[ima[cdqZq^gddgoaf_l`]k]km__]k- mending hold person lagfk&>ajkl$Oak\gek`gmd\Z]qgmj`a_`]klYZadalqk[gj]$ resistance lesser restoration ^gddgo]\ZqKlj]f_l`gj;gfklalmlagf&K][gf\$[`ggk]l`] VDFUHGŜDPH silence ULWXDO acolyte background. thaumaturgy spiritual weapon Class Features 1st Level warding bond bless 3rd Level 9kY[d]ja[$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k& command beacon of hope Hit Points cure wounds dispel magic detect magic ULWXDO mass healing word Hit Dice: 1d8 per cleric level guiding bolt remove curse Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j Hit Points at Higher Levels:)\0 gj-!#qgmj;gfklalm- healing word revivify lagfeg\aÕ]jh]j[d]ja[d]n]dY^l]j)kl LQŜLFWZRXQGV spirit guardians sanctuary Proficiencies shield of faith Armor:Da_`lYjegj$e]\ameYjegj$k`a]d\k Weapons: Simple weapons Cantrips Tools: Fgf] 9l)kld]n]d$qgmcfgol`j]][Yfljahkg^qgmj[`ga[]^jge l`][d]ja[kh]dddakl&Qgmd]YjfY\\alagfYd[d]ja[[Yfljahk Saving Throws: Oak\ge$;`YjakeY g^qgmj[`ga[]Yl`a_`]jd]n]dk$Ykk`gofafl`];Yfljahk Skills: - ;`ggk]log^jge@aklgjq$Afka_`l$E]\a[af]$H]j Known column of the Cleric table. kmYkagf$Yf\J]da_agf Preparing and Casting Spells Equipment The Cleric table shows how many spell slots you have to QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`] cast your cleric spells of 1st level and higher. To cast one equipment granted by your background: g^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]d • (a) mace or (b!oYj`Yee]j a^hjgÕ[a]fl! gj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgm • (a!k[Yd]eYad$ b!d]Yl`]jYjegj$gj c) chain mail (if Õfak`Ydgf_j]kl& hjgÕ[a]fl!  Qgmhj]hYj]l`]daklg^[d]ja[kh]ddkl`YlYj]YnYadYZd]^gj • (a) light crossbow and 20 bolts or (b) any qgmlg[Ykl$[`ggkaf_^jgel`][d]ja[kh]dddakl&O`]fqgm simple weapon \gkg$[`ggk]YfmeZ]jg^[d]ja[kh]ddk]imYdlgqgmjOak- • (a!hja]klÌkhY[cgj b!]phdgj]jÌkhY[c \geeg\aÕ]j#qgmj[d]ja[d]n]d eafaemeg^gf]kh]dd!& • A shield and a holy symbol The spells must be of a level for which you have spell slots.  >gj]pYehd]$a^qgmYj]Y+j\%d]n]d[d]ja[$qgm`Yn]^gmj Spellcasting 1st-level and two 2nd-level spell slots. With a Wisdom of 9kY[gf\mal^gj\anaf]hgo]j$qgm[Yf[Ykl[d]ja[kh]ddk& ).$qgmjdaklg^hj]hYj]\kh]ddk[Yfaf[dm\]kapkh]ddkg^ See chapter 4 for the general rules of spellcasting. )klgj*f\d]n]d$afYfq[geZafYlagf&A^qgmhj]hYj]l`] 1st-level spell cure wounds$qgm[Yf[Yklalmkaf_Y)kl% d]n]dgj*f\%d]n]dkdgl&;Yklaf_l`]kh]dd\g]kfÌlj]egn]al from your list of prepared spells. 14 Chapter 1: Creating a Character  Qgm[Yf[`Yf_]qgmjdaklg^hj]hYj]\kh]ddko`]fqgm Õfak`Ydgf_j]kl&Hj]hYjaf_Yf]odaklg^[d]ja[kh]ddk 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 qgmj\]alq&Qgmmk]qgmjOak\geo`]f]n]jY[d]ja[kh]dd j]^]jklgqgmjkh]dd[Yklaf_YZadalq&AfY\\alagf$qgmmk] qgmjOak\geeg\aÕ]jo`]fk]llaf_l`]kYnaf_l`jgo<; for a cleric spell you cast and when making an attack roll oal`gf]$Yk]phdYaf]\af[`Yhl]j,& Ritual Casting Qgm[Yf[YklY[d]ja[kh]ddYkYjalmYda^l`Ylkh]dd`Ykl`] ritual tag and you have the spell prepared. See chapter 4 for how rituals work. Spellcasting Focus Qgm[Yfmk]Y`gdqkqeZgd ^gmf\af[`Yhl]j+!YkYkh]dd- casting focus for your cleric spells. Divine Domain ;`ggk]gf]\geYafj]dYl]\lgqgmj\]alq2Da^]gjOYj$ both of which are detailed at the end of the class descrip- tion. See the Player’s Handbook for more domains.  Qgmj[`ga[]_jYflkqgm\geYafkh]ddkYf\gl`]j^]Y- or hear you within 30 feet of you must make a Wisdom tures when you choose it at 1st level. It also grants you kYnaf_l`jgo&A^l`][j]Ylmj]^YadkalkkYnaf_l`jgo$alak additional ways to use Channel Divinity when you gain turned for 1 minute or until it takes any damage. l`Yl^]Ylmj]Yl*f\d]n]d$Yf\YfY\\alagfYdZ]f]ÕlYl A turned creature must spend its turns trying to move 6th level. Yk^YjYoYq^jgeqgmYkal[Yf$Yf\al[YfÌloaddaf_dqegn] Domain Spells lgYkhY[]oal`af+(^]]lg^qgm&AlYdkg[YfÌllYc]j]Y[- lagfk&>gjalkY[lagf$al[Yfmk]gfdql`][`l^jgel`ak[dYkk$l][ץ[O`]fqgmmk]km[`Yf \geYaf&9ddl`]\geYafkgn]jo`a[`Y\]alq`YkafÖm]f[] equals your cleric spell save DC. Yj][Ydd]\l`]\]alqÌkhgjl^gdag&9kY[d]ja[$qgm[`ggk]gf]  :]_affaf_Yl.l`d]n]d$qgm[Yfmk]qgmj;`Yff]d

15 Chapter 1: Creating a Character and destroying the forces of undeath. Almost any non-evil War Priest \]alq[Yf[dYaeafÖm]f[]gn]jl`ak\geYaf$hYjla[mdYjdq >jge)kld]n]d$qgmj_g\\]dan]jkZgdlkg^afkhajYlagflg Y_ja[mdlmjYd\]ala]k km[`Yk;`Ymfl]Y$9jYoYa$Yf\ qgmo`ad]qgmÌj]afZYlld]&O`]fqgmmk]l`]9llY[cY[- <]e]l]j!$kmf_g\k km[`YkDYl`Yf\]j$H]dgj$Yf\J]% lagf$qgm[YfeYc]gf]o]YhgfYllY[cYkYZgfmkY[lagf& @gjYc`lq!$_g\kg^`]Ydaf_gj]f\mjYf[] km[`YkAdeYl]j$  Qgm[Yfmk]l`ak^]Ylmj]YfmeZ]jg^lae]k]imYdlg Eak`YcYd$9hgddg$Yf\mjq$?jmmek`$Yf\9j]k!Yf\_g\k ]_q$lY[la[k$Yf\eadalYjq`aklgjq&Gjqgmea_`lZ]k]d^% g^\geafYlagf km[`Yk:Yf]$@]plgj$Yf\EY_dmZaq]l!& taught. Did you take up the sword as a way to escape Gl`]joYj_g\k km[`YkL]ehmk$Fac]$Yf\FmY\Y!lYc] l`]daealkg^da^]gfY^Yje$gjYj]qgm^gddgoaf_Yhjgm\ a more neutral stance. family tradition? Where did you get your weapons and ar- egj7L`]qea_`l`Yn]Z]]f`]ajdggekgjeadalYjqakkm]$ War Domain Spells or perhaps you scrimped and saved to buy them. Cleric Level Spells Quick Build 1st divine favor, shield of faith 3rd magic weapon, spiritual weapon Qgm[YfeYc]YÕ_`l]jima[cdqZq^gddgoaf_l`]k]km_- WK crusader’s mantle, spirit guardians _]klagfk&>ajkl$eYc]Klj]f_l`gj<]pl]jalqqgmj`a_`]kl YZadalqk[gj]$\]h]f\af_gfo`]l`]jqgmoYfllg^g[mk Bonus Proficiencies gfe]d]]o]YhgfkgjgfYj[`]jq gjÕf]kk]o]Yhgfk!& Qgmjf]pl%`a_`]klk[gj]k`gmd\Z];gfklalmlagf&K][gf\$ 9l)kld]n]d$qgm_YafhjgÕ[a]f[qoal`eYjlaYdo]Yhgfk and heavy armor. choose the soldier background. 16 Chapter 1: Creating a Character The Fighter 3URśFLHQF\ Level Bonus Features 1st +2 Fighting Style, Second Wind 2nd +2 $FWLRQ6XUJH RQHXVH 3rd +2 Martial Archetype WK +2 Ability Score Improvement WK +3 Extra Attack 6th +3 Ability Score Improvement Class Features 9kYÕ_`l]j$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k& Hit Points Hit Dice: )\)(h]jÕ_`l]jd]n]d Hit Points at 1st Level: )(#qgmj;gfklalmlagfeg\aÕ]j Hit Points at Higher Levels: )\)( gj.!#qgmj;gfklalm- lagfeg\aÕ]jh]jÕ_`l]jd]n]dY^l]j)kl Proficiencies Armor: 9ddYjegj$k`a]d\k Weapons: Kaehd]o]Yhgfk$eYjlaYdo]Yhgfk Tools: Fgf] Saving Throws: Klj]f_l`$;gfklalmlagf Skills: ;`ggk]logkcaddk^jge9[jgZYla[k$9faeYd@Yf- \daf_$9l`d]la[k$@aklgjq$Afka_`l$Aflaea\Ylagf$H]j[]h- lagf$Yf\KmjnanYd Equipment QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`] equipment granted by your background: • (a) chain mail or (b!d]Yl`]jYjegj$dgf_Zgo$ Protection and 20 arrows When a creature you can see attacks a target other than • (a) martial weapon and a shield or (b) two mar- qgml`Ylakoal`af-^]]lg^qgm$qgm[Yfmk]qgmjj]Y[lagf tial weapons lgaehgk]\akY\nYflY_]gfl`]YllY[cjgdd&QgmemklZ] • (a) light crossbow and 20 bolts or (b) two handaxes wielding a shield. • (a!\mf_]gf]]jÌkhY[cgj b!]phdgj]jÌkhY[c Fighting Style Two-Weapon Fighting O`]fqgm]f_Y_]aflog%o]YhgfÕ_`laf_$qgm[YfY\\ ;`ggk]gf]g^l`]k]ghlagfkYkqgmjkh][aYdlq29j[`]jq$ qgmjYZadalqeg\aÕ]jlgl`]\YeY_]g^l`]k][gf\YllY[c& <]^]fk]$a_`laf_$Hjgl][lagf$gj Second Wind Log%O]Yhgf>a_`laf_&Qgm[YfÌllYc]Y>a_`laf_Klqd]gh- lagfegj]l`Yfgf[]$]n]fa^qgmdYl]j_]llg[`ggk]Y_Yaf& Qgm`Yn]Ydaeal]\o]ddg^klYeafYl`Ylqgm[Yf\jYogf Archery lghjgl][lqgmjk]d^&Gfqgmjlmjf$qgm[Yfmk]YZgfmkY[- lagflgj]_Yaf`alhgaflk]imYdlg)\)(#qgmjÕ_`l]jd]n]d& Qgm_YafY#*ZgfmklgYllY[cjgddkqgmeYc]oal`  Gf[]qgmmk]l`ak^]Ylmj]$qgmemklÕfak`Yk`gjlgj ranged weapons. long rest before you can use it again. Defense Action Surge O`ad]qgmYj]o]Yjaf_Yjegj$qgm_YafY#)Zgfmklg9;& KlYjlaf_Yl*f\d]n]d$qgm[Yfhmk`qgmjk]d^Z]qgf\qgmj Dueling fgjeYddaealk^gjYege]fl&Gfqgmjlmjf$qgm[YflYc] When you are wielding a melee weapon in one hand and one additional action. fggl`]jo]Yhgfk$qgm_YafY#*Zgfmklg\YeY_]jgddk  Gf[]qgmmk]l`ak^]Ylmj]$qgmemklÕfak`Yk`gjlgj with that weapon. long rest before you can use it again. Great Weapon Fighting Martial Archetype When you roll a 1 or 2 on a damage die for an attack you 9l+j\d]n]d$qgm[`ggk]YfYj[`]lqh]l`Ylqgmkljan] make with a melee weapon that you are wielding with to emulate in your combat styles and techniques. The log`Yf\k$qgm[Yfj]jgddl`]\a]Yf\emklmk]l`]f]o Champion and Eldritch Knight archetypes are detailed jgdd$]n]fa^l`]f]ojgddakY)gjY*&L`]o]Yhgfemkl at the end of the class description; see the Player’s Hand-

SHAWN WOODSHAWN have the two-handed or versatile property for you to gain book for more information on martial archetypes. l`akZ]f]Õl& 17 Chapter 1: Creating a Character Ability Score Improvement Kh]ddkCfgofg^)kl%D]n]dYf\@a_`]j&Qgmcfgo l`j]])kl%d]n]doarYj\kh]ddkg^qgmj[`ga[]$logg^o`a[` O`]fqgmj]Y[`,l`d]n]dYf\Y_YafYl.l`d]n]d$qgm[Yf you must choose from the abjuration and evocation spells af[j]Yk]gf]YZadalqk[gj]g^qgmj[`ga[]Zq*$gjqgm[Yf on the wizard spell list. increase two ability scores of your choice by 1. As nor- The Spells Known column of the Eldritch Knight Spell- eYd$qgm[YfÌlaf[j]Yk]YfYZadalqk[gj]YZgn]*(mkaf_ casting table shows when you learn more wizard spells this feature. of 1st level or higher. Each of these spells must be an ab- Extra Attack bmjYlagfgj]ng[Ylagfkh]ddg^qgmj[`ga[]$Yf\emklZ]g^ Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk&>gjafklYf[]$o`]f :]_affaf_Yl-l`d]n]d$qgm[YfYllY[cloa[]$afkl]Y\g^ qgmj]Y[`,l`d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf]f]o gf[]$o`]f]n]jqgmlYc]l`]9llY[cY[lagfgfqgmjlmjf& spell of 1st level.  O`]f]n]jqgm_YafYd]n]dafl`ak[dYkk$qgm[Yfj]hdY[] Martial Archetypes one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must -j]flYhhjgY[`]klgh]j^][l[ץj]flÕ_`l]jk[`ggk]\a[ץa> Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk$Yf\alemklZ] af_l`]ajÕ_`laf_hjgo]kk&L`]eYjlaYdYj[`]lqh]qgm YfYZbmjYlagfgj]ng[Ylagfkh]dd$mfd]kkqgmÌj]j]hdY[af_ [`ggk]lg]emdYl]j]Ö][lkqgmjYhhjgY[`& the spell you gained at 3rd level from any school of magic. Champion Kh]dd[Yklaf_9Zadalq&Intelligence is your spellcasting YZadalq^gjqgmjoarYj\kh]ddk&Qgmmk]qgmjAfl]dda_]f[] L`]Yj[`]lqhYd;`Yehagf`gf]kZYlld]Õ]d\hjgo]kklg whenever a spell refers to your spellcasting ability. In deadly perfection. Y\\alagf$qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_ Improved Critical the saving throw DC for a wizard spell you cast and when eYcaf_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,& Beginning when you choose this archetype at 3rd d]n]d$qgmjo]YhgfYllY[ckk[gj]Y[jala[Yd`algfYjgdd Rogue of 19 or 20. Jg_m]kj]dqgfkcadd$kl]Ydl`$Yf\l`]aj^g]kÌnmdf]jYZada- Eldritch Knight ties to get the upper hand in any situation. They have a The archetypal Eldritch Knight combines the martial cfY[c^gjÕf\af_l`]kgdmlagflgbmklYZgmlYfqhjgZd]e$ demonstrating a resourcefulness and versatility that is eYkl]jq[geegflgYddÕ_`l]jkoal`Yklm\qg^eY_a[& They focus their study on two of the eight schools of the cornerstone of any successful adventuring party. magic: abjuration and evocation. These knights learn a Skill and Precision keYddfmeZ]jg^kh]ddk$[geeallaf_l`]elge]egjqaf- stead of keeping them in a spellbook. Rogues have a broad expertise that few other characters [YfeYl[`&EYfqjg_m]k^g[mkgfkl]Ydl`Yf\\][]hlagf$ Spellcasting o`ad]gl`]jkj]Õf]kcaddkdac][daeZaf_$Õf\af_Yf\\ak- O`]fqgmj]Y[`+j\d]n]d$qgmYm_e]flqgmjeYjlaYd Yjeaf_ljYhk$Yf\gh]faf_dg[ck& prowess with the ability to cast spells. See chapter 4 for  O`]fal[ge]klg[geZYl$jg_m]khjagjalar][mffaf_ l`]_]f]jYdjmd]kg^kh]dd[Yklaf_&Qgmd]Yjfqgmj=d\jal[` over brute strength. A rogue would rather make one pre- Knight spells from the wizard spell list (page 22). [ak]kljac]$hdY[af_al]pY[ldqo`]j]l`]YllY[coadd`mjl l`]lYj_]legkl$l`Yfo]YjYfghhgf]fl\gof& Eldritch Knight Spellcasting Creating a Rogue Fighter Cantrips Spells —Spell Slots per Spell Level— Level Known Known 1st 2nd 3rd 4th 9kqgm[j]Yl]qgmjjg_m][`YjY[l]j$[gfka\]jl`][`YjY[- 3rd 2 3 2 — — — l]jÌkj]dYlagfk`ahlgl`]dYo&ajkl$<]pl]jalqk`gmd\Z]qgmj`a_`]klYZadalq  >gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddshield and score. Make Intelligence your next-highest if you want to `Yn]Y)kl%d]n]dYf\Y*f\%d]n]dkh]ddkdglYnYadYZd]$qgm excel at Investigation. Choose Charisma instead if you can cast shield using either slot. plan to emphasize deception and social interaction. Sec- gf\$[`ggk]l`][jaeafYdZY[c_jgmf\&

18 Chapter 1: Creating a Character The Rogue Thieves’ Cant 3URśFLHQF\ Sneak

RICHARD WHITTERS RICHARD d]n]dkafl`ak[dYkk$Ykk`gofafl`]Kf]Yc9llY[c[gdmef of the Rogue table. 1919 Chapter 1: Creating a Characterharacter Ability Score Improvement qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]dgj`a_`]j& Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgmÕfak`Y O`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq long rest. k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq  >gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddcharm per- k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk] son and have a 1st-level and a 2nd-level spell slot avail- an ability score above 20 using this feature. YZd]$qgm[Yf[Yklcharm person using either slot. Uncanny Dodge Kh]ddkCfgofg^)kl%D]n]dYf\@a_`]j&Qgmcfgo l`j]])kl%d]n]doarYj\kh]ddkg^qgmj[`ga[]$logg^o`a[` KlYjlaf_Yl-l`d]n]d$o`]fYfYllY[c]jl`Ylqgm[Yfk]] you must choose from the enchantment and illusion `alkqgmoal`YfYllY[c$qgm[Yfmk]qgmjj]Y[lagflg`Ydn] spells on the wizard spell list. l`]YllY[cÌk\YeY_]Y_Yafklqgm& The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard Roguish Archetypes spells of 1st level or higher. Each of these spells must be Jg_m]kkl]]jl`]ajlYd]flkafnYjqaf_\aj][lagfk$]eZg\- Yf]f[`Yfle]flgjaddmkagfkh]ddg^qgmj[`ga[]$Yf\emkl ied by the rogue archetypes. Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk&>gjafklYf[]$ o`]fqgmj]Y[`,l`d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf] Thief new spell of 1st level.  O`]f]n]jqgm_YafYd]n]dafl`ak[dYkk$qgm[Yfj]hdY[] Qgm`gf]qgmjkcaddkafl`]dYj[]fgmkYjlk&:mj_dYjk$ one of the wizard spells you know with another spell of ZYf\alk$[mlhmjk]k$Yf\gl`]j[jaeafYdklqha[Yddq^gddgo your choice from the wizard spell list. The new spell must l`akYj[`]lqh]$Zmlkg\gjg_m]ko`ghj]^]jlgl`afcg^ Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk$Yf\alemklZ] l`]ek]dn]kYkhjg^]kkagfYdlj]Ykmj]k]]c]jk$]phdgj]jk$ Yf]f[`Yfle]flgjaddmkagfkh]dd$mfd]kkqgmÌj]j]hdY[af_ and investigators. the spell you gained at 3rd level from any school of magic. Fast Hands Kh]dd[Yklaf_9Zadalq& Intelligence is your spellcasting KlYjlaf_Yl+j\d]n]d$qgm[Yfmk]l`]ZgfmkY[lagf YZadalq^gjqgmjoarYj\kh]ddk&Qgmmk]qgmjAfl]dda_]f[] granted by your Cunning Action to make a Dexterity whenever a spell refers to your spellcasting ability. In Kd]a_`lg^@Yf\![`][c$mk]qgmjl`a]n]kÌlggdklg\akYje Y\\alagf$qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_ the saving throw DC for a wizard spell you cast and when YljYhgjgh]fYdg[c$gjlYc]l`]Mk]YfGZb][lY[lagf& eYcaf_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,& Second-Story Work Mage Hand Legerdemain O`]fqgm[`ggk]l`akYj[`]lqh]Yl+j\d]n]d$qgm_Yafl`] ability to climb faster than normal; climbing no longer KlYjlaf_Yl+j\d]n]d$o`]fqgm[Yklmage hand$qgm[Yf costs you extra movement. eYc]l`]kh][ljYd`Yf\afnakaZd]$Yf\qgm[Yfh]j^gje the following additional tasks with it:  AfY\\alagf$o`]fqgmeYc]Yjmffaf_bmeh$l`]\ak- tance you cover increases by a number of feet equal to • Qgm[Yfklgogf]gZb][ll`]`Yf\ak`gd\af_afY qgmj<]pl]jalqeg\aÕ]j& container worn or carried by another creature. • Qgm[Yfj]lja]n]YfgZb][lafY[gflYaf]jogjfgj Arcane Trickster carried by another creature. Kge]jg_m]k]f`Yf[]l`]ajÕf]%`gf]\kcaddkg^kl]Ydl` • Qgm[Yfmk]l`a]n]kÌlggdklgha[cdg[ckYf\\akYje Yf\Y_adalqoal`eY_a[$d]Yjfaf_lja[ckg^]f[`Yfle]fl traps at range. and illusion. These rogues include pickpockets and bur- Qgm[Yfh]j^gjegf]g^l`]k]lYkckoal`gmlZ]af_fgla[]\ _dYjk$ZmlYdkgh]j^gje]jkYf\eak[`a]^%eYc]jk& by a creature if you succeed on a Dexterity (Sleight of Spellcasting @Yf\![`][c[gfl]kl]\Zql`][j]Ylmj]ÌkOak\ge H]j- ception) check. O`]fqgmj]Y[`+j\d]n]d$qgm_Yafl`]YZadalqlg[Ykl  AfY\\alagf$qgm[Yfmk]l`]ZgfmkY[lagf_jYfl]\Zq spells. See chapter 4 for the general rules of spellcasting. your Cunning Action to control the hand. Qgmd]Yjfqgmj9j[Yf]Lja[ckl]jkh]ddk^jgel`]oarYj\ spell list (page 22). Wizard Arcane Trickster Spellcasting Drawing on the subtle weave of magic that permeates the - —Spell Slots per Spell Level— [gkegk$oarYj\k[Yklkh]ddkg^]phdgkan]Õj]$Yj[af_da_`l Rogue Cantrips Spells faf_$kmZld]\][]hlagf$Yf\Zjml]%^gj[]eaf\[gfljgd& Level Known Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — Scholars of the Arcane WK 3  3——— Oad\Yf\]fa_eYla[$nYja]\af^gjeYf\^mf[lagf$l`] WK 3  3——— power of magic draws students who seek to master its 6th 3  3——— eqkl]ja]k&Kge]Ykhaj]lgZ][ge]dac]l`]_g\k$k`Yh- ing reality itself. Though the casting of a typical spell ;Yfljahk&Qgmd]Yjfl`j]][Yfljahk2mage hand and two j]imaj]ke]j]dql`]mll]jYf[]g^Y^]okljYf_]ogj\k$ other cantrips of your choice from the wizard spell list. Ö]]laf__]klmj]k$Yf\kge]lae]kYhaf[`gj[dmehg^ Kh]ddKdglk&The Arcane Trickster Spellcasting table ]pgla[eYl]jaYdk$l`]k]kmj^Y[][gehgf]flkZYj]dq`aflYl shows how many spell slots you have to cast your wizard the expertise attained after years of apprenticeship and kh]ddkg^)kld]n]dYf\`a_`]j&Lg[Yklgf]g^l`]k]kh]ddk$ countless hours of study. 20 Chapter 1: Creating a Character The Wizard

3URśFLHQF\ Cantrips —Spell Slots per Spell Level— Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st+2Spellcasting, Arcane Recovery 3 2 ———————— 2nd +2 Arcane Tradition 3 3 ———————— 3rd +2 — 3  2 ——————— WK +2 Ability Score Improvement 3 ——————— WK +3 — 3 2 —————— 6th +3 Arcane Tradition feature 3 3 ——————

Wizards live and die by their spells. Everything else is Proficiencies secondary. They learn new spells as they experiment and Armor:Fgf] $kץgrow in experience. They can also learn them from other Weapons: ajkl$Afl]dda_]f[]k`gmd\Z]qgmj`a_`]klYZadalq k[gj]$^gddgo]\Zq;gfklalmlagfgj<]pl]jalq&K][gf\$ [`ggk]l`]kY_]ZY[c_jgmf\&L`aj\$[`ggk]l`]light$ mage hand$Yf\ray of frost[Yfljahk$Ydgf_oal`l`] following 1st-level spells for your spellbook: burning hands$charm person$mage armor$magic missile$shield$ and sleep. Class Features 9kYoarYj\$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k& Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: .#qgmj;gfklalmlagfeg\aÕ]j Hit Points at Higher Levels: )\. gj,!#qgmj;gfklalm- RICHARD WHITTERS RICHARD lagfeg\aÕ]jh]joarYj\d]n]dY^l]j)kl

212 Wizard Spell List Your Spellbook @]j]Ìkl`]daklg^kh]ddkqgmmk]o`]fqgmd]YjfYoarYj\ The spells that you add to your spellbook as you gain levels cantrip or add a wizard spell of 1st level or higher to your UHŜHFWWKHUHVHDUFK\RXFRQGXFWRQ\RXURZQDVZHOODV kh]ddZggc&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[- intellectual breakthroughs you have had about the nature of l]jd]n]d&=Y[`kh]ddZ]dgf_klgYk[`ggdg^eY_a[$o`a[`ak the multiverse. You might find other spells during your ad- ventures. You could discover a spell recorded on a scroll, for a\]flaÕ]\Y^l]jl`]kh]ddÌkfYe]&A^Ykh]dd[YfZ][YklYkY example, or in a dusty tome in an ancient library. jalmYd$l`]jalmYdlY_YdkgYhh]YjkY^l]jalkfYe]&K]]l`] Copying a Spell into the Book. When you find a wizard Player’s Handbook for an expanded version of this list. spell of 1st level or higher, you can add it to your spellbook Cantrips (0 Level) 2nd Level if it is of a spell level you can prepare and if you can spare acid splash FRQMXUDWLRQ arcane lock DEMXUDWLRQ the time to decipher and copy it. Copying a spell into your spellbook involves reproducing dancing lights HYRFDWLRQ blur LOOXVLRQ the basic form of the spell, then deciphering the unique sys- śUHEROW HYRFDWLRQ darkness HYRFDWLRQ tem of notation used by the wizard who wrote it. You must light HYRFDWLRQ ŜDPLQJVSKHUH FRQMXUDWLRQ practice the spell until you understand the sounds or ges- mage hand FRQMXUDWLRQ hold person HQFKDQWPHQW tures required, then transcribe it into your spellbook using minor illusion LOOXVLRQ invisibility LOOXVLRQ your own notation. For each level of the spell, the process takes 2 hours and poison spray FRQMXUDWLRQ knock WUDQVPXWDWLRQ FRVWVJS7KHFRVWUHSUHVHQWVPDWHULDOFRPSRQHQWV\RX prestidigitation WUDQVPXWDWLRQ levitate WUDQVPXWDWLRQ expend as you experiment with the spell to master it, as well ray of frost HYRFDWLRQ magic weapon WUDQVPXWDWLRQ as the fine inks you need to record it. Once you have spent shocking grasp HYRFDWLRQ misty step FRQMXUDWLRQ this time and money, you can prepare the spell just like your other spells. shatter HYRFDWLRQ 1st Level Replacing the Book. You can copy a spell from your own burning hands HYRFDWLRQ spider climb WUDQVPXWDWLRQ spellbook into another book—for example, if you want to charm person HQFKDQWPHQW suggestion HQFKDQWPHQW make a backup copy of your spellbook. This is just like copy- comprehend languages (divina- web FRQMXUDWLRQ ing a new spell into your spellbook, but faster and easier, since you understand your own notation and already know WLRQULWXDO 3rd Level how to cast the spell. You need spend only 1 hour and 10 gp detect magic GLYLQDWLRQULWXDO dispel magic DEMXUDWLRQ for each level of the copied spell. disguise self LOOXVLRQ fear LOOXVLRQ If you lose your spellbook, you can use the same proce- feather fall WUDQVPXWDWLRQ śUHEDOO HYRFDWLRQ dure to transcribe the spells that you have prepared into a identify GLYLQDWLRQULWXDO Ŝ\ WUDQVPXWDWLRQ new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this longstrider WUDQVPXWDWLRQ haste WUDQVPXWDWLRQ reason, many wizards keep backup spellbooks in a safe place. mage armor DEMXUDWLRQ lightning bolt HYRFDWLRQ The Book’s Appearance. Your spellbook is a unique compi- magic missile HYRFDWLRQ major image LOOXVLRQ ODWLRQRIVSHOOVZLWKLWVRZQGHFRUDWLYHŜRXULVKHV,WPLJKW shield DEMXUDWLRQ be a plain, functional leather volume that you received as silent image LOOXVLRQ a gift from your master, a finely bound tome you found in an ancient library, or even a loose collection of notes sleep HQFKDQWPHQW scrounged together after you lost your previous spellbook. thunderwave HYRFDWLRQ Cantrips l]dda_]f[]g^).$qgmjdaklg^hj]hYj]\kh]ddk[Yfaf[dm\] 9l)kld]n]d$qgmcfgol`j]][Yfljahkg^qgmj[`ga[]^jge kapkh]ddkg^)klgj*f\d]n]d$afYfq[geZafYlagf$[`gk]f l`]oarYj\kh]dddakl&Qgmd]YjfY\\alagfYdoarYj\[Yfljahk from your spellbook. If you prepare the 1st-level spell g^qgmj[`ga[]Yl`a_`]jd]n]dk$Ykk`gofafl`];Yfljahk magic missile, you can cast it using a 1st-level or a 2nd- Known column of the Wizard table. d]n]dkdgl&;Yklaf_l`]kh]dd\g]kfÌlj]egn]al^jgeqgmj list of prepared spells. Spellbook  Qgm[Yf[`Yf_]qgmjdaklg^hj]hYj]\kh]ddko`]fqgm 9l)kld]n]d$qgm`Yn]Ykh]ddZggc[gflYafaf_kap)kl%d]n]d Õfak`Ydgf_j]kl&Hj]hYjaf_Yf]odaklg^oarYj\kh]ddkj]- oarYj\kh]ddkg^qgmj[`ga[]&Qgmjkh]ddZggcakl`]j]hgk- quires time spent studying your spellbook and memoriz- algjqg^l`]oarYj\kh]ddkqgmcfgo$]p[]hlqgmj[Yfljahk$ ing the incantations and gestures you must make to cast o`a[`Yj]Õp]\afqgmjeaf\& the spell: at least 1 minute per spell level for each spell on your list. Preparing and Casting Spells The Wizard table shows how many spell slots you have Spellcasting Ability to cast your wizard spells of 1st level and higher. To cast Intelligence is your spellcasting ability for your wizard gf]g^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌk kh]ddk$kaf[]qgmd]Yjfqgmjkh]ddkl`jgm_`\]\a[Yl]\ d]n]dgj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]f klm\qYf\e]egjarYlagf&Qgmmk]qgmjAfl]dda_]f[]o`]f- qgmÕfak`Ydgf_j]kl& ]n]jYkh]ddj]^]jklgqgmjkh]dd[Yklaf_YZadalq&AfY\\alagf$  Qgmhj]hYj]l`]daklg^oarYj\kh]ddkl`YlYj]YnYadYZd] qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_l`]kYn- ^gjqgmlg[Ykl&Lg\gkg$[`ggk]YfmeZ]jg^oarYj\kh]ddk ing throw DC for a wizard spell you cast and when mak- ^jgeqgmjkh]ddZggc]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j# af_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,& your wizard level (minimum of one spell). The spells must Ritual Casting be of a level for which you have spell slots.  >gj]pYehd]$a^qgmÌj]Y+j\%d]n]doarYj\$qgm`Yn] Qgm[Yf[YklYoarYj\kh]ddYkYjalmYda^l`Ylkh]dd`Yk four 1st-level and two 2nd-level spell slots. With an In- the ritual tag and you have the spell in your spellbook. 22 Chapter 1: Creating a Character Qgm\gfÌlf]]\lg`Yn]l`]kh]ddhj]hYj]\&K]][`Yhl]j,$ Sculpt Spells ÉKh]ddk$Ê^gj`gojalmYdkogjc& :]_affaf_Yl*f\d]n]d$qgm[Yf[j]Yl]hg[c]lkg^j]dYlan] lkg^qgmj]ng[Ylagfkh]ddk&O`]f][ץ[[`Spellcasting Focus kY^]lqoal`afl lkgl`]j[j]Ylmj]k][ץqgm[YklYf]ng[Ylagfkh]ddl`YlY Qgm[Yfmk]YfYj[Yf]^g[mk ^gmf\af[`Yhl]j+!YkY l`Ylqgm[Yfk]]$qgm[Yf[`ggk]YfmeZ]jg^l`]e]imYd spellcasting focus for your wizard spells. lg)#l`]kh]ddÌkd]n]d&L`][`gk]f[j]Ylmj]kYmlgeYla- Learning Spells of 1st Level and Higher [Yddqkm[[]]\gfl`]ajkYnaf_l`jgokY_Yafkll`]kh]dd$ and they take no damage if they would normally take half =Y[`lae]qgm_YafYoarYj\d]n]d$qgm[YfY\\logoar- damage on a successful save. ard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell Potent Cantrip l]n]f][ץkdglk$Ykk`gofgfl`]OarYj\lYZd]&GfqgmjY\n]flmj]k$ KlYjlaf_Yl.l`d]n]d$qgmj\YeY_af_[YfljahkY -l&O`]fY[j]Y][ץ[[`qgmea_`lÕf\gl`]jkh]ddkl`Ylqgm[YfY\\lgqgmjkh]dd- [j]Ylmj]kl`YlYnga\l`]Zjmflg^l Zggc k]]l`]ÉQgmjKh]ddZggcÊka\]ZYj!& lmj]km[[]]\kgfYkYnaf_l`jgoY_Yafklqgmj[Yfljah$ Arcane Recovery l`][j]Ylmj]lYc]k`Yd^l`][YfljahÌk\YeY_] a^Yfq!Zml &l^jgel`][Yfljah][ץ[jkfgY\\alagfYd[ץkm Qgm`Yn]d]Yjf]\lgj]_Yafkge]g^qgmjeY_a[Yd]f]j_q Zqklm\qaf_qgmjkh]ddZggc&Gf[]h]j\Yqo`]fqgmÕf- School of Transmutation ak`Yk`gjlj]kl$qgm[Yf[`ggk]]ph]f\]\kh]ddkdglklg QgmYj]Yklm\]flg^kh]ddkl`Yleg\a^q]f]j_qYf\eYll]j& recover. The spell slots can have a combined level that is Lgqgm$l`]ogjd\akfÌlYÕp]\l`af_$Zml]eaf]fldqem- ]imYdlggjd]kkl`Yf`Yd^qgmjoarYj\d]n]d jgmf\]\mh!$ lYZd]$Yf\qgm\]da_`lafZ]af_YfY_]flg^[`Yf_]& and none of the slots can be 6th level or higher.  >gj]pYehd]$a^qgmÌj]Y,l`%d]n]doarYj\$qgm[Yfj][gn]j Transmutation Savant mhlglogd]n]dkogjl`g^kh]ddkdglk&Qgm[Yfj][gn]j]al`]jY :]_affaf_o`]fqgmk]d][ll`akk[`ggdYl*f\d]n]d$l`] 2nd-level spell slot or two 1st-level spell slots. gold and time you must spend to copy a transmutation Arcane Tradition spell into your spellbook is halved. Minor Alchemy O`]fqgmj]Y[`*f\d]n]d$qgm[`ggk]YfYj[Yf]ljY\a- lagf$k`Yhaf_qgmjhjY[la[]g^eY_a[2=ng[YlagfgjLjYfk- KlYjlaf_Yl*f\d]n]do`]fqgmk]d][ll`akk[`ggd$qgm emlYlagf$Zgl`g^o`a[`Yj]\]lYad]\Yll`]]f\g^l`] can temporarily alter the physical properties of one class description. See the Player’s Handbook for more fgfeY_a[YdgZb][l$[`Yf_af_al^jgegf]kmZklYf[]aflg information on arcane traditions. Yfgl`]j&Qgmh]j^gjeYkh][aYdYd[`]ea[Ydhjg[]\mj]gf  Qgmj[`ga[]_jYflkqgm^]Ylmj]kYl*f\d]n]dYf\Y_Yaf gf]gZb][l[gehgk]\]flaj]dqg^ogg\$klgf] ZmlfglY at 6th level. _]eklgf]!$ajgf$[ghh]j$gjkadn]j$ljYfk^gjeaf_alaflgY j]flgf]g^l`gk]eYl]jaYdk&>gj]Y[`)(eafml]kqgm[ץa\ Ability Score Improvement kh]f\h]j^gjeaf_l`]hjg[]\mj]$qgm[YfljYfk^gjemh lg)[mZa[^gglg^eYl]jaYd&9^l]j)`gmj$gjmfladqgmdgk] O`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq your concentration (as if you were concentrating on a k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq kh]dd!$l`]eYl]jaYdj]n]jlklgalkgja_afYdkmZklYf[]& k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk] an ability score above 20 using this feature. Transmuter’s Stone KlYjlaf_Yl.l`d]n]d$qgm[Yfkh]f\0`gmjk[j]Ylaf_Y Arcane Traditions ljYfkeml]jÌkklgf]l`Ylklgj]kljYfkemlYlagfeY_a[&Qgm The most ancient arcane traditions in the multiverse [YfZ]f]Õl^jgel`]klgf]qgmjk]d^gj_an]allgYfgl`]j revolve around the schools of magic. Wizards through [j]Ylmj]&9[j]Ylmj]_YafkYZ]f]Õlg^qgmj[`ga[] l`]Y_]k`Yn][YlYdg_]\l`gmkYf\kg^kh]ddk$_jgmhaf_ Ykdgf_Ykl`]klgf]akafl`][j]Ylmj]Ìkhgkk]kkagf& l`]eaflg]a_`l[Yl]_gja]k[Ydd]\k[`ggdk$Yk\]k[jaZ]\ O`]fqgm[j]Yl]l`]klgf]$[`ggk]l`]Z]f]Õl^jgel`] following options: af[`Yhl]j,&Afkge]hdY[]k$l`]k]ljY\alagfkYj]dal]jYddq k[`ggdk&=dk]o`]j]$l`]qYj]egj]dac]Y[Y\]ea[\]hYjl- • Darkvision out to a range of 60 feet (this functions like e]flk$oal`janYd^Y[mdla]k[geh]laf_^gjklm\]flk& the darkvision of a dwarf or an elf) • An increase to speed of 10 feet while the creature is School of Evocation unencumbered Qgmjklm\a]k^g[mkgfeY_a[l`Yl[j]Yl]khgo]j^md]d]- • HjgÕ[a]f[qaf;gfklalmlagfkYnaf_l`jgok -lkkm[`YkZall]j[gd\$k]Yjaf_ÖYe]$jgddaf_ • J]kaklYf[]lgY[a\$[gd\$Õj]$da_`lfaf_$gjl`mf\]j\Ye][ץ[e]flYd l`mf\]j$[jY[cdaf_da_`lfaf_$Yf\Zmjfaf_Y[a\&Kge] Y_] qgmj[`ga[]o`]f]n]jqgm[`ggk]l`akZ]f]Õl3k]] ]ngc]jkÕf\]ehdgqe]flafeadalYjq^gj[]k$k]jnaf_YkYj- page 38 for how resistance works) tillery to blast enemy armies from afar. Others use their Each time you cast a transmutation spell of 1st level [`lg^qgmjklgf]a^l][ץ[[`spectacular power to protect the weak or to conquer. gj`a_`]j$qgm[Yf[`Yf_]l Evocation Savant stone is on your person.  A^qgm[j]Yl]Yf]oljYfkeml]jÌkklgf]$l`]hj]nagmkgf] :]_affaf_o`]fqgmk]d][ll`akk[`ggdYl*f\d]n]d$l`] ceases to function. gold and time you must spend to copy an evocation spell into your spellbook is halved.

23 Chapter 1: Creating a Character Backgrounds Suggested Characteristics

Qgmj[`YjY[l]jÌkZY[c_jgmf\j]n]Ydko`]j]qgm[Ye] d8 Personality Trait ^jge&;`ggk]gf]g^l`]^gddgoaf_ZY[c_jgmf\k2Y[gdql]$ 1 I idolize a particular hero of my faith, and constantly [jaeafYd$]fl]jlYaf]j$kY_]$gjkgd\a]j&L`]fYkcqgmj- refer to that person’s deeds and example. self why your character left that occupation for a life of adventure. 2 ,FDQśQGFRPPRQJURXQGEHWZHHQWKHśHUFHVW A background includes the following elements: enemies, empathizing with them and always working toward peace. HjgÕ[a]f[a]k&=Y[`ZY[c_jgmf\_an]kY[`YjY[l]jhjgÕ- 3 I see omens in every event and action. The gods try to [a]f[qaflogkcaddk k]]hY_]*1!&AfY\\alagf$egkl speak to us, we just need to listen. ZY[c_jgmf\k_an]Y[`YjY[l]jhjgÕ[a]f[qoal`gf]gj egj]lggdk&LggdkYf\lggdhjgÕ[a]f[a]kYj]\]lYad]\af  Nothing can shake my optimistic attitude. chapter 3. If a 1st-level character would gain the same  ,TXRWH RUPLVTXRWH VDFUHGWH[WVDQGSURYHUEVLQ .j- almost every situation[ץj]flkgmj[]k$[`ggk]Y\a[ץhjgÕ[a]f[q^jgelog\a ]flhjgÕ[a]f[qg^l`]kYe]caf\ kcaddgjlggd!afkl]Y\& 6 ,DPWROHUDQW RULQWROHUDQW RIRWKHUIDLWKVDQGUHVSHFW Equipment. A background provides equipment. RUFRQGHPQ WKHZRUVKLSRIRWKHUJRGV Feature.QgmjZY[c_jgmf\_an]kqgmY^]Ylmj]$Ykh][aYd 7 ,ôYHHQMR\HGśQHIRRGGULQNDQGKLJKVRFLHW\DPRQJP\ ability that members of your background share. temple’s elite. Rough living grates on me. Suggested Characteristics. A background suggests per- 8 I’ve spent so long in the temple that I have little kgfYd[`YjY[l]jakla[k^gjqgmj[`YjY[l]j&Qgm[Yfha[c experience dealing with people in the outside world. [`YjY[l]jakla[k$jgdd\a[]lg\]l]jeaf]l`]ejYf\gedq$ or use the suggestions as inspiration for characteristics of your own creation. d6 Ideal 1 Tradition. 7KHDQFLHQWWUDGLWLRQVRIZRUVKLSDQGVDFULśFH Some backgrounds allow you to learn more languages. PXVWEHSUHVHUYHGDQGXSKHOG /DZIXO Acolyte 2 Charity. I always try to help those in need, no matter ZKDWWKHSHUVRQDOFRVW *RRG Qgm`Yn]kh]flqgmjda^]afl`]k]jna[]g^Yl]ehd]lgY 3 Change. We must help bring about the changes the _g\gjYhYfl`]gf&Qgmh]j^gjekY[j]\jal]kafgj\]jlg JRGVDUHFRQVWDQWO\ZRUNLQJLQWKHZRUOG &KDRWLF [gf\m[logjk`ah]jkaflgl`]hj]k]f[]g^l`]\anaf]&Qgm  Power. I hope to one day rise to the top of my faith’s Yj]fÌlf][]kkYjadqY[d]ja[Èh]j^gjeaf_kY[j]\jal]kakfÌl UHOLJLRXVKLHUDUFK\ /DZIXO the same thing as channeling divine power.  Faith. I trust that my deity will guide my actions. I have  ;`ggk]Y_g\$YhYfl`]gf$gjkge]gl`]jimYka%\anaf] IDLWKWKDWLI,ZRUNKDUGWKLQJVZLOOJRZHOO /DZIXO Z]af_$Yf\ogjcoal`qgmj

24 Chapter 1: Creating a Character Criminal d6 Bond QgmYj]Yf]ph]ja]f[]\[jaeafYdYf\kladd`Yn][gflY[lk 1 ,ôPWU\LQJWRSD\RŚDGHEW,RZHWRDNLQGEHQHIDFWRU within the criminal underworld. 2 My ill-gotten gains go to support my family. 3 Something important was taken from me, and I aim to KcaddHjgÕ[a]f[a]k2<][]hlagf$Kl]Ydl` steal it back. LggdHjgÕ[a]f[a]k2Gf]lqh]g^_Yeaf_k]l$l`a]n]kÌlggdk Equipment: 9[jgoZYj$Yk]lg^\Yjc[geegf[dgl`]kaf-  I will become the greatest thief that ever lived. [dm\af_Y`gg\$Yf\Yhgm[`[gflYafaf_)-_h  I’m guilty of a terrible crime and want to redeem myself. 6 Someone I loved died because of I mistake I made. That Criminal Specialty will never happen again. L`]j]Yj]eYfqcaf\kg^[jaeafYdk$Yf\oal`afYl`a]n]kÌ _mad\gjkaeadYjgj_YfarYlagf$e]eZ]jk`Yn]kh][aYdla]k& d6 Flaw ;`ggk]l`]jgd]qgmhdYq]\afqgmj[jaeafYdda^]$gjjgddgf 1 When I see something valuable, I can’t think about the table below. anything but how to steal it. d8 Specialty d8 Specialty 2 When faced with a choice between money and my 1 Blackmailer  Highway robber friends, I usually choose the money. 2 Burglar 6 Hired killer 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll 3 Enforcer 7 Pickpocket ignore it.  Fence 8Smuggler  I have a “tell” that reveals when I’m lying.  I turn tail and run when things look bad. Feature: Criminal Contact 6 An innocent person is in prison for a crime that I committed. I’m okay with that. Qgm`Yn]Yj]daYZd]Yf\ljmklogjl`q[gflY[lo`gY[lkYk qgmjdaYakgflgYf]logjcg^gl`]j[jaeafYdk&Qgmcfgo `golg_]le]kkY_]klgYf\^jgeqgmj[gflY[l$]n]fgn]j Entertainer _j]Yl\aklYf[]k3kh][aÕ[Yddq$qgmcfgol`]dg[Yde]kk]f- Qgml`jan]af^jgflg^YfYm\a]f[]&Qgmcfgo`golg _]jk$[gjjmhl[YjYnYfeYkl]jk$Yf\k]]\qkYadgjko`g[Yf ]fljYf[]l`]e$Yemk]l`]e$Yf\]n]fafkhaj]l`]e& deliver messages for you. O`Yl]n]jl][`faim]kqgmmk]$qgmjYjlakqgmjda^]& Suggested Characteristics KcaddHjgÕ[a]f[a]k29[jgZYla[k$H]j^gjeYf[] LggdHjgÕ[a]f[a]k2

d6 Ideal Qgm[YfYdoYqkÕf\YhdY[]lgh]j^gje$mkmYddqafYf 1 Honor.,GRQôWVWHDOIURPRWKHUVLQWKHWUDGH /DZIXO affgjlYn]jfZmlhgkkaZdqoal`Y[aj[mk$YlYl`]Yl]j$gj 2 Freedom. Chains are meant to be broken, as are those ]n]fafYfgZd]Ìk[gmjl&9lkm[`YhdY[]$qgmj][]an]^j]] ZKRZRXOGIRUJHWKHP &KDRWLF lodging and food of a modest or comfortable standard 3 Charity. I steal from the wealthy so that I can help \]h]f\af_gfl`]imYdalqg^l`]]klYZdak`e]fl!$Ykdgf_ Ykqgmh]j^gje]Y[`fa_`l&AfY\\alagf$qgmjh]j^gjeYf[] SHRSOHLQQHHG *RRG eYc]kqgmkge]l`af_g^Ydg[YdÕ_mj]&O`]fkljYf_]jk  Greed. ,ôOOGRZKDWHYHULWWDNHVWREHFRPHZHDOWK\ (YLO j][g_far]qgmafYlgofo`]j]qgm`Yn]h]j^gje]\$l`]q  People. I’m loyal to my friends, not to any ideals, and typically take a liking to you. everyone else can take a trip down the Styx for all I care. 1HXWUDO 6 Redemption.7KHUHôVJRRGLQHYHU\RQH *RRG

25 Chapter 1: Creating a Character Suggested Characteristics KcaddHjgÕ[a]f[a]k29j[YfY$@aklgjq Languages: Two of your choice d8 Personality Trait Equipment:9Zglld]g^ZdY[cafc$Yimadd$YkeYddcfa^]$Y 1 I know a story relevant to almost every situation. letter from a dead colleague posing a question you have 2 Whenever I come to a new place, I collect local rumors fglq]lZ]]fYZd]lgYfko]j$Yk]lg^[geegf[dgl`]k$ and a pouch containing 10 gp and spread gossip. 3 I’m a hopeless romantic, always searching for that Specialty “special someone.”  Nobody stays angry at me or around me for long, since I Lg\]l]jeaf]l`]fYlmj]g^qgmjk[`gdYjdqljYafaf_$jgddY d8 or choose from the options in the table below. can defuse any amount of tension.  I love a good insult, even one directed at me. d8 Specialty d8 Specialty 6 I get bitter if I’m not the center of attention. 1Alchemist  Professor 7 I’ll settle for nothing less than perfection. 2Astronomer 6 Researcher 8 I change my mood as quickly as I change key in a song. 3 Discredited academic 7 Wizard’s apprentice  Librarian 8Scribe d6 Ideal 1 Beauty. When I perform, I make the world better than it Feature: Researcher ZDV *RRG O`]fqgmYll]ehllgd]Yjfgjj][YddYha][]g^dgj]$a^qgm 2 Tradition. The stories, legends, and songs of the past \gfÌlcfgol`Ylaf^gjeYlagf$qgmg^l]fcfgoo`]j]Yf\ must never be forgotten, for they teach us who we ^jgeo`geqgm[YfgZlYafal&MkmYddq$l`akaf^gjeYlagf DUH /DZIXO [ge]k^jgeYdaZjYjq$k[jahlgjame$mfan]jkalq$gjYkY_] 3 Creativity. The world is in need of new ideas and bold gjgl`]jd]Yjf]\h]jkgfgj[j]Ylmj]&Qgmj

26 Chapter 1: Creating a Character d6 Bond qgma^l`]qYj]g^Ydgo]jjYfc&Qgm[Yfafngc]qgmjjYfc lg]p]jlafÖm]f[]gn]jgl`]jkgd\a]jkYf\j]imakalagfkae- 1 It is my duty to protect my students. hd]]imahe]flgj`gjk]k^gjl]ehgjYjqmk]&Qgm[YfYdkg 2 I have an ancient text that holds terrible secrets that usually gain access to friendly military encampments and must not fall into the wrong hands. fortresses where your rank is recognized. 3 I work to preserve a library, university, scriptorium, or monastery. Suggested Characteristics  0\OLIHôVZRUNLVDVHULHVRIWRPHVUHODWHGWRDVSHFLśF śHOGRIORUH d8 Personality Trait  I’ve been searching my whole life for the answer to a 1 I’m always polite and respectful. certain question. 2 I’m haunted by memories of war. I can’t get the images 6 I sold my soul for knowledge. I hope to do great deeds of violence out of my mind. and win it back. 3 I’ve lost too many friends, and I’m slow to make new ones. d6 Flaw  I’m full of inspiring and cautionary tales from my 1 I am easily distracted by the promise of information. military experience relevant to almost every combat 2 Most people scream and run when they see a demon. I situation. stop and take notes on its anatomy.  ,FDQVWDUHGRZQDKHOOKRXQGZLWKRXWŜLQFKLQJ 3 Unlocking an ancient mystery is worth the price of a 6 I enjoy being strong and like breaking things. civilization. 7 I have a crude sense of humor.  I overlook obvious solutions in favor of complicated 8 I face problems head-on. A simple, direct solution is the ones. best path to success.  I speak without really thinking through my words, invariably insulting others. d6 Ideal 6 I can’t keep a secret to save my life, or anyone else’s. 1 Greater Good. Our lot is to lay down our lives in defense RIRWKHUV *RRG Soldier 2 Responsibility. I do what I must and obey just authority. /DZIXO OYj`Ykdgf_Z]]fqgmjda^]&Qgmea_`l`Yn]Z]]fhYjlg^ 3 Independence. When people follow orders blindly, they YfYlagfYdYjeqgjYe]j[]fYjq[gehYfq$gjh]j`YhkY HPEUDFHDNLQGRIW\UDQQ\ &KDRWLF member of a local militia.  Might.,QOLIHDVLQZDUWKHVWURQJHUIRUFHZLQV (YLO  O`]fqgm[`ggk]l`akZY[c_jgmf\$ogjcoal`qgmj

d8 Specialty d8 Specialty d6 Flaw 1 2ŝFHU 6 Quartermaster 1 The monstrous enemy we faced in battle still leaves me 2Scout 7 Standard bearer quivering with fear. 3Infantry 8 6XSSRUWVWDŚ FRRN 2 I have little respect for anyone who isn’t a  Cavalry blacksmith, or the proven warrior.  Healer OLNH 3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake Feature: Military Rank secret. Qgm`Yn]YeadalYjqjYfc^jgeqgmj[Yj]]jYkYkgd\a]j&  My hatred of my enemies is blind and unreasoning. Soldiers loyal to your former military organization still  I obey the law, even if the law causes misery. j][g_far]qgmjYml`gjalqYf\afÖm]f[]$Yf\l`]q\]^]jlg 6 I’d rather eat my armor than admit when I’m wrong.

27 Chapter 1: Creating a Character Chapter 2: Playing the Game

Lরঽ૳ࣼরߣ્ଚळ૙জঽஉळ૳ெક୉ଚরळ੅ߣঽ੘૙୉৴ळ૳ெક୉੘ळळदଚક Y\nYflY_]gjna[]n]jkY&Afkm[`YkalmYlagf$qgm`Yn]f]a- hdYq&L`]^gmf\Ylagfg^l`]k]jmd]kYj]qgmjkapYZadala]k$ ther advantage nor disadvantage. o`]l`]jqgmÌj]]phdgjaf_$]f_Y_af_afkg[aYdafl]jY[lagf$ When you have advantage or disadvantage and some- gjÕ_`laf_^gjqgmjda^]&@]j]qgmÌddd]Yjfegj]YZgmll`] l`af_afl`]_Ye]$km[`Ykl`]`YdÖaf_ÌkDm[cqljYal$d]lk l`j]]eYafoYqklgmk]qgmjYZadala]k2kYnaf_l`jgok$YZad- qgmj]jgddgjj]hdY[]l`]\*($qgm[Yfj]jgddgjj]hdY[] $[l]\Zq gfdqgf]g^l`]\a[]&Qgm[`ggk]o`a[`gf]&>gj]pYehd][ץalq[`][ck$Yf\YllY[cjgddk$Yddg^o`a[`[YfZ]Y advantage and disadvantage. a^Y`YdÖaf_`YkY\nYflY_]gj\akY\nYflY_]gfYfYZadalq [`][cYf\jgddkY)Yf\Y)+$l`]`YdÖaf_[gmd\mk]l`] Advantage and Lucky trait to reroll the 1.  QgmmkmYddq_YafY\nYflY_]gj\akY\nYflY_]l`jgm_` Disadvantage l`]mk]g^kh][aYdYZadala]k$Y[lagfk$gjkh]ddk&L`]gj]pYehd]$a^qgm`Yn] 9kYnaf_l`jgoÈYdkg[Ydd]\YkYn]Èj]hj]k]flkYfYl- \akY\nYflY_]Yf\jgddY)/Yf\Y-$qgmmk]l`]-&A^qgm l]ehllgj]kaklYkh]dd$YljYh$Yhgakgf$Y\ak]Yk]$gjY afkl]Y\`Yn]Y\nYflY_]Yf\jgddl`gk]fmeZ]jk$qgm kaeadYjl`j]Yl&Qgm\gfÌlfgjeYddq\][a\]lgeYc]YkYn- use the 17. ing throw; you are forced to make one because your char- .lYjgddYf\]Y[`gf]_jYflk acter or monster is at risk of harm][ץA^emdlahd]kalmYlagfkY  Y\nYflY_]gjaehgk]k\akY\nYflY_]gfal$qgm\gfÌljgdd  LgeYc]YkYnaf_l`jgo$jgddY\*(Yf\Y\\l`]Yhhjg- more than one additional d20. If two favorable situations hjaYl]YZadalqeg\aÕ]j&>gj]pYehd]$qgmmk]qgmj<]pl]j- _jYflY\nYflY_]$^gj]pYehd]$qgmkladdjgddgfdqgf]Y\\a- alqeg\aÕ]j^gjY<]pl]jalqkYnaf_l`jgo& tional d20.  9kYnaf_l`jgo[YfZ]eg\aÕ]\ZqYkalmYlagfYd [_l]\ZqY\nYflY][ץIf circumstances cause a roll to have both advantage Zgfmkgjh]fYdlqYf\[YfZ]Y Yf\\akY\nYflY_]$qgmYj][gfka\]j]\lg`Yn]f]al`]jg^ Yf\\akY\nYflY_]$Yk\]l]jeaf]\Zql`]

2828 Chapter 2: Playing the GameGame _]f[]kYn]k&HjgÕ[a]f[qafYkYnaf_l`jgod]lkY[`YjY[l]j might win the contest by default. If two characters tie in l`]Öggj$f]al`]j[`YjY[l]jץY\\l`]ajhjgÕ[a]f[qZgfmklgkYnaf_l`jgokeY\]mkaf_Y Y[gfl]kllgkfYl[`Yjaf_g particular ability score. Some monsters have saving throw grabs it. In a contest between a monster trying to open hjgÕ[a]f[a]kYko]dd& Y\ggjYf\YfY\n]flmj]jljqaf_lgc]]hl`]\ggj[dgk]\$ .L`]gj]pYehd]$l`]<;^gjYkYnaf][ץ[[`l l`jgoYddgo]\ZqYkh]ddak\]l]jeaf]\Zql`][Ykl]jÌk Skills kh]dd[Yklaf_YZadalqeg\aÕ]jYf\hjgÕ[a]f[qZgfmk& =Y[`YZadalq[gn]jkYjYf_]g^[YhYZadala]k$af[dm\af_ The result of a successful or failed saving throw is also kcaddkl`YlY[`YjY[l]jgjYegfkl]j[YfZ]hjgÕ[a]flaf&9 \ll`YlYddgokl`]kYn]&MkmYddq$Ykm[- kcaddj]hj]k]flkYkh][aÕ[Ykh][lg^YfYZadalqk[gj]$Yf][ץ[[`lYad]\afl[\ jkfg`Yje$gj Yfaf\ana\mYdÌkhjgÕ[a]f[qafYkcadd\]egfkljYl]kY^g[mk[ץkk^mdkYn]e]Yfkl`YlY[j]Ylmj]km[] l& gfl`YlYkh][l& 9[`YjY[l]jÌkklYjlaf_kcaddhjgÕ[a]f[a]k][ץ[j]\m[]\`Yje$^jgeYf Yj]\]l]jeaf]\Yl[`YjY[l]j[j]Ylagf$Yf\Yegfkl]jÌk Ability Checks kcaddhjgÕ[a]f[a]kYhh]Yjafl`]egfkl]jÌkklYlZdg[c&! 9fYZadalq[`][cl]klkY[`YjY[l]jÌkgjegfkl]jÌkaffYl]  >gj]pYehd]$Y<]pl]jalq[`][cea_`lj]Ö][lY[`Yj- YfY[jgZYla[klmfl$lghYdeYfץgjllggn]j[ge]Y[`Ydd]f_]& Y[l]jÌkYll]ehllghmddgץ[lYd]flYf\ljYafaf_afYf The DM calls for an ability check when a character or gZb][l$gjlgklYq`a\\]f&=Y[`g^l`]k]Ykh][lkg^<]pl]j- monster attempts an action (other than an attack) that alq`YkYfYkkg[aYl]\kcadd29[jgZYla[k$Kd]a_`lg^@Yf\$ `YkY[`Yf[]g^^Yadmj]&O`]fl`]gml[ge]akmf[]jlYaf$ Yf\Kl]Ydl`$j]kh][lan]dq&KgY[`YjY[l]jo`g`YkhjgÕ- the dice determine the results. ciency in the Stealth skill is particularly good at Dexterity  >gj]n]jqYZadalq[`][c$l`]gj]pYehd]$a^Y[`YjY[l]jYll]ehlklg[daeZmhY\Yf- `l`]

29 Chapter 2: Playing the Game Working Together  ;Yjjqaf_;YhY[alq&Qgmj[Yjjqaf_[YhY[alqakqgmj Strength score multiplied by 15. This is the weight (in Sometimes two or more characters team up to attempt a hgmf\k!l`Ylqgm[Yf[Yjjq$o`a[`ak`a_`]fgm_`l`Yl &gjlÈgjl`]gf] egkl[`YjY[l]jk\gfÌlmkmYddq`Yn]lgogjjqYZgmlalץ[[`lYkc&L`][`YjY[l]jo`gÌkd]Y\af_l oal`l`]`a_`]klYZadalqeg\aÕ]jÈ[YfeYc]YfYZadalq Hmk`$gj]pYehd]$ljqaf_lggh]fY Kar]Yf\Klj]f_l`& Larger creatures can bear more dg[cea_`lj]imaj]hjgÕ[a]f[qoal`l`a]n]kÌlggdk$kgY o]a_`l$o`]j]YkLafq[j]Ylmj]k[Yf[Yjjqd]kk&>gj]Y[` [`YjY[l]jo`gdY[ckl`YlhjgÕ[a]f[q[gmd\fÌl`]dhYfgl`]j kar][Yl]_gjqYZgn]E]\ame$\gmZd]l`][j]Ylmj]Ìk[Yjjq- [`YjY[l]jafl`YllYkc&Egj]gn]j$Y[`YjY[l]j[Yf`]dhgfdq af_[YhY[alqYf\l`]Yegmflal[Yfhmk`$\jY_$gjda^l&>gj when two or more individuals working together would YLafq[j]Ylmj]$`Ydn]l`]k]o]a_`lk& Y[lmYddqZ]hjg\m[lan]&Kge]lYkck$km[`Ykl`j]Y\af_Y f]]\d]$Yj]fg]Yka]joal``]dh& Dexterity Checks Strength Checks <]pl]jalqe]Ykmj]kY_adalq$j]Ö]p]k$Yf\ZYdYf[]&9<]p- terity check can model any attempt to move nimbly or Strength measures the extent to which you can exert raw quietly or to keep from falling on tricky footing. The Acro- physical force. A Strength check can model any attempt ZYla[k$Kd]a_`lg^@Yf\$Yf\Kl]Ydl`kcaddkj]Ö][lYhlalm\] lgda^l$hmk`$hmdd$gjZj]Yckge]l`af_&L`]9l`d]la[kkcadd in certain kinds of Dexterity checks. j]Ö][lkYhlalm\]af[]jlYafcaf\kg^Klj]f_l`[`][ck& 9[jgZYla[k&Qgmj<]pl]jalq 9[jgZYla[k![`][c[gn]jk 9l`d]la[k&QgmjKlj]f_l` 9l`d]la[k![`][c[gn]jk qgmjYll]ehllgklYqgfqgmj^]]lafYlja[cqkalmYlagf$km[` []a׹[mdlkalmYlagfkqgm]f[gmfl]jo`ad][daeZaf_$ Yko`]fqgmÌj]ljqaf_lgjmfY[jgkkYk`]]lg^a[]$ZYdYf\ bmehaf_$gjkoaeeaf_&=pYehd]kaf[dm\]l`]^gddgoaf_2 gfYla_`ljgh]$gjklYqmhja_`lgfYjg[caf_k`ahÌk\][c& Ynga\ The DM might also call for a Dexterity (Acrobatics) check$ץQgmYll]ehllg[daeZYk`]]jgjkdahh]jq[da • `YrYj\ko`ad]k[Ydaf_YoYdd$gj[daf_lgYkmj^Y[]o`ad] lgk]]a^qgm[Yfh]j^gjeY[jgZYla[klmflk$af[dm\af_ &an]k$jgddk$kge]jkYmdlk$Yf\Öahk\ &ץkge]l`af_akljqaf_lgcfg[cqgmg • QgmljqlgbmehYfmfmkmYddqdgf_\aklYf[]gjhmdd Yklmflea\bmeh& Hidingץg • Qgmkljm__d]lgkoaegjklYqYÖgYlaflj]Y[`]jgmk[mj- The DM decides when circumstances are appropriate for j]flk$klgje%lgkk]\oYn]k$gjYj]Ykg^l`a[ck]Yo]]\& KLGLQJ:KHQ\RXWU\WRKLGHPDNHD'H[WHULW\ 6WHDOWK  Or another creature tries to push or pull you underwa- check. Until you are discovered or you stop hiding, that ter or otherwise interfere with your swimming. FKHFNôVWRWDOLVFRQWHVWHGE\WKH:LVGRP 3HUFHSWLRQ  check of any creature that actively searches for signs of Lifting and Carrying your presence. QgmjKlj]f_l`k[gj]\]l]jeaf]kl`]Yegmflg^o]a_`l You can’t hide from a creature that can see you clearly, qgm[YfZ]Yj&L`]^gddgoaf_l]jek\]Õf]o`Ylqgm[Yf and you give away your position if you make noise, such as lift or carry. shouting a warning or knocking over a vase. An invisible creature can’t be seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still has 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 circum- stances, the Dungeon Master might allow you to stay hid- den as you approach a creature that is distracted, allowing you to gain advantage on an attack 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 FRPSDUHV\RXU'H[WHULW\ 6WHDOWK FKHFNZLWKWKDWFUHDWXUHôV SDVVLYH:LVGRP 3HUFHSWLRQ VFRUHZKLFKHTXDOVWKH FUHDWXUHôV:LVGRPPRGLśHUDVZHOODVDQ\RWKHUERQXVHV RUSHQDOWLHV,IWKHFUHDWXUHKDVDGYDQWDJHDGG)RUGLVDG- YDQWDJHVXEWUDFW  )RUH[DPSOHLIDVWOHYHOFKDUDFWHU ZLWKDSURśFLHQF\ ERQXVRI KDVD:LVGRPRI DPRGLśHU DQGSURś- ciency in Perception, he or she has a passive Wisdom (Per- FHSWLRQ RI What Can You See? One of the main factors in GHWHUPLQLQJZKHWKHU\RXFDQśQGDKLGGHQFUHDWXUHRU object is how well you can see in an area, which might be lightly or heavily obscured, as explained on page 32. SHAWN WOODSHAWN

30 Chapter 2: Playing thee GameGame Kd]a_`lg^@Yf\&Whenever you attempt an act of leger- Finding a Hidden Object \]eYafgjeYfmYdlja[c]jq$km[`YkhdYflaf_kge]l`af_ When your character searches for a hidden object such as gfkge]gf]]dk]gj[gf[]Ydaf_YfgZb][lgfqgmjh]jkgf$ a secret door or a trap, the DM typically asks you to make make a Dexterity (Sleight of Hand) check. The DM might D:LVGRP 3HUFHSWLRQ FKHFN6XFKDFKHFNFDQEHXVHGWR also call for a Dexterity (Sleight of Hand) check to deter- śQGKLGGHQGHWDLOVRURWKHULQIRUPDWLRQDQGFOXHVWKDW\RX .Yfgl`]jh]jkgf might otherwise overlookץeaf]o`]l`]jqgm[Yfda^lY[gafhmjk]g gjkdahkge]l`af_gmlg^Yfgl`]jh]jkgfÌkhg[c]l& In most cases, you need to describe where you are looking Kl]Ydl`&Make a Dexterity (Stealth) check when you in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes Yll]ehllg[gf[]Ydqgmjk]d^^jge]f]ea]k$kdafchYkl in the top drawer of a bureau. If you tell the DM that you _mYj\k$kdahYoYqoal`gmlZ]af_fgla[]\$gjkf]Ycmhgf pace around the room, looking at the walls and furniture for someone without being seen or heard. FOXHV\RXKDYHQRFKDQFHRIśQGLQJWKHNH\UHJDUGOHVVRI \RXU:LVGRP 3HUFHSWLRQ FKHFNUHVXOWgj]pYehd]$qgmea_`l ]d\jal[`kqeZgdk$eY_a[YdljY\alagfk$l`]hdYf]kg^]pak- ljqlg`]YjY[gfn]jkYlagfl`jgm_`Y[dgk]\\ggj$]Yn]k- l]f[]$Yf\l`]af`YZalYflkg^l`gk]hdYf]k& \jghmf\]jYfgh]foaf\go$gj`]Yjegfkl]jkegnaf_ @aklgjq&QgmjAfl]dda_]f[] @aklgjq![`][ce]Ykmj]k stealthily in the forest. Or you might try to spot things that qgmjYZadalqlgj][Ydddgj]YZgml`aklgja[Yd]n]flk$d]_]f\- Yj]gZk[mj]\gj]Ykqlgeakk$o`]l`]jl`]qYj]gj[kdqaf_ Yjqh]ghd]$Yf[a]flcaf_\gek$hYkl\akhml]k$j][]floYjk$ and lost civilizations. afYeZmk`gfYjgY\$l`m_k`a\af_afl`]k`Y\gokg^Yf Ydd]q$gj[Yf\d]da_`lmf\]jY[dgk]\k][j]l\ggj& Afn]kla_Ylagf&When you look around for clues and KmjnanYd&The DM might ask you to make a Wisdom eYc]\]\m[lagfkZYk]\gfl`gk][dm]k$qgmeYc]Yf KmjnanYd![`][clg^gddgoljY[ck$`mfload\_Ye]$_ma\] Afl]dda_]f[] Afn]kla_Ylagf![`][c&Qgmea_`l\]\m[]l`] qgmj_jgmhl`jgm_`^jgr]foYkl]dYf\k$a\]fla^qka_fkl`Yl dg[Ylagfg^Y`a\\]fgZb][l$\ak[]jf^jgel`]Yhh]YjYf[] godZ]Yjkdan]f]YjZq$hj]\a[ll`]o]Yl`]j$gjYnga\ima[c- g^Yogmf\o`Ylcaf\g^o]Yhgf\]Ydlal$gj\]l]jeaf]l`] sand and other natural hazards. weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden Charisma Checks fragment of knowledge might also call for an Intelligence lan]dq][ץ[Investigation) check. ;`YjakeYe]Ykmj]kqgmjYZadalqlgafl]jY[l) FYlmj]&QgmjAfl]dda_]f[] FYlmj]![`][ce]Ykmj]k oal`gl`]jk&Alaf[dm\]kkm[`^Y[lgjkYk[gfÕ\]f[]Yf\ qgmjYZadalqlgj][Ydddgj]YZgmll]jjYaf$hdYflkYf\Yfa- eloquence. A Charisma check might arise when you try eYdk$l`]o]Yl`]j$Yf\fYlmjYd[q[d]k& lgafÖm]f[]gj]fl]jlYafgl`]jk$o`]fqgmljqlgeYc]Yf J]da_agf&QgmjAfl]dda_]f[] J]da_agf![`][ce]Ykmj]k aehj]kkagfgjl]ddY[gfnaf[af_da]$gjo`]fqgmYj]fYna- qgmjYZadalqlgj][Ydddgj]YZgml\]ala]k$jal]kYf\hjYq]jk$ _Ylaf_Ylja[cqkg[aYdkalmYlagf&L`]<][]hlagf$Aflaea\Y- j]da_agmk`a]jYj[`a]k$`gdqkqeZgdk$Yf\l`]hjY[la[]kg^ lagf$H]j^gjeYf[]$Yf\H]jkmYkagfkcaddkj]Ö][lYhlalm\] secret cults. in certain kinds of Charisma checks. <][]hlagf&Qgmj;`YjakeY <][]hlagf![`][c\]l]j- Wisdom Checks eaf]ko`]l`]jqgm[Yf[gfnaf[af_dq`a\]l`]ljml`$]al`]j verbally or through your actions. This deception can en- Oak\gej]Ö][lk`goYllmf]\qgmYj]lgl`]ogjd\Yjgmf\ compass everything from misleading others through am- you and represents perceptiveness and intuition. A Wis- biguity to telling outright lies. Typical situations include $[_gjllgj]Y\Zg\qdYf_mYץ[ge[`][cea_`lj]Ö][lYf\ ljqaf_lg^Ykl%lYdcY_mYj\$[gfYe]j[`Yfl$]Yjfegf]q mf\]jklYf\kge]gf]Ìk^]]daf_k$fgla[]l`af_kYZgmll`] afY\ak_mak]$\mddץl`jgm_`_YeZdaf_$hYkkqgmjk]d^g ]fnajgfe]fl$gj[Yj]^gjYfafbmj]\h]jkgf&L`]9faeYd kge]gf]Ìkkmkha[agfkoal`^Ydk]YkkmjYf[]k$gjeYaflYaf @Yf\daf_$Afka_`l$E]\a[af]$H]j[]hlagf$Yf\KmjnanYd a straight face while telling a blatant lie. kcaddkj]Ö][lYhlalm\]af[]jlYafcaf\kg^Oak\ge[`][ck&  Aflaea\Ylagf&O`]fqgmYll]ehllgafÖm]f[]kge]gf]  9faeYd@Yf\daf_&When there is any question whether l`jgm_`gn]jll`j]Ylk$`gklad]Y[lagfk$Yf\h`qka[Ydnag- qgm[Yf[Yde\gofY\ge]kla[Yl]\YfaeYd$c]]hYegmfl d]f[]$l`]

32 Chapter 2: Playing the Game fa_`lk!$oal`afl`][gfÕf]kg^Yfmfdal\mf_]gfgjYkmZ- l`]eoal`kge]l`af_l`]q^]Yj$gjhdYqgfl`]ajkqehY- l]jjYf]YfnYmdl$gjafYfYj]Yg^eY_a[Yd\Yjcf]kk& l`a]kYf\_gYdk$qgm[Yfmk]ogj\klg_]lYdegklYfql`af_ qgmoYfl&Gfl`]gl`]j`Yf\$a^qgmafkmdlYhjgm\oYjjagj gjlklg[gfnaf[]gjץ[Interacting with Objects gjkh]Ycaddg^YfgZd]ÌkYdda]k$qgmj 9[`YjY[l]jÌkafl]jY[lagfoal`gZb][lkafYf]fnajgfe]fl deceive will fall short. is simple to resolve in the game. The player tells the gj]pYehd]$qgmj

33 Chapter 2: Playing the Game Combat is the order in which they act during each round. The ini- tiative order remains the same from round to round. This section provides the rules you need for your char-  A^Yla]g[[mjk$l`]gj]pYehd]$qgm[gmd\gh]fY\ggj\mjaf_qgmj dom (Perception) score of each creature on the opposing egn]Ykqgmklja\]lgoYj\Y^g]$gjqgm[gmd\\jYoqgmj ka\]&9fq[`YjY[l]jgjegfkl]jl`Yl\g]kfÌlfgla[]Y weapon as part of the same action you use to attack. threat is surprised at the start of the encounter.  A^qgmoYfllgafl]jY[loal`Yk][gf\gZb][l$qgmf]]\  A^qgmÌj]kmjhjak]\$qgm[YfÌlegn]gjlYc]YfY[lagf to use your action. Some magic items and other special gfqgmjÕjkllmjfg^l`][geZYl$Yf\qgm[YfÌllYc]Yj]- gZb][lkYdoYqkj]imaj]YfY[lagflgmk]$YkklYl]\afl`]aj action until that turn ends. A member of a group can be descriptions. kmjhjak]\]n]fa^l`]gl`]je]eZ]jkYj]fÌl& The DM might require you to use an action for any of Initiative these activities when it needs special care or when it hj]k]flkYfmfmkmYdgZklY[d]&>gjafklYf[]$l`]dqaf_[j]Ylmj]k]fbgqeYfqZ]f]Õlkg^egZadalq$Zml[ץL`]k]\a&!*+ Zaf]\oal`oYdcaf_$gjl`]q[Yf[gfklalml]qgmj]flaj] l`]qemklYdkg\]Ydoal`l`]\Yf_]jg^^Yddaf_&A^YÖqaf_ egn]&@go]n]jqgmÌj]egnaf_$qgm\]\m[ll`]\aklYf[]g^ [j]Ylmj]akcfg[c]\hjgf]$`Ykalkkh]]\j]\m[]\lg($gj each part of your move from your speed until it is used up akgl`]joak]\]hjan]\g^l`]YZadalqlgegn]$l`][j]Ylmj] or until you are done moving. ^Yddk$mfd]kkal`Ykl`]YZadalqlg`gn]jgjalakZ]af_`]d\ Ydg^lZqeY_a[$km[`YkZql`]Öq spell. Breaking Up Your Move Actions in Combat Qgm[YfZj]Ycmhqgmjegn]e]flgfqgmjlmjf$mkaf_ some of your speed before and after your action. For O`]fqgmlYc]qgmjY[lagfgfqgmjlmjf$qgm[YflYc]gf] ]pYehd]$a^qgm`Yn]Ykh]]\g^+(^]]l$qgm[Yfegn] of the actions presented here. When you describe an ac- )(^]]l$lYc]qgmjY[lagf$Yf\l`]fegn]*(^]]l& lagffgl\]lYad]\`]j]$l`]gj]pYehd]$a^qgm`Yn]Ykh]]\g^+(Yf\YÖqaf_ speed of 60 because a wizard cast the Öqkh]ddgfqgm$ Most spells require an action to cast. See chapter 4 for qgm[gmd\Öq*(^]]l$l`]foYdc)(^]]l$Yf\l`]fd]Yhaflg the rules on casting a spell. l`]YajlgÖq+(^]]legj]& Dash Difficult Terrain O`]fqgmlYc]l`]gj]pYehd]$a^ explained in appendix B) or if your speed drops to 0. qgmjkh]]\ak+(^]]l$qgmemklkh]f\)-^]]lg^egn]- Help e]fllgklYf\mh&Qgm[YfÌlklYf\mha^qgm\gfÌl`Yn] Qgm[Yfd]f\qgmjYa\lgYfgl`]j[j]Ylmj]afl`][gehd]- enough movement left or if your speed is 0. lagfg^YlYkc&O`]fqgmlYc]l`]@]dhY[lagf$l`][j]Y-  Lgegn]o`ad]hjgf]$qgmemklcrawl (see page 32) ture you aid gains advantage on the next ability check it or use magic such as teleportation. eYc]klgh]j^gjel`]lYkcqgmYj]`]dhaf_oal`$hjgna\]\ that it makes the check before the start of your next turn.  9dl]jfYlan]dq$qgm[YfYa\YfYddqafYllY[caf_Y[j]Ylmj] oal`af-^]]lg^qgm&Qgm^]afl$\akljY[ll`]lYj_]l$gjaf

35 Chapter 2: Playing the Game kge]gl`]joYql]YemhlgeYc]qgmjYddqÌkYllY[cegj] 1. Choose a target.Ha[cYlYj_]loal`afqgmjYllY[cÌk &lan]&A^qgmjYddqYllY[ckl`]lYj_]lZ]^gj]qgmjf]pl jYf_]2Y[j]Ylmj]$YfgZb][l$gjYdg[Ylagf][ץ[ lmjf$l`]ÕjklYllY[cjgddakeY\]oal`Y\nYflY_]& *&<]l]jeaf]eg\aÕ]jk&The DM determines whether Hide the target has cover and whether you have advantage gj\akY\nYflY_]Y_Yafkll`]lYj_]l&AfY\\alagf$kh]ddk$ lk[YfYhhdqh]fYdla]k][ץ[O`]fqgmlYc]l`]@a\]Y[lagf$qgmeYc]Y<]pl]jalq kh][aYdYZadala]k$Yf\gl`]j Kl]Ydl`![`][cafYfYll]ehllg`a\]$^gddgoaf_l`]jmd]k or bonuses to your attack roll. gfhY_]+(^gj`a\af_&A^qgmkm[[]]\$qgm_Yaf[]jlYaf 3. Resolve the attack. QgmeYc]l`]YllY[cjgdd&GfY`al$ Z]f]Õlk$Yk\]k[jaZ]\afl`]ÉMfk]]f9llY[c]jkYf\LYj- qgmjgdd\YeY_]$mfd]kkl`]hYjla[mdYjYllY[c`Ykjmd]k _]lkÊk][lagfZ]dgo& that specify otherwise. Some attacks cause special &[_lkafY\\alagflggjafkl]Y\g^\YeY][ץ[ Ready Sometimes you want to get the jump on a foe or wait for a  A^l`]j]Ìk]n]jYfqim]klagfo`]l`]jkge]l`af_qgmÌj] hYjla[mdYj[aj[meklYf[]Z]^gj]qgmY[l&Lg\gkg$qgm[Yf \gaf_[gmflkYkYfYllY[c$l`]jmd]akkaehd]2a^qgmÌj] lYc]l`]J]Y\qY[lagfgfqgmjlmjf$o`a[`d]lkqgmY[lmk- eYcaf_YfYllY[cjgdd$qgmÌj]eYcaf_YfYllY[c& ing your reaction before the start of your next turn. Attack Rolls  >ajkl$qgm\][a\]o`Ylh]j[]anYZd][aj[meklYf[]oadd O`]fqgmeYc]YfYllY[c$qgmjYllY[cjgdd\]l]jeaf]k lja__]jqgmjj]Y[lagf&L`]f$qgm[`ggk]l`]Y[lagfqgm o`]l`]jl`]YllY[c`alkgjeakk]k&LgeYc]YfYllY[cjgdd$ oaddlYc]afj]khgfk]lgl`Yllja__]j$gjqgm[`ggk]lg move up to your speed in response to it. Examples in- jgddY\*(Yf\Y\\l`]YhhjghjaYl]eg\aÕ]jk&A^l`]lglYd g^l`]jgddhdmkeg\aÕ]jk]imYdkgj]p[]]\kl`]lYj_]lÌk [dm\]ÉA^l`][mdlaklkl]hkgfl`]ljYh\ggj$AÌddhmddl`] 9jegj;dYkk 9;!$l`]YllY[c`alk& d]n]jl`Ylgh]fkal$ÊYf\ÉA^l`]_gZdafkl]hkf]pllge]$A  O`]fY[`YjY[l]jeYc]kYfYllY[cjgdd$l`]logegkl egn]YoYq&Ê [geegfeg\aÕ]jklgl`]jgddYj]YfYZadalqeg\aÕ]j  O`]fl`]lja__]jg[[mjk$qgm[Yf]al`]jlYc]qgmjj]Y[- Yf\l`][`YjY[l]jÌkhjgÕ[a]f[qZgfmk&O`]fYegfkl]j lagfja_`lY^l]jl`]lja__]jÕfak`]kgja_fgj]l`]lja__]j& eYc]kYfYllY[cjgdd$almk]ko`Yl]n]jeg\aÕ]jakhjg-  O`]fqgmj]Y\qYkh]dd$qgm[YklalYkfgjeYdZml`gd\ vided in its stat block. alk]f]j_q$o`a[`qgmj]d]Yk]oal`qgmjj]Y[lagfo`]fl`] 9ZadalqEg\aÕ]j&L`]YZadalqeg\aÕ]jmk]\^gjYe]d]] lja__]jg[[mjk&LgZ]j]Y\a]\$Ykh]ddemkl`Yn]Y[Yklaf_ o]YhgfYllY[cakKlj]f_l`$Yf\l`]YZadalqeg\aÕ]jmk]\ lae]g^)Y[lagf$Yf\`gd\af_gflgl`]kh]ddÌkeY_a[j]- for a ranged weapon attack is Dexterity. quires concentration (explained in chapter 4). If your con- Some spells also require an attack roll. The ability []fljYlagfakZjgc]f$l`]kh]dd\akkahYl]koal`gmllYcaf_ eg\aÕ]jmk]\^gjYkh]ddYllY[c\]h]f\kgfl`]kh]dd[Ykl- l&>gj]pYehd]$a^qgmYj][gf[]fljYlaf_gfl`]web][ץ[ af_YZadalqg^l`]kh]dd[Ykl]j$Yk]phdYaf]\af[`Yhl]j,& spell and ready magic missile$qgmjwebkh]dd]f\k$Yf\

if you take damage before you release magic missile with HjgÕ[a]f[q:gfmk&QgmY\\qgmjhjgÕ[a]f[qZgfmk to your attack roll when you attack using a weapon with qgmjj]Y[lagf$qgmj[gf[]fljYlagfea_`lZ]Zjgc]f& o`a[`qgm`Yn]hjgÕ[a]f[q$Yko]ddYko`]fqgmYllY[c Search with a spell. O`]fqgmlYc]l`]K]Yj[`Y[lagf$qgm\]ngl]qgmjYll]f- Rolling 1 or 20 lagflgÕf\af_kge]l`af_$Yf\l`]

36 Chapter 2: Playing the Game Ranged Attacks in Close Combat [9aeaf_YjYf_]\YllY[cakegj]\a׹[mdlo`]fY^g is next to you. When you make a ranged attack with a o]Yhgf$Ykh]dd$gjkge]gl`]je]Yfk$qgm`Yn]\akY\nYf- tage on the attack roll if you are within 5 feet of an enemy o`g[Yfk]]qgmYf\o`gakfÌlaf[YhY[alYl]\& Melee Attacks Mk]\af`Yf\%lg%`Yf\[geZYl$Ye]d]]YllY[cYddgokqgm to attack a foe within your reach. A melee attack typically uses a handheld weapon. A typical monster makes a e]d]]YllY[co`]falkljac]koal`alk[dYok$`gjfk$l]]l`$ l]flY[d]k$gjgl`]jZg\qhYjl&9^]okh]ddkYdkgafngdn] making a melee attack. Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee at- tack. Certain creatures have melee attacks with a greater j]Y[`l`Yf-^]]l$Ykfgl]\afl`]aj\]k[jahlagfk& Instead of using a weapon to make a melee weapon YllY[c$qgm[Yfmk]Yfunarmed strike2Yhmf[`$ca[c$ Half Cover and Three-Quarters Cover `]Y\%Zmll$gjkaeadYj^gj[]^mdZdgo&GfY`al$YfmfYje]\ kljac]\]YdkZdm\_]gfaf_\YeY_]]imYdlg)#qgmj Klj]f_l`eg\aÕ]j&QgmYj]hjgÕ[a]floal`qgmjmfYje]\ There are three degrees of cover. If a target is behind kljac]k&L`]qYj]fÌl[gfka\]j]\o]YhgfkZql`]jmd]k$Zml they nonetheless work for melee weapon attacks. emdlahd]kgmj[]kg^[gn]j$gfdql`]egklhjgl][lan]\]_j]] g^[gn]jYhhda]k3l`]\]_j]]kYj]fÌlY\\]\lg_]l`]j&>gj Opportunity Attacks ]pYehd]$a^YlYj_]lakZ]`af\Y[j]Ylmj]l`Yl_an]k`Yd^ AfYÕ_`l$]n]jqgf]ak[gfklYfldqoYl[`af_^gj]f]ea]k [gn]jYf\Ylj]]ljmfcl`Yl_an]kl`j]]%imYjl]jk[gn]j$l`] lg\jghl`]aj_mYj\&Qgm[YfjYj]dqegn]`]]\d]kkdqhYkl target has three-quarters cover. your foes without putting yourself in danger; doing so A target with half cover`YkY#*Zgfmklg9;Yf\ provokes an opportunity attack. Dexterity saving throws. A target has half cover if an ob-  Qgm[YfeYc]YfghhgjlmfalqYllY[co`]fYf]f]eq stacle blocks at least half of its body. The obstacle might that you can see moves out of your reach. To make the Z]YdgooYdd$YdYj_]ha][]g^^mjfalmj]$YfYjjgolj]] ghhgjlmfalqYllY[c$qgmmk]qgmjj]Y[lagflgeYc]gf] ljmfc$gjY[j]Ylmj]$o`]l`]jl`Yl[j]Ylmj]akYf]f]eq melee attack against the provoking creature. The attack or a friend. occurs right before the creature leaves your reach. A target with three-quarters cover `YkY#-Zgfmklg  Qgm[YfYnga\hjgngcaf_YfghhgjlmfalqYllY[cZq AC and Dexterity saving throws. A target has three-quar- lYcaf_l`]gj]pYehd]$qgm\gfÌlhjgngc]Yf A target with total cover [YfÌlZ]lYj_]l]\\aj][ldqZq ghhgjlmfalqYllY[ca^Yf]phdgkagf`mjdkqgmgmlg^Y^g]Ìk YfYllY[cgjYkh]dd$Ydl`gm_`kge]kh]ddk[Yfj]Y[`km[` reach or if gravity causes you to fall past an enemy. l&9lYj_]l`Yk][ץ[^YlYj_]lZqaf[dm\af_alafYfYj]Yg total cover if it is completely concealed by an obstacle. Two-Weapon Fighting Ranged Attacks When you take the Attack action and attack with a light e]d]]o]Yhgfl`YlqgmÌj]`gd\af_afgf]`Yf\$qgm[Yf [[j]flda_`le]d[ץO`]fqgmeYc]YjYf_]\YllY[c$qgmÕj]YZgogjY mk]YZgfmkY[lagflgYllY[coal`Y\a [jgkkZgo$`mjdY`Yf\Yp]$gjgl`]joak]k]f\hjgb][lad]k o]Yhgfl`YlqgmÌj]`gd\af_afl`]gl`]j`Yf\&Qgm\gfÌl to strike a foe at a distance. Many spells also involve mak- Y\\qgmjYZadalqeg\aÕ]jlgl`]\YeY_]g^l`]ZgfmkYl- ing a ranged attack. lY[c$mfd]kkl`Yleg\aÕ]jakf]_Ylan]&  A^]al`]jo]Yhgf`Ykl`]l`jgofhjgh]jlq$qgm[Yf Range l`jgol`]o]Yhgf$afkl]Y\g^eYcaf_Ye]d]]Yl- Qgm[YfeYc]jYf_]\YllY[ckgfdqY_YafkllYj_]lkoal`af tack with it. Ykh][aÕ]\jYf_]&A^YjYf_]\YllY[c$km[`Ykgf]eY\] oal`Ykh]dd$`YkYkaf_d]jYf_]$qgm[YfÌlYllY[cYlYj_]l Grappling beyond this range. O`]fqgmoYfllg_jYZY[j]Ylmj]gjoj]kld]oal`al$qgm  Kge]jYf_]\YllY[ck$km[`Ykl`gk]eY\]oal`Ydgf_- [Yfmk]l`]9llY[cY[lagflgeYc]Ykh][aYde]d]]YllY[c$ ZgogjYk`gjlZgo$`Yn]logjYf_]k&L`]keYdd]jfmeZ]j Y_jYhhd]&A^qgmÌj]YZd]lgeYc]emdlahd]YllY[ckoal`l`] akl`]fgjeYdjYf_]$Yf\l`]dYj_]jfmeZ]jakl`]dgf_ 9llY[cY[lagf$l`akYllY[cj]hdY[]kgf]g^l`]e& jYf_]&QgmjYllY[cjgdd`Yk\akY\nYflY_]o`]fqgmjlYj_]l The target of your grapple must be no more than one akZ]qgf\fgjeYdjYf_]$Yf\qgm[YfÌlYllY[cYlYj_]lZ]- kar]dYj_]jl`Yfqgm$Yf\alemklZ]oal`afqgmjj]Y[`& RICHARD WHITTERS RICHARD yond the long range. Mkaf_Yld]Yklgf]^j]]`Yf\$qgmljqlgk]ar]l`]lYj_]l

37 Chapter 2: Playing the Game ZqeYcaf_Y_jYhhd][`][c$YKlj]f_l` 9l`d]la[k![`][c Critical Hits [gfl]kl]\Zql`]lYj_]lÌkKlj]f_l` 9l`d]la[k!gj<]pl]jalq O`]fqgmk[gj]Y[jala[Yd`al$qgm_]llgjgdd]pljY\a[] (Acrobatics) check (the target chooses the ability to use). ^gjl`]YllY[cÌk\YeY_]Y_Yafkll`]lYj_]l&JgddYddg^l`] Qgmkm[[]]\YmlgeYla[Yddqa^l`]lYj_]lakaf[YhY[alYl]\&A^ YllY[cÌk\YeY_]\a[]loa[]Yf\Y\\l`]elg_]l`]j&L`]f qgmkm[[]]\$qgmkmZb][ll`]lYj_]llgl`]_jYhhd]\[gf\a- Y\\Yfqj]d]nYfleg\aÕ]jkYkfgjeYd&Lgkh]]\mhhdYq$ lagf k]]Yhh]f\ap:!&L`][gf\alagfkh][aÕ]kl`]l`af_k you can roll all the damage dice at once. l`Yl]f\al$Yf\qgm[Yfj]d]Yk]l`]lYj_]lo`]f]n]jqgm  >gj]pYehd]$a^qgmk[gj]Y[jala[Yd`aloal`Y\Y__]j$ like (no action required). jgdd*\,^gjl`]\YeY_]$jYl`]jl`Yf)\,$Yf\l`]fY\\ =k[Yhaf_Y?jYhhd]&A grappled creature can use its qgmjj]d]nYflYZadalqeg\aÕ]j&A^l`]YllY[cafngdn]kgl`]j Y[lagflg]k[Yh]&Lg\gkg$alemklkm[[]]\gfYKlj]f_l` \YeY_]\a[]$km[`Yk^jgel`]jg_m]ÌkKf]Yc9llY[c^]Y- (Athletics) or Dexterity (Acrobatics) check contested by lmj]$qgmjgddl`gk]\a[]loa[]Yko]dd& your Strength (Athletics) check. Egnaf_Y?jYhhd]\;j]Ylmj]&O`]fqgmegn]$qgm Damage Types j]fllqh]k[ץj]flYllY[ckYf\\YeY_af_kh]ddk\]Yd\a[ץYf\jY_gj[Yjjql`]_jYhhd]\[j]Ylmj]oal`qgm$Zml gj]pYehd]$Y[j]Ylmj]`Yk it 5 feet away from you. resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also Damage and Healing within a magical aura that reduces all damage by 5. The GfY\n]flmj]k$afbmjqYf\\]Yl`Yj][gfklYfll`j]Ylk& *-\YeY_]akÕjklj]\m[]\Zq-Yf\l`]f`Ydn]\$kgl`] creature takes 10 damage. Hit Points Multiple instances of resistance or vulnerability that &[]ll`]kYe]\YeY_]lqh][gmflYkgfdqgf]afklYf][ץHit points represent a combination of physical and men- Y lYd\mjYZadalq$l`]oaddlgdan]$Yf\dm[c&;j]Ylmj]koal` >gj]pYehd]$a^Y[j]Ylmj]`Ykj]kaklYf[]lgÕj]\YeY_] -egj]`alhgaflkYj]egj]\a׹[mdllgcadd&L`gk]oal` Yko]ddYkj]kaklYf[]lgYddfgfeY_a[Yd\YeY_]$l`]\Ye fewer hit points are more fragile. Y_]g^YfgfeY_a[YdÕj]akj]\m[]\Zq`Yd^Y_Yafkll`]  9[j]Ylmj]Ìk[mjj]fl`alhgaflk mkmYddqbmkl[Ydd]\`al [j]Ylmj]$fglj]\m[]\Zql`j]]%imYjl]jk& hgaflk![YfZ]YfqfmeZ]j^jgel`][j]Ylmj]Ìk`alhgafl Healing maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Mfd]kkalj]kmdlkaf\]Yl`$\YeY_]akfÌlh]jeYf]fl&=n]f  O`]f]n]jY[j]Ylmj]lYc]k\YeY_]$l`Yl\YeY_]ak death is reversible through powerful magic. Rest can re- subtracted from its hit points. The loss of hit points has klgj]Y[j]Ylmj]Ìk`alhgaflk k]]hY_]++!$Yf\eY_a[Yd -lgfY[j]Ylmj]Ìk[YhYZadala]kmfladl`][j]Ylmj] methods such as a cure wounds spell or a potion of heal][ץ[fg drops to 0 hit points. ing can remove damage in an instant.  O`]fY[j]Ylmj]j][]an]k`]Ydaf_g^Yfqcaf\$`alhgaflk Damage Rolls j]_Yaf]\Yj]Y\\]\lgalk[mjj]fl`alhgaflk&9[j]Ylmj]Ìk =Y[`o]Yhgf$kh]dd$Yf\`Yje^mdegfkl]jYZadalqkh][a- `alhgaflk[YfÌl]p[]]\alk`alhgafleYpaeme$kgYfq`al Õ]kl`]\YeY_]al\]Ydk&Qgmjgddl`]\YeY_]\a]gj\a[]$ points regained in excess of this number are lost. For Y\\Yfqeg\aÕ]jk$Yf\Yhhdql`]\YeY_]lgqgmjlYj_]l& ]pYehd]$Y\jma\_jYflkYjYf_]j0`alhgaflkg^`]Ydaf_& EY_a[o]Yhgfk$kh][aYdYZadala]k$Yf\gl`]j^Y[lgjk[Yf If the ranger has 14 current hit points and has a hit point grant a bonus to damage. eYpaemeg^*($l`]jYf_]jj]_Yafk.`alhgaflk^jgel`] When attacking with a weapon$qgmY\\qgmjYZadalq \jma\$fgl0& eg\aÕ]jÈl`]kYe]eg\aÕ]jmk]\^gjl`]YllY[cjgddÈlg  9[j]Ylmj]l`Yl`Yk\a]\[YfÌlj]_Yaf`alhgaflkmflad the damage. A spell tells you which dice to roll for dam- magic such as the revivify spell has restored it to life. Y_]Yf\o`]l`]jlgY\\Yfqeg\aÕ]jk& Dropping to 0 Hit Points l\]Ydk\YeY_]lgmore than][ץ[A^Ykh]ddgjgl`]j  one targetYll`]kYe]lae]$jgddl`]\YeY_]gf[]^gjYdd O`]fqgm\jghlg(`alhgaflk$qgm]al`]j\a]gmlja_`lgj g^l`]e&>gj]pYehd]$o`]fYoarYj\[YklkÕj]ZYdd or a ^Yddmf[gfk[agmk$Yk]phdYaf]\afl`]^gddgoaf_k][lagfk& cleric casts ÖYe]kljac]$l`]kh]ddÌk\YeY_]akjgdd]\gf[] AfklYfl<]Yl`& Massive damage can kill you instantly. for all creatures caught in the blast. When damage reduces you to 0 hit points and there is

38 Chapter 2: Playing the Game \YeY_]j]eYafaf_$qgm\a]a^l`]j]eYafaf_\YeY_] Mounted Combat equals or exceeds your hit point maximum.  >gj]pYehd]$Y[d]ja[oal`YeYpaemeg^)*`alhgaflk A willing creature that is at least one size larger than currently has 6 hit points. If she takes 18 damage from you and that has an appropriate anatomy can serve as a YfYllY[c$k`]akj]\m[]\lg(`alhgaflk$Zml)*\YeY_] egmfl$mkaf_l`]^gddgoaf_jmd]k& remains. Because the remaining damage equals her hit Mounting and Dismounting hgafleYpaeme$l`][d]ja[\a]k& Gf[]\mjaf_qgmjegn]$qgm[YfegmflY[j]Ylmj]l`Yl >Yddaf_Mf[gfk[agmk& If damage reduces you to 0 hit is within 5 feet of you or dismount. Doing so costs an hgaflkYf\^Yadklgcaddqgm$qgm^Yddmf[gfk[agmk k]]Yh- amount of movement equal to half your speed. For ex- pendix B). This unconsciousness ends if you regain any Yehd]$a^qgmjkh]]\ak+(^]]l$qgmemklkh]f\)-^]]lg^ hit points. egn]e]fllgegmflY`gjk]&L`]j]^gj]$qgm[YfÌlegmfl <]Yl`KYnaf_L`jgok& Whenever you start your turn ala^qgm\gfÌl`Yn])-^]]lg^egn]e]fld]^lgja^qgmj oal`(`alhgaflk$qgmemkleYc]Ykh][aYdkYnaf_l`jgo$ speed is 0. [Ydd]\Y\]Yl`kYnaf_l`jgo$lg\]l]jeaf]o`]l`]jqgm [legn]kqgmjegmflY_Yafklalkoaddo`ad][ץ[A^Yf  creep closer to death or hang onto life. Unlike other sav- qgmÌj]gfal$qgmemklkm[[]]\gfY<;)(<]pl]jalqkYn- af_l`jgok$l`akgf]akfÌlla]\lgYfqYZadalqk[gj]&Qgm []l`]egmfl$dYf\af_hjgf]afYkhYץaf_l`jgogj^Yddg Yj]afl`]`Yf\kg^^Yl]fgo$Ya\]\gfdqZqkh]ddkYf\ oal`af-^]]lg^al&A^qgmÌj]cfg[c]\hjgf]o`ad]egmfl]\$ features that improve your chances of succeeding on a you must make the same saving throw. saving throw.  A^qgmjegmflakcfg[c]\hjgf]$qgm[Yfmk]qgmjj]Y[-  JgddY\*(&A^l`]jgddak)(gj`a_`]j$qgmkm[[]]\&Gl`- tion to dismount it as it falls and land on your feet. Other- -lZqal][ץ[joak]$qgm^Yad&9km[[]kkgj^Yadmj]`Ykfg[ oak]$qgmYj]\akegmfl]\Yf\^Yddhjgf]afYkhY[]oal`af k]d^&Gfqgmjl`aj\km[[]kk$qgmZ][ge]klYZd] k]]Z]dgo!& 5 feet it. Gfqgmjl`aj\^Yadmj]$qgm\a]&L`]km[[]kk]kYf\^Yadmj]k \gfÌlf]]\lgZ][gfk][mlan]3c]]hljY[cg^Zgl`mfladqgm Controlling a Mount collect three of a kind. The number of both is reset to zero O`ad]qgmÌj]egmfl]\$qgm`Yn]logghlagfk&Qgm[Yf when you regain any hit points or become stable. either control the mount or allow it to act independently. When you make a death saving throw and roll a 1 on Afl]dda_]fl[j]Ylmj]k$km[`Yk\jY_gfk$Y[laf\]h]f\]fldq& l`]\*($al[gmflkYklog^Yadmj]k& If you roll a 20 on the  Qgm[Yf[gfljgdYegmflgfdqa^al`YkZ]]fljYaf]\lg \*($qgmj]_Yaf)`alhgafl& Y[[]hlYja\]j&

39 Chapter 2: Playing the Game Chapter 3: Equipment

Lরঽ૳ࣼরߣ્ଚळ૙दळଚߣঽ৴૳ଚরळ੅୉੘दߣ੘ळߣ੘दळளકଚঽࣼ Selling Treasure e]j[`Yf\ak]l`YlY\n]flmj]jk[geegfdqÕf\mk]^mdafl`] ^Y[]g^l`]l`j]Ylkl`Yll`]ogjd\kg^<<hj]k]fl& 9kY_]f]jYdjmd]$mf\YeY_]\o]Yhgfk$Yjegj$Yf\gl`]j equipment fetch half their cost when sold in a market. Coinage Weapons and armor used by monsters are rarely in good enough condition to sell. j]fl\]fgeafYlagfk  ?]ek$b]o]djq$Yf\YjlgZb][lkj]lYafl`]aj^mddnYdm]af[ץgeegf[gafk[ge]afk]n]jYd\a; based on the relative worth of the metal from which they the marketplace. are made. The three most common coins are the gold  AfegklhdY[]k$eY_a[al]ekYj]hja[]d]kk& ha][] _h!$l`]kadn]jha][] kh!$Yf\l`][ghh]jha][] [h!& L`]_gd\ha][]akl`]klYf\Yj\mfalg^e]Ykmj]^gjo]Ydl`$ Armor and Shields ]n]fa^l`][gafalk]d^akfgl[geegfdqmk]\&AfY\\alagf$ unusual coins made of other precious metals sometimes The Armor table collects types of armor found in the appear in treasure hoards. The electrum piece (ep) and game and separates them into three categories: the platinum piece (pp) originate from fallen empires and Light Armor.A^qgmo]Yjda_`lYjegj$qgmY\\qgmj<]p- dgklcaf_\gek$Yf\l`]qkge]lae]kYjgmk]kmkha[agfYf\ l]jalqeg\aÕ]jlgl`]ZYk]fmeZ]j^jgeqgmjYjegj skepticism when used in transactions. type to determine your Armor Class.  9klYf\Yj\[gafo]a_`kYZgmlYl`aj\g^Yfgmf[]$ Medium Armor.A^qgmo]Yje]\ameYjegj$qgmY\\ kgÕ^lq[gafko]a_`Yhgmf\& qgmj<]pl]jalqeg\aÕ]j$lgYeYpaemeg^#*$lgl`] base number from your armor type to determine your Standard Exchange Rates Armor Class. Coin cp sp ep gp pp Heavy Armor.@]YnqYjegj\g]kfÌld]lqgmY\\qgmj<]p- &RSSHU FS 11/10  1/100 1/1,000 l]jalqeg\aÕ]jlgqgmj9jegj;dYkk$ZmlalYdkg\g]kfÌl 6LOYHU VS 10 1  1/10 1/100 h]fYdar]qgma^qgmj<]pl]jalqeg\aÕ]jakf]_Ylan]&  A^l`]9jegjlYZd]k`gokÉKlj)+ÊgjÉKlj)-Êafl`] (OHFWUXP HS   11/21/20 Klj]f_l`[gdmef^gjYfYjegjlqh]$l`]Yjegjj]\m[]k *ROG JS 100 10 2 1 1/10 l`]o]Yj]jÌkkh]]\Zq)(^]]lmfd]kkl`]o]Yj]j`YkY 3ODWLQXP SS 1,000 100 20 10 1 Strength score equal to or higher than the listed score. JESPER EJSING JESPER

40 Chapter 3: Equipment Armor Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Leather 10 gp 'H[PRGLśHU —— 10 lb. Studded leather JS 'H[PRGLśHU —— 13 lb. Medium Armor Hide 10 gp 'H[PRGLśHU PD[ —— 12 lb. Chain shirt JS 'H[PRGLśHU PD[ —— 20 lb. Scale mail JS 'H[PRGLśHU PD[ —DisadvantageOE Breastplate JS 'H[PRGLśHU PD[ —— 20 lb. Half plate JS 'H[PRGLśHU PD[ —DisadvantageOE Heavy Armor Ring mail 30 gp  —DisadvantageOE Chain mail JS 16 Str 13 Disadvantage OE Splint 200 gp 17 6WU Disadvantage 60 lb. Plate JS 18 6WU Disadvantage OE Shield Shield 10 gp +2 — — 6 lb.

Armor Proficiency 9eemfalagf&Qgm[Yfmk]Yo]Yhgfl`Yl`Ykl`]Ye- munition property to make a ranged attack only if you Anyone can put on a suit of armor or strap a shield to an `Yn]YeemfalagflgÕj]^jgel`]o]Yhgf&=Y[`lae]qgm Yje&Gfdql`gk]hjgÕ[a]flafl`]YjegjÌkmk]cfgo`go YllY[coal`l`]o]Yhgf$qgm]ph]f\gf]ha][]g^Yeem- lan]dq$`go]n]j&Qgmj[dYkk_an]kqgmhjg- falagf&af]kk]&O`]feYcaf_YfYllY[coal`YÕf]kk] Shields o]Yhgf$qgmmk]qgmj[`ga[]g^qgmjKlj]f_l`gj<]pl]j- Many warriors supplement their armor with a shield. alqeg\aÕ]j^gjl`]YllY[cYf\\YeY_]jgddk&Qgmemklmk] A shield is made from wood or metal and is carried in l`]kYe]eg\aÕ]j^gjZgl`jgddk& one hand. Wielding a shield increases your Armor Class @]Ynq& Small creatures have disadvantage on attack Zq*&Qgm[YfZ]f]Õl^jgegfdqgf]k`a]d\YlYlae]& jgddkoal``]Ynqo]Yhgfk&9`]Ynqo]YhgfÌkkar]Yf\ bulk make it too large for a Small creature to use ef- Weapons fectively. Da_`l&9da_`lo]YhgfakkeYddYf\]Ykqlg`Yf\d]$eYc- L`]O]YhgfklYZd]k`goko]Yhgfk$l`]ajhja[]Yf\ af_ala\]Yd^gjmk]o`]fÕ_`laf_oal`logo]Yhgfk&K]] o]a_`l$l`]\YeY_]l`]q\]Ydo`]fl`]q`al$Yf\Yfqkh]- l`]jmd]k^gjlog%o]YhgfÕ_`laf_af[`Yhl]j*& [aYdhjgh]jla]kl`]qhgkk]kk&=n]jqo]Yhgfak[dYkkaÕ]\ DgY\af_& Because of the time required to load this as either melee or ranged. A melee weapon is used to o]Yhgf$qgm[YfÕj]gfdqgf]ha][]g^Yeemfalagf^jge YllY[cYlYj_]loal`af-^]]lg^qgm$o`]j]YkYranged alo`]fqgmmk]YfY[lagf$ZgfmkY[lagf$gjj]Y[lagflg weapon is used to attack a target at a distance. Õj]al$j]_Yj\d]kkg^l`]fmeZ]jg^YllY[ckqgm[Yffgj- Weapon Proficiency mally make. JYf_]& A weapon that can be used to make a ranged QgmjjY[]Yf\[dYkk[Yf_jYflqgmhjgÕ[a]f[qoal`[]j- attack has a range shown in parentheses after the ammu- tain weapons or categories of weapons. The two catego- nition or thrown property. The range lists two numbers. ries are simple and martial. L`]Õjklakl`]o]YhgfÌkfgjeYdjYf_]af^]]l$Yf\l`]  HjgÕ[a]f[qoal`Yo]YhgfYddgokqgmlgY\\qgmjhjg- k][gf\af\a[Yl]kl`]o]YhgfÌkdgf_jYf_]&O`]fYllY[c- Õ[a]f[qZgfmklgl`]YllY[cjgdd^gjYfqYllY[cqgmeYc] af_YlYj_]lZ]qgf\fgjeYdjYf_]$qgm`Yn]\akY\nYflY_] with that weapon. gfl`]YllY[cjgdd&Qgm[YfÌlYllY[cYlYj_]lZ]qgf\l`] o]YhgfÌkdgf_jYf_]& Weapon Properties J]Y[`& This weapon adds 5 feet to your reach when qgmYllY[coal`al$Yko]ddYko`]f\]l]jeafaf_qgmj EYfqo]Yhgfk`Yn]kh][aYdhjgh]jla]kj]dYl]\lgl`]ajmk]$ reach for opportunity attacks with it (see chapter 2). as shown in the Weapons table.

41 Chapter 3: Equipment L`jgof&A^Yo]Yhgf`Ykl`]l`jgofhjgh]jlq$qgm[Yf lYZd]d]_akYcaflgY[dmZ&9ll`]gj]pYehd]$a^qgml`jgo 1d4 damage (the DM assigns a damage type appropri- Y`Yf\Yp]$qgmmk]qgmjKlj]f_l`$Zmla^qgml`jgoY\Y_- ate to the object). If a character uses a ranged weapon _]j$qgm[Yfmk]]al`]jqgmjKlj]f_l`gjqgmj<]pl]jalq$ lgeYc]Ye]d]]YllY[c$gjl`jgokYe]d]]o]Yhgfl`Yl kaf[]l`]\Y__]j`Ykl`]Õf]kk]hjgh]jlq& \g]kfgl`Yn]l`]l`jgofhjgh]jlq$alYdkg\]Ydk)\,\Ye- Log%@Yf\]\&This weapon requires two hands when age. An improvised thrown weapon has a normal range you attack with it. of 20 feet and a long range of 60 feet. N]jkYlad]& This weapon can be used with one or two hands. A damage value in parentheses appears with the Adventuring Gear hjgh]jlqÈl`]\YeY_]o`]fl`]o]Yhgfakmk]\oal`log The Adventuring Gear table lists various useful items. hands to make a melee attack. Improvised Weapons Equipment Packs Kge]lae]k[`YjY[l]jk\gfÌl`Yn]l`]ajo]YhgfkYf\`Yn] The starting equipment of each class includes a special to attack with whatever is close at hand. An improvised pack. The contents of these packs are listed here: weapon includes any object you can wield in one or two Burglar’s Pack:Af[dm\]kYZY[chY[c$YZY_g^)$(((ZYdd `Yf\k$km[`YkZjgc]f_dYkk$YlYZd]d]_$Y^jqaf_hYf$Y Z]Yjaf_k$)(^]]lg^kljaf_$YZ]dd$-[Yf\d]k$Y[jgoZYj$ oY_gfo`]]d$gjY\]Y\_gZdaf& Y`Yee]j$)(halgfk$Y`gg\]\dYfl]jf$*ÖYkckg^gad$  AfeYfq[Yk]k$Yfaehjgnak]\o]YhgfakkaeadYjlgYf -\YqkjYlagfk$Ylaf\]jZgp$Yf\YoYl]jkcaf&L`]hY[c Y[lmYdo]YhgfYf\[YfZ]lj]Yl]\Ykkm[`&>gj]pYehd]$Y also has 50 feet of hempen rope strapped to it. Weapons Name Cost Damage Weight Properties Simple Melee Weapons Club 1 sp GEOXGJHRQLQJ 2 lb. Light Dagger 2 gp GSLHUFLQJ 1 lb. )LQHVVHOLJKWWKURZQ UDQJH Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Handaxe JS 1d6 slashing 2 lb. /LJKWWKURZQ UDQJH Javelin VS 1d6 piercing 2 lb. 7KURZQ UDQJH Light hammer 2 gp GEOXGJHRQLQJ 2 lb. /LJKWWKURZQ UDQJH Mace JS 1d6 bludgeoning OE — 4XDUWHUVWDŚ 2 sp 1d6 bludgeoning OE 9HUVDWLOH G Spear 1 gp 1d6 piercing 3 lb. 7KURZQ UDQJH YHUVDWLOH G Simple Ranged Weapons Crossbow, light JS 1d8 piercing OE $PPXQLWLRQ UDQJH ORDGLQJWZRKDQGHG Dart FS GSLHUFLQJ OE )LQHVVHWKURZQ UDQJH Shortbow JS 1d6 piercing 2 lb. $PPXQLWLRQ UDQJH WZRKDQGHG Sling 1 sp GEOXGJHRQLQJ — $PPXQLWLRQ UDQJH Martial Melee Weapons Battleaxe 10 gp 1d8 slashing OE 9HUVDWLOH G Flail 10 gp 1d8 bludgeoning 2 lb. — Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Greatsword JS 2d6 slashing 6 lb. Heavy, two-handed Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Longsword JS 1d8 slashing 3 lb. 9HUVDWLOH G Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar JS 1d8 piercing OE — Rapier JS 1d8 piercing 2 lb. Finesse Scimitar JS 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Trident JS 1d6 piercing OE 7KURZQ UDQJH YHUVDWLOH G Warhammer JS 1d8 bludgeoning 2 lb. 9HUVDWLOH G Martial Ranged Weapons Crossbow, hand JS 1d6 piercing 3 lb. $PPXQLWLRQ UDQJH OLJKWORDGLQJ Crossbow, heavy JS 1d10 piercing 18 lb. $PPXQLWLRQ UDQJH KHDY\ORDGLQJWZRKDQGHG Longbow JS 1d8 piercing 2 lb. $PPXQLWLRQ UDQJH KHDY\WZRKDQGHG

42 Chapter 3: Equipment Adventuring Gear Item Cost Weight Item Cost Weight Abacus 2 gp 2 lb. Healer’s kit JS 3 lb. Ammunition Holy symbol $UURZV  1 gp 1 lb. Amulet JS 1 lb. &URVVERZEROWV  1 gp 1½ lb. Emblem JS — 6OLQJEXOOHWV  FS 1½ lb. Reliquary JS 2 lb. Arcane focus +RO\ZDWHU ŜDVN JS 1 lb. Crystal 10 gp 1 lb. Hourglass JS 1 lb. Orb 20 gp 3 lb. ,QN RXQFHERWWOH 10 gp — Rod 10 gp 2 lb. Ink pen 2 cp — 6WDŚ JS OE /DGGHU IRRW 1 sp OE Wand 10 gp 1 lb. Lamp VS 1 lb. Artisan’s tools Lantern, bullseye 10 gp 2 lb. Brewer’s supplies 20 gp 9 lb. Lantern, hooded JS 2 lb. &DOOLJUDSKHU VVXSSOLHV 10 gp OE Lock 10 gp 1 lb. Carpenter’s tools 8 gp 6 lb. Mess kit 2 sp 1 lb. Cartographer’s tools JS 6 lb. Mirror, steel JS 1/2 lb. Cobbler’s tools JS OE Musical instrument Cook’s utensils 1 gp 8 lb. Bagpipes 30 gp 6 lb. Jeweler’s tools JS 2 lb. Drum 6 gp 3 lb. Leatherworker’s tools JS OE Flute 2 gp 1 lb. Mason’s tools 10 gp 8 lb. Lute JS 2 lb. Painter’s supplies 10 gp OE Lyre 30 gp 2 lb. Smith’s tools 20 gp 8 lb. Horn 3 gp 2 lb. Tinker’s tools JS 10 lb. 3DQŜXWH 12 gp 2 lb. Weaver’s tools 1 gp OE 2LO ŜDVN 1 sp 1 lb. Woodcarver’s tools 1 gp OE 3DSHU RQHVKHHW 2 sp — Backpack 2 gp OE 3DUFKPHQW RQHVKHHW 1 sp — %DOOEHDULQJV EDJRI 1 gp 2 lb. 3HUIXPH YLDO JS — Barrel 2 gp 70 lb. Pick, miner’s 2 gp 10 lb. Barding ™ ×2 Piton FS OE Basket VS 2 lb. 3ROH IRRW FS 7 lb. Bedroll 1 gp 7 lb. Potion of healing VHHSDJH JS 1/2 lb. Bell 1 gp — Pouch VS 1 lb. Blanket VS 3 lb. Quiver 1 gp 1 lb. Book JS OE 5DWLRQV GD\ VS 2 lb. Bottle, glass 2 gp 2 lb. Saddle, riding 10 gp OE Bucket FS 2 lb. Robes 1 gp OE Candle 1 cp — 5RSHKHPSHQ IHHW 1 gp 10 lb. &DVHFURVVERZEROW XSWR 1 gp 1 lb. 5RSHVLON IHHW 10 gp OE Case, map or scroll 1 gp 1 lb. Sack 1 cp 1/2 lb. &KDON SLHFH 1 cp — Sealing wax VS — Chest JS OE Shovel 2 gp OE Clothes, common VS 3 lb. Signal whistle FS — Clothes, costume JS OE Signet ring JS — &ORWKHVśQH JS 6 lb. Soap 2 cp — Clothes, traveler’s 2 gp OE Spellbook JS 3 lb. Component pouch JS 2 lb. 6SLNHVLURQ  1 gp OE Crowbar 2 gp OE Tent, two-person 2 gp 20 lb. Disguise kit JS 3 lb. Thieves’ tools JS 1 lb. Gaming set Tinderbox VS 1 lb. Dice set 1 sp — Torch 1 cp 1 lb. Dragonchess set 1 gp 1/2 lb. Vial 1 gp — Playing card set VS — Waterskin 2 sp OE IXOO Three-Dragon Ante set 1 gp — Whetstone 1 cp 1 lb. Hammer 1 gp 3 lb.

43 Chapter 3: Equipment Diplomat’s Pack: Af[dm\]kY[`]kl$*[Yk]k^gjeYhkYf\ k[jgddk$Yk]lg^Õf][dgl`]k$YZglld]g^afc$Yfafch]f$ YdYeh$*ÖYkckg^gad$-k`]]lkg^hYh]j$YnaYdg^h]j- ^me]$k]Ydaf_oYp$Yf\kgYh& Dungeoneer’s Pack:Af[dm\]kYZY[chY[c$Y[jgoZYj$Y `Yee]j$)(halgfk$)(lgj[`]k$Ylaf\]jZgp$)(\Yqkg^ jYlagfk$Yf\YoYl]jkcaf&L`]hY[cYdkg`Yk-(^]]lg^ hempen rope strapped to the side of it. Entertainer’s Pack: Af[dm\]kYZY[chY[c$YZ]\jgdd$* [gklme]k$-[Yf\d]k$-\Yqkg^jYlagfk$YoYl]jkcaf$Yf\ a disguise kit. Explorer’s Pack: Af[dm\]kYZY[chY[c$YZ]\jgdd$Ye]kk cal$Ylaf\]jZgp$)(lgj[`]k$)(\Yqkg^jYlagfk$Yf\Y waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Priest’s Pack: Af[dm\]kYZY[chY[c$YZdYfc]l$)([Yf- \d]k$Ylaf\]jZgp$YfYdekZgp$*Zdg[ckg^af[]fk]$Y []fk]j$n]kle]flk$*\Yqkg^jYlagfk$Yf\YoYl]jkcaf& Scholar’s Pack: Af[dm\]kYZY[chY[c$YZggcg^dgj]$Y Zglld]g^afc$Yfafch]f$)(k`]]lkg^hYj[`e]fl$Ydalld] ZY_g^kYf\$Yf\YkeYddcfa^]& ?Yeaf_K]l&This item encompasses a wide range Special Items g^_Ye]ha][]k$af[dm\af_\a[]Yf\\][ckg^[Yj\k ^gj games such as Three-Dragon Ante). A few common Here items that have special rules or need explanation. ]pYehd]kYhh]Yjgfl`]LggdklYZd]$Zmlgl`]jcaf\kg^ 9j[Yf]>g[mk&9fYj[Yf]^g[mkakYkh][aYdal]eÈYf _Yeaf_k]lk]pakl&A^qgmYj]hjgÕ[a]floal`Y_Yeaf_k]l$ YoYf\% qgm[YfY\\qgmjhjgÕ[a]f[qZgfmklgYZadalq[`][ckqgm$ץgjZ$Y[jqklYd$Yjg\$Ykh][aYddq[gfkljm[l]\klY dac]d]f_l`g^ogg\$gjkge]kaeadYjal]eÈ\]ka_f]\lg make to play a game with that set. Each type of gaming channel the power of arcane spells. A wizard can use k]lj]imaj]kYk]hYjYl]hjgÕ[a]f[q& such an item as a spellcasting focus. @]Yd]jÌkCal&This kit is a leather pouch containing 9jlakYfÌkLggdk&These special tools include the items ZYf\Y_]k$kYdn]k$Yf\khdaflk&L`]cal`Ykl]fmk]k&9k needed to pursue a craft or trade. The table shows exam- YfY[lagf$qgm[Yf]ph]f\gf]mk]g^l`]callgklYZadar]Y hd]kg^lqh]kg^lggdk$]Y[`hjgna\af_al]ekj]dYl]\lgY [j]Ylmj]l`Yl`Yk(`alhgaflk$oal`gmlf]]\af_lgeYc]Y kaf_d][jY^l&HjgÕ[a]f[qoal`Yk]lg^YjlakYfÌklggdkd]lk Wisdom (Medicine) check. qgmY\\qgmjhjgÕ[a]f[qZgfmklgYfqYZadalq[`][ckqgm @gdqKqeZgd&A holy symbol is a representation of eYc]mkaf_l`]lggdkafqgmj[jY^l&=Y[`lqh]g^YjlakYfÌk a god or pantheon. It might be an amulet depicting a lggdkj]imaj]kYk]hYjYl]hjgÕ[a]f[q& kqeZgdj]hj]k]flaf_Y\]alq$l`]kYe]kqeZgd[Yj]^mddq :Ydd:]Yjaf_k&9kYfY[lagf$qgm[Yfkhaddl`]k]lafq ]f_jYn]\gjafdYa\YkYf]eZd]egfYk`a]d\$gjYlafqZgp e]lYdZYddk^jgel`]ajhgm[`lg[gn]jYd]n]d$kimYj]Yj]Y holding a fragment of a sacred relic. The Player’s Hand- that is 10 feet on a side. A creature moving across the book lists many gods in the multiverse and their typical covered area must succeed on a DC 10 Dexterity saving symbols. A cleric can use a holy symbol as a spellcasting throw or fall prone. A creature moving through the area ^g[mk&Lgmk]l`]kqeZgdafl`akoYq$l`][Ykl]jemkl`gd\ Yl`Yd^kh]]\\g]kfÌlf]]\lgeYc]l`]kYnaf_l`jgo& alaf`Yf\$o]YjalnakaZdq$gjZ]YjalgfYk`a]d\& :Yj\af_&Barding is armor designed to protect an @gdqOYl]j&9kYfY[lagf$qgm[YfkhdYk`l`][gfl]flk YfaeYdÌk`]Y\$f][c$[`]kl$Yf\Zg\q&9fqlqh]g^Yjegj g^l`akÖYkcgflgY[j]Ylmj]oal`af-^]]lg^qgmgjl`jgo shown on the Armor table in this chapter can be pur- almhlg*(^]]l$k`Yll]jaf_algfaehY[l&Af]al`]j[Yk]$ chased as barding. The cost is four times the equivalent eYc]YjYf_]\YllY[cY_YafklYlYj_]l[j]Ylmj]$lj]Ylaf_ YjegjeY\]^gj`meYfga\k$Yf\alo]a_`kloa[]Ykem[`& the holy water as an improvised weapon. If the target is a ;Yf\d]&>gj)`gmj$Y[Yf\d]k`]\kZja_`lda_`lafY Õ]f\gjmf\]Y\$allYc]k*\.jY\aYfl\YeY_]& 5-foot radius and dim light for an additional 5 feet. A cleric can create holy water by performing a special ;gehgf]flHgm[`&9[gehgf]flhgm[`akYkeYdd$oY- jalmYd&L`]jalmYdlYc]k)`gmjlgh]j^gje$mk]k*-_h tertight leather belt pouch that has compartments to hold ogjl`g^hgo\]j]\kadn]j$Yf\j]imaj]kl`][Ykl]jlg]p- all the material components and other special items you pend a 1st-level spell slot. f]]\lg[Yklqgmjkh]ddk$]p[]hl^gjl`gk][gehgf]flkl`Yl DYeh&A lamp casts bright light in a 15-foot radius and `Yn]Ykh][aÕ[[gkl Ykaf\a[Yl]\afYkh]ddÌk\]k[jahlagf!& \aeda_`l^gjYfY\\alagfYd+(^]]l&Gf[]dal$alZmjfk^gj. ;jgoZYj&Using a crowbar grants advantage to Strength `gmjkgfYÖYkc )hafl!g^gad& [`][cko`]j]l`][jgoZYjÌkd]n]jY_][YfZ]Yhhda]\& DYfl]jf$:mddk]q]&A bullseye lantern casts bright light

YfY[lagf$qgm[Yfdgo]jl`]`gg\$j]\m[af_l`]da_`llg WOODSHAWN dim light in a 5-foot radius. 44 Chapter 3: Equipment Dg[c&9c]qakhjgna\]\oal`l`akdg[c&Oal`gmll`]c]q$ Food, Drink, and Lodging Y[j]Ylmj]hjgÕ[a]floal`l`a]n]kÌlggdk[Yfha[cl`akdg[c Item Cost with a successful DC 15 Dexterity check. Ale E]kkCal&This tin box contains a cup and simple cut- d]jq&L`]Zgp[dYehklg_]l`]j$Yf\gf]ka\][YfZ]mk]\ Gallon 2 sp as a cooking pan and the other as a plate or shallow bowl. Mug FS Emka[YdAfkljme]fl&Several of the most common Inn stay (per day) types of musical instruments are shown on the table as Squalid 7 cp ]pYehd]k&A^qgm`Yn]hjgÕ[a]f[qoal`Y_an]femka[Ydaf- Poor 1 sp kljme]fl$qgm[YfY\\qgmjhjgÕ[a]f[qZgfmklgYfqYZad- Modest VS ity checks you make to play music with the instrument. Comfortable 8 sp Each type of musical instrument requires a separate Wealthy 2 gp hjgÕ[a]f[q& Aristocratic JS

Gad&GadmkmYddq[ge]kafY[dYqÖYkcl`Yl`gd\k)hafl& Meals (per day) 9kYfY[lagf$qgm[YfkhdYk`l`]gadafl`akÖYkcgflgY Squalid 3 cp [j]Ylmj]oal`af-^]]lg^qgmgjl`jgoalmhlg*(^]]l$ shattering it on impact. Make a ranged attack against a Poor 6 cp lYj_]l[j]Ylmj]gjgZb][l$lj]Ylaf_l`]gadYkYfaehjgnak]\ Modest 3 sp o]Yhgf&GfY`al$l`]lYj_]lak[gn]j]\afgad&A^l`]lYj_]l Comfortable VS lYc]kYfqÕj]\YeY_]Z]^gj]l`]gad\ja]k Y^l]j)eaf- Wealthy 8 sp ml]!$l`]lYj_]llYc]kYfY\\alagfYd-Õj]\YeY_]^jgel`] Aristocratic 2 gp Zmjfaf_gad&Qgm[YfYdkghgmjYÖYkcg^gadgfl`]_jgmf\ 6WDEOLQJ SHUGD\ VS lg[gn]jY-%^ggl%kimYj]Yj]Y$hjgna\]\l`Yll`]kmj^Y[] Wine akd]n]d&A^dal$l`]gadZmjfk^gj*jgmf\kYf\\]Ydk-Õj] &RPPRQ SLWFKHU 2 sp damage to any creature that enters the area or ends its )LQH ERWWOH 10 gp turn in the area. A creature can take this damage only once per turn. Iman]j&A quiver can hold up to 20 arrows. Other Services JYlagfk&Rations consist of dry foods suitable for Service Pay ]pl]f\]\ljYn]d$af[dm\af_b]jcq$\ja]\^jmal$`Yj\- Coach cab lY[c$Yf\fmlk& Between towns 3 cp per mile Jgh]&Jgh]$o`]l`]jeY\]g^`]ehgjkadc$`Yk*`al Within a city 1 cp points and can be burst with a DC 17 Strength check. Hireling

Kh]ddZggc&=kk]flaYd^gjoarYj\k$Ykh]ddZggcakY Skilled 2 gp per day leather-bound tome with 100 blank vellum pages suitable Untrained 2 sp per day for recording spells. Messenger 2 cp per mile L`a]n]kÌLggdk&L`akk]lg^lggdkaf[dm\]kYkeYddÕd]$Y k]lg^dg[cha[ck$YkeYddeajjgjegmfl]\gfYe]lYd`Yf- Road or gate toll 1 cp \d]$Yk]lg^fYjjgo%ZdY\]\k[akkgjk$Yf\YhYajg^hda]jk& Ship’s passage 1 sp per mile HjgÕ[a]f[qoal`l`]k]lggdkd]lkqgmY\\qgmjhjgÕ[a]f[q bonus to any ability checks you make to disarm traps or Magic Items open locks. =n]jqY\n]flmj]`gd\kl`]hjgeak]ÈZmlfglY_mYjYf- Laf\]jZgp&L`akkeYdd[gflYaf]j`gd\kÖafl$Õj]kl]]d$ and tinder (usually dry cloth soaked in light oil) used to l]]Èg^Õf\af_gf]gjegj]eY_a[al]ek&L`]gmf\afYkeYddhY[c]l$l`akhgo\]jj]k]eZd]kn]jqÕf] only one item during a short rest. sand. There is enough of it for one use. When you use an  QgmjYllmf]e]fllgYfal]e]f\ka^al`YkZ]]fegj] Y[lagflgl`jgol`]\mklaflgl`]Yaj$qgmYf\]Y[`[j]Y- than 100 feet away from you for 24 hours or if you die. ture and object within 10 feet of you become invisible for Qgm[YfYdkgngdmflYjadq]f\qgmjYllmf]e]fllgYfal]e *\,eafml]k&L`]\mjYlagfakl`]kYe]^gjYddkmZb][lk$ with another short rest. l&A^Y][ץ[Yf\l`]\mklak[gfkme]\o`]falkeY_a[lYc]k [`l]\Zql`]\mklYllY[ckgj[YklkYkh]dd$l][ץItem Descriptions [j]Ylmj]Y invisibility ends for that creature. L`]k]al]ekYj]afYdh`YZ]la[Ydgj\]j&Mf\]jYfal]eÌk fYe]akYdaf]l`Yll]ddkqgml`]lqh]g^l`]al]e$alkjYjalq$ Gauntlets of Ogre Power and whether you must attune to it. Wondrous item, uncommon (requires attunement) Boots of Elvenkind QgmjKlj]f_l`k[gj]ak)1o`ad]qgmo]Yjl`]k]_Ymfl- lgfqgma^qgmjKlj]f_l`ak)1gj][ץ[d]lk&L`]q`Yn]fg Wondrous item, uncommon higher without them. O`ad]qgmo]Yjl`]k]Zgglk$qgmjkl]hkeYc]fgkgmf\$ j]_Yj\d]kkg^l`]kmj^Y[]qgmYj]egnaf_Y[jgkk&QgmYdkg Goggles of Night have advantage on Dexterity (Stealth) checks that rely on Wondrous item, uncommon moving silently. O`ad]o]Yjaf_l`]k]\Yjcd]fk]k$qgm`Yn]\Yjcnakagfgml Cloak of Billowing lgYjYf_]g^.(^]]l&A^qgmYdj]Y\q`Yn]\Yjcnakagf$o]Yj- ing the goggles increases its range by 60 feet. Wondrous item, common O`ad]o]Yjaf_l`ak[dgYc$qgm[Yfmk]YZgfmkY[lagflg Hat of Wizardry make it billow dramatically. Wondrous item, common (requires attunement by a Cloak of Many Fashions wizard) O`ad]qgmYj]o]Yjaf_l`ak`Yl$qgm_Yafl`]^gddgo- Wondrous item, common af_Z]f]Õlk2 O`ad]o]Yjaf_l`ak[dgYc$qgm[Yfmk]YZgfmkY[lagflg • Qgm[Yfmk]l`]`YlYkYkh]dd[Yklaf_^g[mk^gjqgmj [`Yf_]l`]klqd]$[gdgj$Yf\YhhYj]flimYdalqg^l`]_Yj- wizard spells. e]fl&L`][dgYcÌko]a_`l\g]kfÌl[`Yf_]&J]_Yj\d]kkg^ • Qgm[Yfljqlg[YklY[Yfljahl`Ylqgm\gfÌlcfgo&L`] alkYhh]YjYf[]$l`][dgYc[YfÌlZ]Yfql`af_ZmlY[dgYc& Although it can duplicate the appearance of other magic [YfljahemklZ]gfl`]oarYj\kh]dddakl$Yf\qgmemkl make a DC 10 Intelligence (Arcana) check. If the check [dgYck$al\g]kfÌl_Yafl`]ajeY_a[Ydhjgh]jla]k& km[[]]\k$qgm[Ykll`]kh]dd&A^l`][`][c^Yadk$kg Clockwork Amulet \g]kl`]kh]dd$Yf\l`]Y[lagfmk]\lg[Ykll`]kh]ddak Wondrous item, common oYkl]\&Af]al`]j[Yk]$qgm[YfÌlmk]l`akhjgh]jlqY_Yaf mfladqgmÕfak`Ydgf_j]kl& This copper amulet contains tiny interlocking gears and akhgo]j]\ZqeY_a[^jgeE][`Yfmk$YhdYf]g^[dg[c- Immovable Rod work predictability. A creature that puts an ear to the Rod, uncommon amulet can hear faint ticking and whirring noises coming from within. L`akÖYlajgfjg\`YkYZmllgfgfgf]]f\&Qgm[Yfmk] When you make an attack roll while wearing the am- YfY[lagflghj]kkl`]Zmllgf$o`a[`[Ymk]kl`]jg\lg Z][ge]eY_a[YddqÕp]\afhdY[]&MfladqgmgjYfgl`]j md]l$qgm[Yf^gj_gjgddaf_l`]\*(lg_]lY)(gfl`]\a]& [j]Ylmj]mk]kYfY[lagflghmk`l`]ZmllgfY_Yaf$l`]jg\ Gf[]mk]\$l`akhjgh]jlq[YfÌlZ]mk]\Y_Yafmfladl`] next dawn. \g]kfÌlegn]$]n]fa^alak\]^qaf__jYnalq&L`]jg\[Yf `gd\mhlg0$(((hgmf\kg^o]a_`l&Egj]o]a_`l[Ymk]k Dragon Slayer the rod to deactivate and fall. A creature can use an ac- Weapon (any sword), rare lagflgeYc]Y<;+(Klj]f_l`[`][c$egnaf_l`]Õp]\ rod up to 10 feet on a success. Qgm_YafY#)ZgfmklgYllY[cYf\\YeY_]jgddkeY\] with this magic weapon. Instrument of Illusions  O`]fqgm`alY\jY_gfoal`l`ako]Yhgf$l`]\jY_gf Wondrous item, common (requires attunement) lYc]kYf]pljY+\.\YeY_]g^l`]o]YhgfÌklqh]&>gjl`] O`ad]qgmYj]hdYqaf_l`akemka[Ydafkljme]fl$qgm hmjhgk]g^l`ako]Yhgf$É\jY_gfÊj]^]jklgYfq[j]Ylmj] lkoal`afY][ץ[with the dragon type. [Yf[j]Yl]`Yjed]kk$addmkgjqnakmYd 5-foot-radius sphere centered on the instrument. If you Dread Helm Yj]YZYj\$l`]jY\amkaf[j]Yk]klg)-^]]l&KYehd]nakmYd $lkaf[dm\]dmeafgmkemka[Ydfgl]k$Ykh][ljYd\Yf[]j][ץ[ Wondrous item, common lk][ץ[]Zmll]jÖa]k$Yf\_]fldq^Yddaf_kfgo&L`]eY_a This fearsome steel helm makes your eyes glow red while `Yn]f]al`]jkmZklYf[]fgjkgmf\$Yf\l`]qYj]gZnagmkdq you wear it. &_lk]f\o`]fqgmklghhdYqaf][ץ[[`addmkgjq&L

46 Chapter 3: Equipment Mithral Armor Sending Stones Armor (medium or heavy, but not hide), uncommon Wondrous item, uncommon Eal`jYdakYda_`l$Ö]paZd]e]lYd&9eal`jYd[`Yafk`ajl Sending stones[ge]afhYajk$oal`]Y[`keggl`klgf] or breastplate can be worn under normal clothes. If the carved to match the other so the pairing is easily recog- armor normally imposes disadvantage on Dexterity far]\&O`ad]qgmlgm[`gf]klgf]$qgm[Yfmk]YfY[lagf Kl]Ydl`![`][ckgj`YkYKlj]f_l`j]imaj]e]fl$l`]ea- to cast the sending spell from it. The target is the bearer l`jYdn]jkagfg^l`]Yjegj\g]kfÌl& g^l`]gl`]jklgf]&A^fg[j]Ylmj]Z]Yjkl`]gl`]jklgf]$ qgmcfgol`Yl^Y[lYkkggfYkqgmmk]l`]klgf]Yf\\gfÌl Mystery Key cast the spell. Wondrous item, common Once sendingak[Ykll`jgm_`l`]klgf]k$l`]q[YfÌlZ] A question mark is worked into the head of this key. The used again until the next dawn. If one of the stones in a key has a 5 percent chance of unlocking any lock into hYajak\]kljgq]\$l`]gl`]jgf]Z][ge]kfgfeY_a[Yd& o`a[`alÌkafk]jl]\&Gf[]almfdg[ckkge]l`af_$l`]c]q Shield, +1 disappears. Armor (shield), uncommon Necklace of Fireballs O`ad]`gd\af_l`akk`a]d\$qgm`Yn]Y#)Zgfmklg Wondrous item, rare 9;&L`akZgfmkakafY\\alagflgl`]k`a]d\ÌkfgjeYd L`akf][cdY[]`Yk)\.#+Z]Y\k`Yf_af_^jgeal&Qgm[Yf bonus to AC. use an action to detach a bead and throw it up to 60 feet Staff of Birdcalls YoYq&O`]falj]Y[`]kl`]]f\g^alkljYb][lgjq$l`]Z]Y\ geegf]$ץdetonates as a 3rd-level Õj]ZYdd spell (save DC 15). KlY ak\][gjYl]\oal`Zaj\[Yjnaf_k&Al`YkץQgm[Yf`mjdemdlahd]Z]Y\k$gj]n]fl`]o`gd]f][c- L`akogg\]fklY  dY[]$Ykgf]Y[lagf&O`]fqgm\gkg$af[j]Yk]l`]d]n]dg^ )([`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk]YfY[lagflg [Yf\[Ymk]allg[j]Yl]gfץthe Õj]ZYddZq)^gj]Y[`Z]Y\Z]qgf\l`]Õjkl& ]ph]f\)[`Yj_]^jgel`]klY Pole of Collapsing g^l`]^gddgoaf_kgmf\kgmllgYjYf_]g^.(^]]l2YÕf[`Ìk [`ajh$YjYn]fÌk[Yo$Y\m[cÌkimY[c$Y[`a[c]fÌk[dm[c$Y Wondrous item, common _ggk]Ìk`gfc$YdggfÌk[Ydd$Ylmjc]qÌk_gZZd]$Yk]Y_mddÌk O`ad]`gd\af_l`ak)(%^gglhgd]$qgm[Yfmk]YfY[lagf [jq$YfgodÌk`ggl$gjYf]Y_d]Ìkk`ja]c& j]_Yafk)\.#,]ph]f\]\[`Yj_]k\YadqYlץto speak a command word and cause it to collapse into  L`]klY Y)%^ggl%dgf_jg\$^gj]Yk]g^klgjY_]&L`]hgd]Ìko]a_`l \Yof&A^qgm]ph]f\l`]dYkl[`Yj_]$jgddY\*(&GfY)$ phdg\]kafY`Yjed]kk[dgm\g^Zaj\^]Yl`]jk[ץj- l`]klY[ץg]kfÌl[`Yf_]&Qgm[Yfmk]YfY[lagflgkh]YcY\a\ ent command word and cause the rod to revert to a pole; and is lost forever. `go]n]j$l`]jg\oadd]dgf_Yl]gfdqYk^YjYkl`]kmj- Wand of Pyrotechnics rounding space allows. Wand, common Potion of Healing L`akoYf\`Yk/[`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk] Potion, rarity varies an action to expend 1 of its charges and create a harm- Qgmj]_Yaf`alhgaflko`]fqgm\jafcl`akhglagf&L`] less burst of multicolored light at a point you can see fmeZ]jg^`alhgaflk\]h]f\kgfl`]hglagfÌkjYjalq$Yk up to 60 feet away. The burst of light is accompanied shown in the Potions of Healing table. Whatever its po- by a crackling noise that can be heard up to 300 feet l]f[q$l`]hglagfÌkj]\daima\_daee]jko`]fY_alYl]\& YoYq&L`]da_`lakYkZja_`lYkYlgj[`ÖYe]ZmldYklk only a second. Potions of Healing The wand regains all expended charges daily at dawn. A^qgm]ph]f\l`]oYf\ÌkdYkl[`Yj_]$jgddY\*(&GfY)$ Potion of … Rarity HP Regained the wand erupts in a harmless pyrotechnic display and is Healing Common G destroyed. Greater healing Uncommon G Superior healing Rare G Wand of Secrets Wand, uncommon Potion of Invulnerability L`]oYf\`Yk+[`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk] Potion, rare YfY[lagflg]ph]f\)g^alk[`Yj_]k$Yf\a^Yk][j]l\ggj >gj)eafml]Y^l]jqgm\jafcl`akhglagf$qgm`Yn]j]kak- gjljYhakoal`af+(^]]lg^qgm$l`]oYf\hmdk]kYf\ lYf[]lgYdd\YeY_]&L`]hglagfÌkkqjmhqdaima\dggckdac] points at the one nearest to you. The wand regains 1d3 daimaÕ]\ajgf& expended charges daily at dawn. Potion of Water Breathing Weapon, +1 Potion, uncommon Weapon (any), uncommon Qgm[YfZj]Yl`]mf\]joYl]j^gj)`gmjY^l]j\jafcaf_l`ak Qgm`Yn]Y#)ZgfmklgYllY[cYf\\YeY_]jgddkeY\] hglagf&Alk[dgm\q_j]]fÖma\ke]ddkg^l`]k]YYf\`YkY with this magic weapon. b]ddqÕk`%dac]ZmZZd]ÖgYlaf_afal&

47 Chapter 3: Equipment Chapter 4: Spells

Eߣজঽ્ࣼळ૙੅ळߣଚळ૳ଚরळஔક૙৴द૳કক<<ߣ੘द੅ક૳ଚ ]jk$afÖm]f[af_gj[gfljgddaf_l`]ajZ]`Ynagj&Evocation often appears in the form of a spell. This chapter provides spells tap mystical sources of energy to create a variety [lk$af[dm\af_ZdYklkg^Õj]Yf\[`Yff]daf_hgkalan][ץ[^l`]jmd]k^gj[Yklaf_kh]ddk&Kh]ddk[YfZ]n]jkYlad]lggdk$ g o]Yhgfk$gjhjgl][lan]oYj\k&L`]q[Yf\]Yd\YeY_]gj energy to heal wounds. Illusion spells deceive the senses mf\gal$aehgk]gjj]egn][gf\alagfk k]]Yhh]f\ap:!$ or minds of others. Necromancy spells manipulate the \jYafda^]]f]j_qYoYq$Yf\j]klgj]da^]lgl`]\]Y\& energies of life and death. Transmutation spells change the properties or physical form of a creature or object. What Is a Spell? Spell Level ^l$Ykaf_d]k`Yhaf_g][ץ[9kh]ddakY\ak[j]l]eY_a[Yd -mk]l`]emdlan]jk]aflgY =n]jqkh]dd`YkYd]n]d^jge(lg1&9kh]ddÌkd]n]dakY_]fץl`]eY_a[Yd]f]j_a]kl`Ylkm kh][aÕ[$daeal]\]phj]kkagf&Af[Yklaf_Ykh]dd$Y[`YjY[- ]jYdaf\a[Ylgjg^`gohgo]j^mdalak$oal`l`]dgodq Zml ter carefully plucks at the invisible strands of raw magic still impressive) magic missile at 1st level and the incredi- mkaf_l`]ogjd\$hafkl`]eafhdY[]afYhYjla[mdYj ble time stopYl1l`&;YfljahkÈkaehd]Zmlhgo]j^mdkh]ddkץkm hYll]jf$k]lkl`]enaZjYlaf_afYkh][aÕ[oYq$Yf\l`]fj]- l`Yl[`YjY[l]jk[Yf[YklYdegklZqjgl]ÈYj]d]n]d(&L`] lÈafegkl[Yk]k$ `a_`]jYkh]ddÌkd]n]d$l`]`a_`]jd]n]dYkh]dd[Ykl]jemkl][ץ[\[d]Yk]kl`]elgmfd]Yk`l`]\]kaj all in the span of seconds. be to use that spell.  Kh]ddd]n]dYf\[`YjY[l]jd]n]d\gfÌl[gjj]khgf\\a- Schools of Magic j][ldq&Lqha[Yddq$Y[`YjY[l]j`YklgZ]Yld]Ykl)/l`d]n]d$ fgl1l`d]n]d$lg[YklY1l`%d]n]dkh]dd& Scholars who study the workings of magic group spells into eight categories called schools of magic. The schools Known and Prepared Spells help describe spells; the schools have no game rules of l`]ajgof$Ydl`gm_`kge]gl`]jjmd]kj]^]jlgl`]e& :]^gj]Ykh]dd[Ykl]j[Yfmk]Ykh]dd$`]gjk`]emkl`Yn] Abjurationkh]ddkYj]hjgl][lan]$g^l]f[j]Ylaf_ZYj- l`]kh]ddÕjedqÕp]\afeaf\$gjemkl`Yn]Y[[]kklgl`] lj]khYkk]jk&Conjuration spells spell in a magic item. Members of a few classes have aץja]jkgjoYj\af_g transport objects or creatures from one location to an- daeal]\daklg^kh]ddkl`]qcfgol`YlYj]YdoYqkÕp]\af other. Divinationkh]ddkj]n]Yd_daehk]kg^l`]^mlmj]$l`] mind. The same thing is true of many magic-using mon- dg[Ylagfkg^`a\\]fl`af_k$gjnakagfkg^\aklYflh]ghd] kl]jk&Gl`]jkh]dd[Ykl]jk$km[`Yk[d]ja[kYf\oarYj\k$mf- dergo a process of preparing spells. This process varies ll`]eaf\kg^gl`- CRAIG ELLIOTT][ץor places. Enchantmentkh]ddkY &j]fl[dYkk]k$Yk\]lYad]\afl`]aj\]k[jahlagfk[ץgj\a^ 48 Chapter 4: Spells Spell Slots Each spell description in this chapter begins with a Zdg[cg^af^gjeYlagf$af[dm\af_l`]kh]ddÌkfYe]$d]n]d$ Regardless of how many spells a caster knows or pre- k[`ggdg^eY_a[$[Yklaf_lae]$jYf_]$[gehgf]flk$Yf\\m- &l][ץ[hYj]k$`]gjk`][Yf[YklgfdqYdaeal]\fmeZ]jg^kh]ddk jYlagf&L`]j]klg^Ykh]dd]fljq\]k[jaZ]kl`]kh]ddÌk before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is phys- Casting in Armor a[YddqYf\e]flYddqlYpaf_$Yf\`a_`]j%d]n]dkh]ddkYj] ]n]fegj]kg&L`mk$]Y[`kh]dd[Yklaf_[dYkkÌk\]k[jahlagf Because of the mental focus and precise gestures re- includes a table showing how many spell slots of each imaj]\^gjkh]dd[Yklaf_$qgmemklZ]hjgÕ[a]floal`l`] spell level a character can use at each character level. For YjegjqgmYj]o]Yjaf_lg[YklYkh]dd&QgmYj]gl`]joak] ]pYehd]$l`]+j\%d]n]doarYj\MeYjY`Yk^gmj)kl%d]n]d too distracted and physically hampered by your armor for spell slots and two 2nd-level slots. spellcasting.  O`]fY[`YjY[l]j[YklkYkh]dd$`]gjk`]]ph]f\kY Casting Time lan]dqÉÕddaf_ÊYkdgl][ץ[$kdglg^l`Ylkh]ddÌkd]n]dgj`a_`]j oal`l`]kh]dd&Qgm[Yfl`afcg^Ykh]ddkdglYkY_jggn] Egklkh]ddkj]imaj]Ykaf_d]Y[lagflg[Ykl$Zmlkge] g^Y[]jlYafkar]ÈkeYdd^gjY)kl%d]n]dkdgl$dYj_]j^gjY kh]ddkj]imaj]YZgfmkY[lagf$Yj]Y[lagf$gjem[`egj] kh]ddg^`a_`]jd]n]d&9)kl%d]n]dkh]ddÕlkaflgYkdglg^Yfq time to cast. kar]$ZmlY+j\%d]n]dkh]ddÕlkgfdqafYkdgll`YlÌkYld]Ykl 3rd level. So when Umara casts magic missile, a 1st-level Bonus Action kh]dd$k`]kh]f\kgf]g^`]j^gmj)kl%d]n]dkdglkYf\`Yk 9kh]dd[Ykloal`YZgfmkY[lagfak]kh][aYddqkoa^l&Qgm three remaining. emklmk]YZgfmkY[lagfgfqgmjlmjflg[Ykll`]kh]dd$ Finishing a long rest restores any expended spell slots hjgna\]\l`Ylqgm`Yn]fÌlYdj]Y\qlYc]fYZgfmkY[lagf (see page 33 for the rules on resting). l`aklmjf&Qgm[YfÌl[YklYfgl`]jkh]dd\mjaf_l`]kYe] Some characters and monsters have special abilities lmjf$]p[]hl^gjY[Yfljahoal`Y[Yklaf_lae]g^)Y[lagf& that let them cast spells without using spell slots. Reactions Casting a Spell at a Higher Level Some spells can be cast as reactions. These spells take When a spellcaster casts a spell using a slot that is of a a fraction of a second to bring about and are cast in re- `a_`]jd]n]dl`Yfl`]kh]dd$l`]kh]ddYkkme]kl`]`a_`]j khgfk]lgkge]]n]fl&A^Ykh]dd[YfZ][YklYkYj]Y[lagf$ d]n]d^gjl`Yl[Yklaf_&>gjafklYf[]$a^MeYjY[Yklkmagic the spell description tells you exactly when you can do so. missilemkaf_gf]g^`]j*f\%d]n]dkdglk$l`Ylmagic mis- Longer Casting Times [`lan]dq$l`]kh]dd]phYf\klgÕddl][ץ=&sileak*f\d]n]d slot it is put into. Certain spells (including spells cast as rituals) require  Kge]kh]ddk$km[`Ykmagic missile and cure wounds$ more time to cast: minutes or even hours. When you cast lko`]f[YklYlY`a_`]jd]n]d$Yk a spell with a casting time longer than a single action or][ץ[Yn]egj]hgo]j^md` \]lYad]\afYkh]ddÌk\]k[jahlagf& j]Y[lagf$qgmemklkh]f\qgmjY[lagf]Y[`lmjf[Yklaf_ l`]kh]dd$Yf\qgmemkleYaflYafqgmj[gf[]fljYlagf Cantrips o`ad]qgm\gkg k]]É;gf[]fljYlagfÊZ]dgo!&A^qgmj[gf- []fljYlagfakZjgc]f$l`]kh]dd^Yadk$Zmlqgm\gfÌl]ph]f\ A cantrip is a spell that can be cast without using a spell Ykh]ddkdgl&A^qgmoYfllgljq[Yklaf_l`]kh]ddY_Yaf$qgm slot and without being prepared in advance. Repeated must start over. hjY[la[]`YkÕp]\l`]kh]ddafl`][Ykl]jÌkeaf\Yf\af- fused the caster with the magic needed to produce the Range &)lgn]jYf\gn]j&9[YfljahÌkkh]ddd]n]dak][ץ[ L`]lYj_]lg^Ykh]ddemklZ]oal`afl`]kh]ddÌkjYf_]&>gj Rituals a spell like magic missile$l`]lYj_]lakY[j]Ylmj]&>gjY spell like Õj]ZYdd$l`]lYj_]lakl`]hgaflafkhY[]o`]j] ;]jlYafkh]ddk`Yn]Ykh][aYdlY_2ÉjalmYd&ÊKm[`Ykh]dd l`]ZYddg^Õj]]jmhlk& [YfZ][Ykl^gddgoaf_l`]fgjeYdjmd]k^gjkh]dd[Yklaf_$ Most spells have ranges expressed in feet. Some spells or the spell can be cast as a ritual. The ritual version of a can target only a creature (including you) that you touch. spell takes 10 minutes longer to cast than normal. It also &lgfdqqgm][ץGl`]jkh]ddk$km[`Ykl`]shieldkh]dd$Y \g]kfÌl]ph]f\Ykh]ddkdgl$o`a[`e]Yfkl`]jalmYdn]j- These spells have a range of self. [ll`Ylgja_afYl][ץ[^kagfg^Ykh]dd[YfÌlZ][YklYlY`a_`]jd]n]d&  Kh]ddkl`Yl[j]Yl][gf]kgjdaf]kg  Lg[YklYkh]ddYkYjalmYd$Ykh]dd[Ykl]jemkl`Yn]Y ^jgeqgmYdkg`Yn]YjYf_]g^k]d^$af\a[Ylaf_l`Yll`]gj- feature that grants the ability to do so. The cleric and the ^lemklZ]qgm k]]É9j]Ykg][ץ[a_afhgaflg^l`]kh]ddÌk &!lÊdYl]jafl`]l`ak[`Yhl]j][ץ= jma\$^gj]pYehd]$`Yn]km[`Y^]Ylmj]&L`][Ykl]jemkl\ also have the spell prepared or on his or her list of spells $[_lkYj]fÌldaeal]\ZqalkjYf][ץ[Gf[]Ykh]ddak[Ykl$alk  - cfgof$mfd]kkl`][`YjY[l]jÌkjalmYd^]Ylmj]kh][aÕ]kgl` mfd]kkl`]kh]ddÌk\]k[jahlagfkYqkgl`]joak]& ]joak]$Ykl`]oarYj\Ìk\g]k& Casting a Spell Components 9kh]ddÌk[gehgf]flkYj]l`]h`qka[Ydj]imaj]e]flkqgm O`]fY[`YjY[l]j[YklkYfqkh]dd$l`]kYe]ZYka[jmd]k emkle]]lafgj\]jlg[Yklal&=Y[`kh]ddÌk\]k[jahlagfaf- Yj]^gddgo]\$j]_Yj\d]kkg^l`][`YjY[l]jÌk[dYkkgjl`] \a[Yl]ko`]l`]jalj]imaj]kn]jZYd N!$kgeYla[ K!$gjeY- ^lk& l]jaYd E![gehgf]flk&A^qgm[YfÌlhjgna\]gf]gjegj]g][ץ[kh]ddÌk Ykh]ddÌk[gehgf]flk$qgmYj]mfYZd]lg[Ykll`]kh]dd& 49 Chapter 4: Spells Verbal (V) kgmj[]k$km[`YkYfYjjgoYf\Y\jY_gfÌkZj]Yl`$ Most spells require the chanting of mystic words. The you make a separate saving throw for each source ogj\kl`]ek]dn]kYj]fÌll`]kgmj[]g^l`]kh]ddÌkhgo]j3 of damage. jYl`]j$l`]hYjla[mdYj[geZafYlagfg^kgmf\k$oal`kh]- • Being incapacitated or killed.Qgmdgk][gf[]fljYlagf [aÕ[hal[`Yf\j]kgfYf[]$k]lkl`]l`j]Y\kg^eY_a[af on a spell if you are incapacitated or if you die. eglagf&L`mk$Y[`YjY[l]jo`gak_Y__]\gjafYfYj]Y The DM might also decide that certain environmental g^kad]f[]$km[`Ykgf][j]Yl]\Zql`]silencekh]dd$[YfÌl h`]fge]fY$km[`YkYoYn][jYk`af_gn]jqgmo`ad] cast a spell with a verbal component. qgmÌj]gfYklgje%lgkk]\k`ah$j]imaj]qgmlgkm[[]]\gfY Somatic (S) DC 10 Constitution saving throw to maintain concentra- tion on a spell. Spellcasting gestures might include a forceful gesticula- tion or an intricate set of gestures. If a spell requires a so- Targets eYla[[gehgf]fl$l`][Ykl]jemkl`Yn]^j]]mk]g^Yld]Ykl one hand to perform these gestures. A typical spell requires you to pick one or more targets l]\Zql`]kh]ddÌkeY_a[&9kh]ddÌk\]k[jahlagf][ץlgZ]Y Material (M) l]ddkqgmo`]l`]jl`]kh]ddlYj_]lk[j]Ylmj]k$gZb][lk$gjY &!l \]k[jaZ]\Z]dgo][ץ[^Yklaf_kge]kh]ddkj]imaj]khYjla[mdYjgZb][lk$kh][aÕ]\ hgaflg^gja_af^gjYfYj]Yg; l$Y[j]Ylmj]ea_`l][ץ[[in parentheses in the component entry. A character can  Mfd]kkYkh]dd`YkYh]j[]hlaZd [ldac][ץ[use a component pouch or a spellcasting focus (found fglcfgoaloYklYj_]l]\ZqYkh]ddYlYdd&9f $l][ץ[[af[`Yhl]j+!afhdY[]g^l`][gehgf]flkkh][aÕ]\^gjY [jY[cdaf_da_`lfaf_akgZnagmk$ZmlYegj]kmZld kh]dd&:mla^Y[gklakaf\a[Yl]\^gjY[gehgf]fl$Y[`Yj- km[`YkYfYll]ehllgj]Y\Y[j]Ylmj]Ìkl`gm_`lk$lqha[Yddq Y[l]jemkl`Yn]l`Ylkh][aÕ[[gehgf]flZ]^gj]`]gjk`] _g]kmffgla[]\$mfd]kkYkh]ddkYqkgl`]joak]& can cast the spell. A Clear Path to the Target If a spell states that a material component is consumed Zql`]kh]dd$l`][Ykl]jemklhjgna\]l`ak[gehgf]fl^gj LglYj_]lkge]l`af_$qgmemkl`Yn]Y[d]YjhYl`lgal$ each casting of the spell. kgal[YfÌlZ]Z]`af\lglYd[gn]j& lYlYhgafll`Ylqgm[YfÌl][ץ[^A spellcaster must have a hand free to access these  A^qgmhdY[]YfYj]Yg [gehgf]flkÈgjlg`gd\Ykh]dd[Yklaf_^g[mkÈZmlal[Yf k]]Yf\YfgZkljm[lagf$km[`YkYoYdd$akZ]lo]]fqgm be the same hand that he or she uses to perform somatic Yf\l`Ylhgafl$l`]hgaflg^gja_af[ge]kaflgZ]af_gfl`] components. near side of that obstruction. Duration Targeting Yourself A^Ykh]ddlYj_]lkY[j]Ylmj]g^qgmj[`ga[]$qgm[Yf 9kh]ddÌk\mjYlagfakl`]d]f_l`g^lae]l`]kh]ddh]jkaklk& [`ggk]qgmjk]d^$mfd]kkl`][j]Ylmj]emklZ]`gklad]gj 9\mjYlagf[YfZ]]phj]kk]\afjgmf\k$eafml]k$`gmjk$ kh][aÕ[YddqY[j]Ylmj]gl`]jl`Yfqgm&A^qgmYj]afl`] &^lg^Ykh]ddqgm[Ykl$qgm[YflYj_]lqgmjk]d][ץ[^lkdYkl Yj]Yg][ץ[gj]n]fq]Yjk&Kge]kh]ddkkh][a^ql`Yll`]aj until the spells are dispelled or destroyed. Areas of Effect Instantaneous EYfqkh]ddkYj]afklYflYf]gmk&L`]kh]dd`Yjek$`]Ydk$ Spells such as burning hands and cone of cold cover an &[]lemdlahd][j]Ylmj]kYlgf][ץj]Yl]k$gjYdl]jkY[j]Ylmj]gjYfgZb][lafYoYql`Yl Yj]Y$Yddgoaf_l`]elgY] `]l$o`a][ץ[^YfÌlZ]\akh]dd]\$Z][Ymk]alkeY_a[]paklkgfdq^gj  9kh]ddÌk\]k[jahlagfkh][aÕ]kalkYj]Yg] -j]flk`Yh]k2[gf]$[mZ]$[qd[ץan instant. lqha[Yddq`Ykgf]g^Õn]\a l`YkYpoint of][ץ[^af\]j$daf]$gjkh`]j]&=n]jqYj]Yg Concentration origin$Ydg[Ylagf^jgeo`a[`l`]kh]ddÌk]f]j_q]jmhlk& Some spells require you to maintain concentration in or- The rules for each shape specify how you position its \]jlgc]]hl`]ajeY_a[Y[lan]&A^qgmdgk][gf[]fljYlagf$ hgaflg^gja_af&Lqha[Yddq$Yhgaflg^gja_afakYhgaflaf such a spell ends. khY[]$Zmlkge]kh]ddk`Yn]YfYj]Yo`gk]gja_afakY  A^Ykh]ddemklZ]eYaflYaf]\oal`[gf[]fljYlagf$l`Yl creature or an object. l]phYf\kafkljYa_`ldaf]k^jgel`]hgafl][ץ[Y[lYhh]Yjkafalk

50 Chapter 4: Spells Cube be within 5 feet of each other. A target must succeed on a Qgmk]d][lY[mZ]Ìkhgaflg^gja_af$o`a[`da]kYfqo`]j] Dexterity saving throw or take 1d6 acid damage. `]l&L`][mZ]Ìkkar]ak]phj]kk]\  L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\.o`]fqgmj]Y][ץ[]gfY^Y[]g^l`][mZa as the length of each side. -l`d]n]d *\.!$))l`d]n]d +\.!$Yf\)/l`d]n]d ,\.!&  9[mZ]Ìkhgaflg^gja_afakfglaf[dm\]\afl`][mZ]Ìk Aid &[l$mfd]kkqgm\][a\]gl`]joak][ץ[^Yj]Yg 2nd-level abjuration Cylinder Casting Time: 1 action 9[qdaf\]jÌkhgaflg^gja_afakl`][]fl]jg^Y[aj[d]g^Y Range: 30 feet hYjla[mdYjjY\amk$Yk_an]fafl`]kh]dd\]k[jahlagf&L`] Components:N$K$E Ylafqkljahg^o`al][dgl`! circle must either be on the ground or at the height of the Duration: 8 hours l&L`]]f]j_qafY[qdaf\]j]phYf\kafkljYa_`l][ץ[kh]dd - lines from the point of origin to the perimeter of the cir- Qgmjkh]ddZgdkl]jkqgmjYdda]koal`lgm_`f]kkYf\j] solve. Choose up to three creatures within range. Each l][ץ[d]$^gjeaf_l`]ZYk]g^l`][qdaf\]j&L`]kh]ddÌk] lYj_]lÌk`alhgafleYpaemeYf\[mjj]fl`alhgaflkaf- l`]fk`gglkmh^jgel`]ZYk]gj\gof^jgel`]lgh$lgY crease by 5 for the duration. distance equal to the height of the cylinder.  9l@a_`]jD]n]dk&When you cast this spell using a  9[qdaf\]jÌkhgaflg^gja_afakaf[dm\]\afl`][qdaf\]jÌk kh]ddkdglg^+j\d]n]dgj`a_`]j$YlYj_]lÌk`alhgaflkaf- &l][ץ[^Yj]Yg crease by an additional 5 for each slot level above 2nd. Line Arcane Lock A line extends from its point of origin in a straight path 2nd-level abjuration mhlgalkd]f_l`Yf\[gn]jkYfYj]Y\]Õf]\Zqalkoa\l`&  9daf]Ìkhgaflg^gja_afakfglaf[dm\]\afl`]daf]ÌkYj]Y Casting Time: 1 action l$mfd]kkqgm\][a\]gl`]joak]& Range: Touch][ץ[^g Components:N$K$E _gd\\mklogjl`Yld]Ykl*-_h$ Sphere which the spell consumes) Qgmk]d][lYkh`]j]Ìkhgaflg^gja_af$Yf\l`]kh`]j] Duration: Until dispelled ]pl]f\kgmloYj\^jgel`Ylhgafl&L`]kh`]j]Ìkkar]ak]p- Qgmlgm[`Y[dgk]\\ggj$oaf\go$_Yl]$[`]kl$gjgl`]j]f- pressed as a radius in feet that extends from the point. ljqoYq$Yf\alZ][ge]kdg[c]\^gjl`]\mjYlagf&QgmYf\  9kh`]j]Ìkhgaflg^gja_afakaf[dm\]\afl`]kh`]j]Ìk the creatures you designate when you cast this spell can &l][ץ[^Yj]Yg gh]fl`]gZb][lfgjeYddq&Qgm[YfYdkgk]lYhYkkogj\ Saving Throws l`Yl$o`]fkhgc]foal`af-^]]lg^l`]gZb][l$kmhhj]kk]k l`akkh]dd^gj)eafml]&Gl`]joak]$alakaehYkkYZd]mf- Many spells specify that a target can make a saving til it is broken or the spell is dispelled or suppressed. lk&L`]kh]dd Casting knock on the object suppresses arcane lock for][ץ[l`jgolgYnga\kge]gjYddg^Ykh]ddÌk kh][aÕ]kl`]YZadalql`Yll`]lYj_]lmk]k^gjl`]kYn]Yf\ 10 minutes. l]\Zql`akkh]dd$l`]gZb][lakegj]\a׹[mdl][ץwhat happens on a success or failure.  O`ad]Y to break or force open; the DC to break it or pick any Spell save DC = \RXUSURśFLHQF\ERQXV locks on it increases by 10. \RXUVSHOOFDVWLQJDELOLW\PRGLśHU Augury Attack Rolls 2nd-level divination (ritual) Some spells require the caster to make an attack Casting Time: 1 minute l`alkl`]af- Range: Self][ץ[jgddlg\]l]jeaf]o`]l`]jl`]kh]dd tended target. Components:N$K$E kh][aYddqeYjc]\kla[ck$Zgf]k$gj similar tokens worth at least 25 gp) 6SHOODWWDFNPRGLśHU= your proficiency bonus + Duration: Instantaneous your spellcasting ability modifier :q[Yklaf__]e%afdYa\kla[ck$jgddaf_\jY_gfZgf]k$dYqaf_ Spell Descriptions gmlgjfYl][Yj\k$gj]ehdgqaf_kge]gl`]j\anafaf_lggd$ you receive an omen from an otherworldly entity about The spells are presented in alphabetical order. l`]j]kmdlkg^Ykh][aÕ[[gmjk]g^Y[lagfl`YlqgmhdYflg Acid Splash take within the next 30 minutes. The DM chooses from the following possible omens: Conjuration cantrip Weal$^gj_gg\j]kmdlk Casting Time: 1 action Woe$^gjZY\j]kmdlk Range: 60 feet Weal and woe$^gjZgl`_gg\Yf\ZY\j]kmdlk Components:N$K Nothing$^gjj]kmdlkl`YlYj]fÌl]kh][aYddq_gg\gjZY\ Duration: Instantaneous L`]kh]dd\g]kfÌllYc]aflgY[[gmflYfqhgkkaZd][aj[me- Qgm`mjdYZmZZd]g^Y[a\&;`ggk]gf]gjlog[j]Ylmj]k klYf[]kl`Ylea_`l[`Yf_]l`]gml[ge]$km[`Ykl`][Ykl- qgm[Yfk]]oal`afjYf_]&A^qgm[`ggk]log$l`]qemkl ing of additional spells or the loss or gain of a companion.

51 Chapter 4: Spells Blur 2nd-level illusion Casting Time: 1 action Range: Self Components: V Duration:;gf[]fljYlagf$mhlg)eafml] QgmjZg\qZ][ge]kZdmjj]\$k`a^laf_Yf\oYn]jaf_lg Yddo`g[Yfk]]qgm&>gjl`]\mjYlagf$Yfq[j]Ylmj]`Yk disadvantage on attack rolls against you. An attacker is `la^al\g]kfÌlj]dqgfka_`l$Ykoal][ץ[aeemf]lgl`ak Zdaf\ka_`l$gj[Yfk]]l`jgm_`addmkagfk$Ykoal`ljm]ka_`l& Burning Hands 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components:N$K Duration: Instantaneous Augury 9kqgm`gd\qgmj`Yf\koal`l`meZklgm[`af_Yf\Õf_]jk khj]Y\$Yl`afk`]]lg^ÖYe]kk`gglk^gjl`^jgeqgmjgml- klj]l[`]\Õf_]jlahk&=Y[`[j]Ylmj]afY)-%^ggl[gf]emkl eYc]Y<]pl]jalqkYnaf_l`jgo&9[j]Ylmj]lYc]k+\.Õj] \YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_]gfY successful one.  L`]Õj]a_fal]kYfqÖYeeYZd]gZb][lkafl`]Yj]Yl`Yl Yj]fÌlZ]af_ogjfgj[Yjja]\& 9l@a_`]jD]n]dk& When you cast this spell using a kh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq 1d6 for each slot level above 1st.

If you cast the spell two or more times before complet- Charm Person af_qgmjf]pldgf_j]kl$l`]j]akY[memdYlan]*-h]j[]fl 1st-level enchantment - [`Yf[]^gj]Y[`[Yklaf_Y^l]jl`]Õjkll`Ylqgm_]lYjYf Casting Time: 1 action dom reading. The DM makes this roll in secret. Range: 30 feet Beacon of Hope Components:N$K 3rd-level abjuration Duration: 1 hour Casting Time: 1 action QgmYll]ehllg[`YjeY`meYfga\qgm[Yfk]]oal`af Range: 30 feet jYf_]&AlemkleYc]YOak\gekYnaf_l`jgo$Yf\\g]kkg Components: N$K oal`Y\nYflY_]a^qgmgjqgmj[gehYfagfkYj]Õ_`laf_al& Duration: ;gf[]fljYlagf$mhlg)eafml] A^al^Yadkl`]kYnaf_l`jgo$alak[`Yje]\Zqqgmmfladl`] spell ends or until you or your companions do anything This spell bestows hope and vitality. Choose any number harmful to it. The charmed creature regards you as a g^[j]Ylmj]koal`afjYf_]&>gjl`]\mjYlagf$]Y[`lYj_]l ^ja]f\dqY[imYaflYf[]&O`]fl`]kh]dd]f\k$l`][j]Ylmj] has advantage on Wisdom saving throws and death knows it was charmed by you. kYnaf_l`jgok$Yf\j]_Yafkl`]eYpaemefmeZ]jg^`al 9l@a_`]jD]n]dk& When you cast this spell using points possible from any healing. Ykh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf] Bless additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you 1st-level enchantment target them. Casting Time: 1 action Range: 30 feet Command Components:N$K$E Ykhjafcdaf_g^`gdqoYl]j! 1st-level enchantment Duration:;gf[]fljYlagf$mhlg)eafml] Casting Time: 1 action QgmZd]kkmhlgl`j]][j]Ylmj]kg^qgmj[`ga[]oal`af Range: 60 feet range. Whenever a target makes an attack roll or a saving Components: V l`jgoZ]^gj]l`]kh]dd]f\k$l`]lYj_]l[YfjgddY\,Yf\ Duration: 1 round add the number rolled to the attack roll or saving throw. Qgmkh]YcYgf]%ogj\[geeYf\lgY[j]Ylmj]qgm[Yf 9l@a_`]jD]n]dk& When you cast this spell using a see within range. The target must succeed on a Wisdom kh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\a- saving throw or follow the command on its next turn. tional creature for each slot level above 1st. la^l`]lYj_]lakmf\]Y\$a^al\g]kfÌl WOODSHAWN][ץ[L`]kh]dd`Ykfg

52 Chapter 4: Spells mf\]jklYf\qgmjdYf_mY_]$gja^qgmj[geeYf\ak\aj][ldq 9l@a_`]jD]n]dk& When you cast this spell using a harmful to it. kh]ddkdglg^*f\d]n]dgj`a_`]j$l`]`]Ydaf_af[j]Yk]kZq .lk^gddgo&Qgm 1d8 for each slot level above 1st][ץ[Kge]lqha[Yd[geeYf\kYf\l`]aj  might issue a command other than one described here. If Dancing Lights qgm\gkg$l`]d]]& The target spends its turn moving away from you by the fastest available means. Qgm[j]Yl]mhlg^gmjlgj[`%kar]\da_`lkoal`afjYf_]$ eYcaf_l`]eYhh]YjYklgj[`]k$dYfl]jfk$gj_dgoaf_ ?jgn]d& The target falls prone and then ends its turn. gjZkl`Yl`gn]jafl`]Yaj^gjl`]\mjYlagf&Qgm[YfYdkg @Ydl&L`]lYj_]l\g]kfÌlegn]Yf\lYc]kfgY[lagfk&9 combine the four lights into one glowing vaguely human- Öqaf_[j]Ylmj]klYqkYdg^l$hjgna\]\l`YlalakYZd]lg\gkg& ga\^gjeg^E]\amekar]&O`a[`]n]j^gjeqgm[`ggk]$ A^alemklegn]lgklYqYdg^l$alÖa]kl`]eafaeme\aklYf[] each light sheds dim light in a 10-foot radius. needed to remain in the air.  9kYZgfmkY[lagfgfqgmjlmjf$qgm[Yfegn]l`]da_`lk 9l@a_`]jD]n]dk& When you cast this spell using up to 60 feet to a new spot within range. A light must be [lgf][ץYkh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YfY additional creature for each slot level above 1st. The oal`af*(^]]lg^Yfgl`]jda_`l[j]Yl]\Zql`akkh]dd$Yf\Y creatures must be within 30 feet of each other when you da_`loafckgmla^al]p[]]\kl`]kh]ddÌkjYf_]& target them. Darkness Comprehend Languages 2nd-level evocation 1st-level divination (ritual) Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: Range: Self N$E ZYl^mjYf\Y\jghg^hal[`gj piece of coal) Components:N$K$E Yhaf[`g^kgglYf\kYdl! Duration: Duration: 1 hour ;gf[]fljYlagf$mhlg)(eafml]k Magical darkness spreads from a point you choose >gjl`]\mjYlagf$qgmmf\]jklYf\l`]dal]jYde]Yfaf_g^ oal`afjYf_]lgÕddY)-%^ggl%jY\amkkh`]j]^gjl`]\mjY- Yfqkhgc]fdYf_mY_]l`Ylqgm`]Yj&QgmYdkgmf\]jklYf\ tion. The darkness spreads around corners. A creature Yfqojall]fdYf_mY_]l`Ylqgmk]]$ZmlqgmemklZ]lgm[`- - ing the surface on which the words are written. It takes oal`\Yjcnakagf[YfÌlk]]l`jgm_`l`ak\Yjcf]kk$Yf\fgf about 1 minute to read one page of text. eY_a[Ydda_`l[YfÌladdmeafYl]al& If the point you choose is on an object you are holding  L`akkh]dd\g]kfÌl\][g\]k][j]le]kkY_]kafYl]plgj gjgf]l`YlakfÌlZ]af_ogjfgj[Yjja]\$l`]\Yjcf]kk]e- Y_dqh`$km[`YkYfYj[Yf]ka_ad$l`YlakfÌlhYjlg^Yojal- anates from the object and moves with it. Completely cov- ten language. ]jaf_l`]kgmj[]g^l`]\Yjcf]kkoal`YfghYim]gZb][l$ Crusader’s Mantle km[`YkYZgodgjY`]de$Zdg[ckl`]\Yjcf]kk& 3rd-level evocation  A^Yfqg^l`akkh]ddÌkYj]Ygn]jdYhkoal`YfYj]Yg^da_`l [j]Yl]\ZqYkh]ddg^*f\d]n]dgjdgo]j$l`]kh]ddl`Yl[j]- Casting Time: 1 action ated the light is dispelled. Range: Self Components: V Detect Magic Duration:;gf[]fljYlagf$mhlg)eafml] 1st-level divination (ritual) Holy power radiates from you in an aura with a 30-foot Casting Time: 1 action jY\amk$YoYc]faf_Zgd\f]kkaf^ja]f\dq[j]Ylmj]k&Mflad Range: Self l`]kh]dd]f\k$l`]YmjYegn]koal`qgm$[]fl]j]\gfqgm& Components:N$K O`ad]afl`]YmjY$]Y[`fgf`gklad][j]Ylmj]afl`]YmjY Duration: ;gf[]fljYlagf$mhlg)(eafml]k (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack. >gjl`]\mjYlagf$qgmk]fk]l`]hj]k]f[]g^eY_a[oal`af +(^]]lg^qgm&A^qgmk]fk]eY_a[afl`akoYq$qgm[Yfmk] Cure Wounds your action to see a faint aura around any visible creature 1st-level evocation gjgZb][lafl`]Yj]Yl`YlZ]YjkeY_a[$Yf\qgmd]Yjfalk k[`ggdg^eY_a[$a^Yfq& Casting Time: 1 action  L`]kh]dd[Yfh]f]ljYl]egklZYjja]jk$ZmlalakZdg[c]\ Range: Touch Zq)^gglg^klgf]$)af[`g^[geegfe]lYd$Yl`afk`]]lg^ Components: N$K d]Y\$gj+^]]lg^ogg\gj\ajl& Duration: Instantaneous A creature you touch regains a number of hit points equal lg)\0#qgmjkh]dd[Yklaf_YZadalqeg\aÕ]j&L`akkh]dd`Yk &lgfmf\]Y\gj[gfkljm[lk][ץ[fg

53 Chapter 4: Spells Disguise Self Each object in a 20-foot cube within range is outlined in 1st-level illusion Zdm]$_j]]f$gjnagd]lda_`l qgmj[`ga[]!&9fq[j]Ylmj]af the area when the spell is cast is also outlined in light if Casting Time: 1 action al^YadkY<]pl]jalqkYnaf_l`jgo&>gjl`]\mjYlagf$gZb][lk Range: Self &l]\[j]Ylmj]kk`]\\aeda_`lafY)(%^ggljY\amk][ץYf\Y Components:N$K l]\[j]Ylmj]gjgZb][l][ץ9fqYllY[cjgddY_YafklYfY  Duration: 1 hour \[l][ץYkY\nYflY_]a^l`]YllY[c]j[Yfk]]al$Yf\l`]Y` QgmeYc]qgmjk]d^Èaf[dm\af_qgmj[dgl`af_$Yjegj$o]Yh- [j]Ylmj]gjgZb][l[YfÌlZ]f]Õl^jgeZ]af_afnakaZd]& j]fl[ץgfk$Yf\gl`]jZ]dgf_af_kgfqgmjh]jkgfÈdggc\a until the spell ends or until you use your action to dismiss Fear al&Qgm[Yfk]]e)^gglk`gjl]jgjlYdd]jYf\[YfYhh]Yj 3rd-level illusion l`af$^Yl$gjafZ]lo]]f&Qgm[YfÌl[`Yf_]qgmjZg\qlqh]$ Casting Time: 1 action so you must adopt a form that has the same basic ar- Range: Self (30-foot cone) jYf_]e]flg^daeZk&Gl`]joak]$l`]]pl]flg^l`]addmkagf Components:N$K$E Yo`al]^]Yl`]jgjl`] is up to you. heart of a hen) The changes wrought by this spell fail to hold up to Duration:;gf[]fljYlagf$mhlg)eafml] h`qka[Ydafkh][lagf&>gj]pYehd]$a^qgmmk]l`akkh]ddlg Y\\Y`YllgqgmjgmlÕl$gZb][lkhYkkl`jgm_`l`]`Yl$Yf\ Qgmhjgb][lYh`YflYkeYdaeY_]g^Y[j]Ylmj]Ìkogjkl anyone who touches it would feel nothing or would feel fears. Each creature in a 30-foot cone must succeed on a your head and hair. If you use this spell to appear thinner Wisdom saving throw or drop whatever it is holding and l`YfqgmYj]$l`]`Yf\g^kge]gf]o`gj]Y[`]kgmllg become frightened for the duration. touch you would bump into you while it was seemingly  O`ad]^ja_`l]f]\Zql`akkh]dd$Y[j]Ylmj]emkllYc]l`] still in midair. Dash action and move away from you by the safest avail-  Lg\ak[]jfl`YlqgmYj]\ak_mak]\$Y[j]Ylmj][Yfmk] YZd]jgml]gf]Y[`g^alklmjfk$mfd]kkl`]j]akfgo`]j] its action to inspect your appearance and must succeed to move. If the creature ends its turn in a location where on an Intelligence (Investigation) check against your al\g]kfÌl`Yn]daf]g^ka_`llgqgm$l`][j]Ylmj][YfeYc] spell save DC. YOak\gekYnaf_l`jgo&GfYkm[[]kk^mdkYn]$l`]kh]dd ends for that creature. Dispel Magic Feather Fall 3rd-level abjuration 1st-level transmutation Casting Time: 1 action Range: 120 feet Casting Time:)j]Y[lagf$o`a[`qgmlYc]o`]fqgmgjY Components: N$K creature within 60 feet of you falls Duration: Instantaneous Range: 60 feet Components:N$E YkeYdd^]Yl`]jgjha][]g^\gof! loal`af Duration: 1 minute][ץ[ggk]gf][j]Ylmj]$gZb][l$gjeY_a[Yd`; range. Any spell of 3rd level or lower on the target ends. >gj]Y[`kh]ddg^,l`d]n]dgj`a_`]jgfl`]lYj_]l$eYc] ;`ggk]mhlgÕn]^Yddaf_[j]Ylmj]koal`afjYf_]&9^Yddaf_ an ability check using your spellcasting ability. The DC [j]Ylmj]ÌkjYl]g^\]k[]flkdgoklg.(^]]lh]jjgmf\mflad ]imYdk)(#l`]kh]ddÌkd]n]d&GfYkm[[]kk^md[`][c$l`] l`]kh]dd]f\k&A^l`][j]Ylmj]dYf\kZ]^gj]l`]kh]dd]f\k$ spell ends. allYc]kfg^Yddaf_\YeY_]Yf\[YfdYf\gfalk^]]l$Yf\ 9l@a_`]jD]n]dk& When you cast this spell using a the spell ends for that creature. kh]ddkdglg^,l`d]n]dgj`a_`]j$qgmYmlgeYla[Yddq]f\l`] Fireball lkg^Ykh]ddgfl`]lYj_]la^l`]kh]ddÌkd]n]dak]imYdlg][ץ[ 3rd-level evocation or less than the level of the spell slot you used. Casting Time: 1 action Divine Favor Range: 150 feet 1st-level evocation Components:N$K$E YlafqZYddg^ZYl_mYfgYf\kmd^mj! Casting Time: 1 bonus action Duration: Instantaneous Range: Self 9Zja_`lklj]YcÖYk`]k^jgeqgmjhgaflaf_Õf_]jlgY Components:N$K point you choose within range and then blossoms with Duration:;gf[]fljYlagf$mhlg)eafml] YdgojgYjaflgYf]phdgkagfg^ÖYe]&=Y[`[j]Ylmj] QgmjhjYq]j]ehgo]jkqgmoal`\anaf]jY\aYf[]&Mfladl`] in a 20-foot-radius sphere centered on that point must kh]dd]f\k$qgmjo]YhgfYllY[ck\]YdYf]pljY)\,jY\aYfl eYc]Y<]pl]jalqkYnaf_l`jgo&9lYj_]llYc]k0\.Õj] damage on a hit. \YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_]gfY successful one. Faerie Fire  L`]Õj]khj]Y\kYjgmf\[gjf]jk&Ala_fal]kÖYeeYZd] 1st-level evocation gZb][lkafl`]Yj]Yl`YlYj]fÌlZ]af_ogjfgj[Yjja]\&  9l@a_`]jD]n]dk& When you cast this spell using a Casting Time: 1 action kh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq Range: 60 feet 1d6 for each slot level above 3rd. Components: V Duration:;gf[]fljYlagf$mhlg)eafml]

54 Chapter 4: Spells Fire Bolt Fly Evocation cantrip 3rd-level transmutation Casting Time: 1 action Casting Time: 1 action Range: 120 feet Range: Touch Components:N$K Components:N$K$E Yoaf_^]Yl`]j^jgeYfqZaj\! Duration: Instantaneous Duration: ;gf[]fljYlagf$mhlg)(eafml]k Qgm`mjdYegl]g^Õj]YlY[j]Ylmj]gjgZb][loal`af Qgmlgm[`Yoaddaf_[j]Ylmj]&L`]lYj_]l_YafkYÖqaf_ range. Make a ranged spell attack against the target. On a kh]]\g^.(^]]l^gjl`]\mjYlagf&O`]fl`]kh]dd]f\k$l`] `al$l`]lYj_]llYc]k)\)(Õj]\YeY_]&9ÖYeeYZd]gZb][l lYj_]l^Yddka^alakkladdYdg^l$mfd]kkal[Yfklghl`]^Ydd& `alZql`akkh]dda_fal]ka^alakfÌlZ]af_ogjfgj[Yjja]\& 9l@a_`]jD]n]dk& When you cast this spell using a  L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\)(o`]fqgmj]Y[` kh]ddkdglg^,l`d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\a- -l`d]n]d *\)(!$))l`d]n]d +\)(!$Yf\)/l`d]n]d ,\)(!& tional creature for each slot level above 3rd. Flaming Sphere Guidance 2nd-level conjuration Divination cantrip Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Touch Components:N$K$E YZalg^lYddgo$Yhaf[`g^Zjae- Components: N$K klgf]$Yf\Y\mklaf_g^hgo\]j]\ajgf! Duration: ;gf[]fljYlagf$mhlg)eafml] Duration: ;gf[]fljYlagf$mhlg)eafml] Qgmlgm[`gf]oaddaf_[j]Ylmj]&Gf[]Z]^gj]l`]kh]dd 9-%^ggl%\aYe]l]jkh`]j]g^Õj]Yhh]YjkafYfmfg[[mha]\ ]f\k$l`]lYj_]l[YfjgddY\,Yf\Y\\l`]fmeZ]jjgdd]\ space of your choice within range and lasts for the dura- to one ability check of its choice. It can roll the die before tion. Any creature that ends its turn within 5 feet of the or after making the ability check. The spell then ends. sphere must make a Dexterity saving throw. The creature Guiding Bolt lYc]k*\.Õj]\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[` damage on a successful one. 1st-level evocation  9kYZgfmkY[lagf$qgm[Yfegn]l`]kh`]j]mhlg+( Casting Time: 1 action ^]]l&A^qgmjYel`]kh`]j]aflgY[j]Ylmj]$l`Yl[j]Ylmj] Range: 120 feet emkleYc]l`]kYnaf_l`jgoY_Yafkll`]kh`]j]Ìk\Ye- Components: N$K Y_]$Yf\l`]kh`]j]klghkegnaf_l`aklmjf& Duration: 1 round  O`]fqgmegn]l`]kh`]j]$qgm[Yf\aj][lalgn]jZYj- riers up to 5 feet tall and jump it across pits up to 10 feet 9ÖYk`g^da_`lklj]YcklgoYj\Y[j]Ylmj]g^qgmj[`ga[] within range. Make a ranged spell attack against the tar- oa\]&L`]kh`]j]a_fal]kÖYeeYZd]gZb][lkfglZ]af_ _]l&GfY`al$l`]lYj_]llYc]k,\.jY\aYfl\YeY_]$Yf\ ogjfgj[Yjja]\$Yf\alk`]\kZja_`lda_`lafY*(%^ggljY- the next attack roll made against this target before the dius and dim light for an additional 20 feet. ]f\g^qgmjf]pllmjf`YkY\nYflY_]$l`Yfcklgl`]eqkla-  9l@a_`]jD]n]dk& When you cast this spell using a cal dim light glittering on the target until then. kh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq When you cast this spell using a 1d6 for each slot level above 2nd.  9l@a_`]jD]n]dk& kh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq 1d6 for each slot level above 1st.

Flaming Sphere SHAWN WOODSHAWN

55 Chapter 4: 4 Spells laf_l`]al]eYf\o`Yll`]qYj]&A^l`]al]eoYk][ץHaste Yj]Y 3rd-level transmutation [j]Yl]\ZqYkh]dd$qgmd]Yjfo`a[`kh]dd[j]Yl]\al&  A^qgmafkl]Y\lgm[`Y[j]Ylmj]l`jgm_`gmll`][Yklaf_$ Casting Time: 1 action &laf_al][ץqgmd]Yjfo`Ylkh]ddk$a^Yfq$Yj][mjj]fldqY Range: 30 feet Components:N$K$E Yk`Ynaf_g^da[gja[]jggl! Inflict Wounds Duration:;gf[]fljYlagf$mhlg)eafml] 1st-level necromancy Choose a willing creature that you can see within range. Casting Time: 1 action Mfladl`]kh]dd]f\k$l`]lYj_]lÌkkh]]\ak\gmZd]\$al_Yafk Range: Touch Y#*Zgfmklg9;$al`YkY\nYflY_]gf<]pl]jalqkYnaf_ Components: N$K l`jgok$Yf\al_YafkYfY\\alagfYdY[lagfgf]Y[`g^alk Duration: Instantaneous turns. That action can be used only to take the Attack gf]o]YhgfYllY[cgfdq!$

56 Chapter 4: Spells Levitate 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components:N$K$E ]al`]jYkeYddd]Yl`]jdgghgjY piece of golden wire bent into a cup shape with a long shank on one end) Duration:;gf[]fljYlagf$mhlg)(eafml]k One creature or loose object of your choice that you [Yfk]]oal`afjYf_]jak]kn]jla[Yddq$mhlg*(^]]l$Yf\ 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 &\[l][ץl`jgoakmfY The target can move only by pushing or pulling against YÕp]\gZb][lgjkmj^Y[]oal`afj]Y[` km[`YkYoYddgj Y[]adaf_!$o`a[`Yddgokallgegn]Yka^alo]j][daeZaf_& Qgm[Yf[`Yf_]l`]lYj_]lÌkYdlalm\]Zqmhlg*(^]]laf Levitate ]al`]j\aj][lagfgfqgmjlmjf&A^qgmYj]l`]lYj_]l$qgm [Yfegn]mhgj\gofYkhYjlg^qgmjegn]&Gl`]joak]$ qgm[Yfmk]qgmjY[lagflgegn]l`]lYj_]l$o`a[`emkl j]eYafoal`afl`]kh]ddÌkjYf_]&  O`]fl`]kh]dd]f\k$l`]lYj_]lÖgYlk_]fldqlgl`] ground if it is still aloft. Light Evocation cantrip Casting Time: 1 action Range: Touch Components: N$E YÕj]Öqgjh`gkh`gj]k[]flegkk! Duration: 1 hour Qgmlgm[`gf]gZb][ll`YlakfgdYj_]jl`Yf)(^]]lafYfq \ae]fkagf&Mfladl`]kh]dd]f\k$l`]gZb][lk`]\kZja_`l Longstrider light in a 20-foot radius and dim light for an additional 1st-level transmutation 20 feet. The light can be colored as you like. Completely Casting Time: 1 action covering the object with something opaque blocks the Range: Touch light. The spell ends if you cast it again or dismiss it as Components:N$K$E Yhaf[`g^\ajl! an action. Duration: 1 hour If you target an object held or worn by a hostile crea- lmj]$l`Yl[j]Ylmj]emklkm[[]]\gfY<]pl]jalqkYnaf_ Qgmlgm[`Y[j]Ylmj]&L`]lYj_]lÌkkh]]\af[j]Yk]kZq)( throw to avoid the spell. feet until the spell ends. 9l@a_`]jD]n]dk& When you cast this spell using a Lightning Bolt kh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\a- 3rd-level evocation tional creature for each slot level above 1st. Casting Time: 1 action Mage Armor Range: Self (100-foot line) 1st-level abjuration Components:N$K$E YZalg^^mjYf\Yjg\g^YeZ]j$ [jqklYd$gj_dYkk! Casting Time: 1 action Duration: Instantaneous Range: Touch Components: N$K$E Yha][]g^[mj]\d]Yl`]j! A stroke of lightning forming a line 100 feet long and 5 Duration: 8 hours feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving Qgmlgm[`Yoaddaf_[j]Ylmj]o`gakfÌlo]Yjaf_Yjegj$ throw. A creature takes 8d6 lightning damage on a failed and a protective magical force surrounds it until the spell kYn]$gj`Yd^Ykem[`\YeY_]gfYkm[[]kk^mdgf]& ]f\k&L`]lYj_]lÌkZYk]9;Z][ge]k)+#alk<]pl]jalq  L`]da_`lfaf_a_fal]kÖYeeYZd]gZb][lkafl`]Yj]Yl`Yl eg\aÕ]j&L`]kh]dd]f\ka^l`]lYj_]l\gfkYjegjgja^qgm Yj]fÌlZ]af_ogjfgj[Yjja]\& dismiss the spell as an action.  9l@a_`]jD]n]dk& When you cast this spell using a kh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq 1d6 for each slot level above 3rd. RICHARD WHITTERS RICHARD

57 Chapter 4: Spells Mage Hand lg\]Ydl`mf\]j\YeY_]gj\]Y^]fY[j]Ylmj]$gjYke]dd Conjuration cantrip l`Ylea_`lka[c]fY[j]Ylmj] dac]Yljg_dg\ql]Ìkkl]f[`!&  9kdgf_YkqgmYj]oal`afjYf_]g^l`]addmkagf$qgm[Yf Casting Time: 1 action use your action to cause the image to move to any other Range: 30 feet khgloal`afjYf_]&9kl`]aeY_][`Yf_]kdg[Ylagf$qgm Components: N$K can alter its appearance so that its movements appear Duration: 1 minute fYlmjYd^gjl`]aeY_]&>gj]pYehd]$a^qgm[j]Yl]Yfae- 9kh][ljYd$ÖgYlaf_`Yf\Yhh]YjkYlYhgaflqgm[`ggk] Y_]g^Y[j]Ylmj]Yf\egn]al$qgm[YfYdl]jl`]aeY_]kg within range. The hand lasts for the duration or until l`YlalYhh]YjklgZ]oYdcaf_&KaeadYjdq$qgm[Yf[Ymk]l`] j]fllae]k$]n]f[ץj]flkgmf\kYl\a[ץyou dismiss it as an action. The hand vanishes if it is addmkagflgeYc]\a ever more than 30 feet away from you or if you cast this eYcaf_al[YjjqgfY[gfn]jkYlagf$^gj]pYehd]& spell again. Physical interaction with the image reveals it to be an  Qgm[Yfmk]qgmjY[lagflg[gfljgdl`]`Yf\&Qgm[Yf addmkagf$Z][Ymk]l`af_k[YfhYkkl`jgm_`al&9[j]Ylmj] mk]l`]`Yf\lgeYfahmdYl]YfgZb][l$gh]fYfmfdg[c]\ that uses its action to examine the image can determine \ggjgj[gflYaf]j$klgogjj]lja]n]Yfal]e^jgeYfgh]f that it is an illusion with a successful Intelligence (Inves- [gflYaf]j$gjhgmjl`][gfl]flkgmlg^YnaYd&Qgm[Yf tigation) check against your spell save DC. If a creature move the hand up to 30 feet each time you use it. \ak[]jfkl`]addmkagf^gjo`Ylalak$l`][j]Ylmj][Yfk]]  L`]`Yf\[YfÌlYllY[c$Y[lanYl]eY_a[al]ek$gj[Yjjq l`jgm_`l`]aeY_]$Yf\alkgl`]jk]fkgjqimYdala]kZ]- more than 10 pounds. come faint to the creature. Magic Missile 9l@a_`]jD]n]dk& When you cast this spell using a kh]ddkdglg^.l`d]n]dgj`a_`]j$l`]kh]dddYklkmflad\ak- 1st-level evocation h]dd]\$oal`gmlj]imajaf_qgmj[gf[]fljYlagf& Casting Time: 1 action Mass Healing Word Range: 120 feet Components:N$K 3rd-level evocation Duration: Instantaneous Casting Time: 1 bonus action Qgm[j]Yl]l`j]]_dgoaf_\Yjlkg^eY_a[Yd^gj[]&=Y[` Range: 60 feet dart hits a creature of your choice that you can see within Components: V jYf_]&9\Yjl\]Ydk)\,#)^gj[]\YeY_]lgalklYj_]l& Duration: Instantaneous L`]\YjlkYddkljac]kaemdlYf]gmkdq$Yf\qgm[Yf\aj][l 9kqgm[Yddgmlogj\kg^j]klgjYlagf$mhlgkap[j]Ylmj]k them to hit one creature or several. of your choice that you can see within range regain hit  9l@a_`]jD]n]dk& When you cast this spell using a hgaflk]imYdlg)\,#qgmjkh]dd[Yklaf_YZadalqeg\aÕ]j& &lgfmf\]Y\gj[gfkljm[lk][ץ[kh]ddkdglg^*f\d]n]dgj`a_`]j$l`]kh]dd[j]Yl]kgf] L`akkh]dd`Ykfg more dart for each slot level above 1st.  9l@a_`]jD]n]dk& When you cast this spell using a Magic Weapon kh]ddkdglg^,l`d]n]dgj`a_`]j$l`]`]Ydaf_af[j]Yk]kZq 1d4 for each slot level above 3rd. 2nd-level transmutation Mending Casting Time: 1 bonus action Range: Touch Transmutation cantrip Components:N$K Casting Time: 1 minute Duration:;gf[]fljYlagf$mhlg)`gmj Range: Touch Qgmlgm[`YfgfeY_a[Ydo]Yhgf&Mfladl`]kh]dd]f\k$ Components:N$K$E logdg\]klgf]k! l`Ylo]YhgfZ][ge]kYeY_a[o]Yhgfoal`Y#)Zgfmklg Duration: Instantaneous attack rolls and damage rolls. This spell repairs a single break or tear in an object  9l@a_`]jD]n]dk& When you cast this spell using a qgmlgm[`$km[`YkYZjgc]f[`Yafdafc$log`Ydn]kg^ kh]ddkdglg^,l`d]n]dgj`a_`]j$l`]Zgfmkaf[j]Yk]klg#*& YZjgc]fc]q$Ylgjf[dgYc$gjYd]Ycaf_oaf]kcaf&9k O`]fqgmmk]Ykh]ddkdglg^.l`d]n]dgj`a_`]j$l`]Zgfmk long as the break or tear is no larger than 1 foot in af[j]Yk]klg#+& Yfq\ae]fkagf$qgme]f\al$d]Ynaf_fgljY[]g^l`] Major Image former damage. This spell can physically repair a magic item 3rd-level illusion gj[gfkljm[l$Zmll`]kh]dd[YfÌlj]klgj]eY_a[lg Casting Time: 1 action such an object. Range: 120 feet Minor Illusion Components:N$K$E YZalg^Ö]][]! Duration:;gf[]fljYlagf$mhlg)(eafml]k Illusion cantrip Qgm[j]Yl]l`]aeY_]g^YfgZb][l$Y[j]Ylmj]$gjkge] Casting Time: 1 action other visible phenomenon that is no larger than a 20- Range: 30 feet foot cube. The image appears at a spot that you can see Components:K$E YZalg^Ö]][]! within range and lasts for the duration. It seems com- Duration: 1 minute hd]l]dqj]Yd$af[dm\af_kgmf\k$ke]ddk$Yf\l]eh]jYlmj] Qgm[j]Yl]Ykgmf\gjYfaeY_]g^YfgZb][loal`afjYf_] YhhjghjaYl]lgl`]l`af_\]ha[l]\&Qgm[YfÌl[j]Yl]km׹- that lasts for the duration. The illusion also ends if you [a]fl`]Ylgj[gd\lg[Ymk]\YeY_]$Ykgmf\dgm\]fgm_` dismiss it as an action or cast this spell again. 58 Chapter 4: Spells  A^qgm[j]Yl]Ykgmf\$alkngdme][YfjYf_]^jgeY • Qgm[j]Yl]YfgfeY_a[Ydljafc]lgjYfaddmkgjqaeY_] o`akh]jlgYk[j]Ye&Al[YfZ]qgmjnga[]$kge]gf]]dk]Ìk l`Yl[YfÕlafqgmj`Yf\Yf\l`YldYklkmfladl`]]f\g^ nga[]$YdagfÌkjgYj$YZ]Ylaf_g^\jmek$gjYfqgl`]jkgmf\ your next turn. you choose. The sound continues unabated throughout A^qgm[Ykll`akkh]ddemdlahd]lae]k$qgm[Yf`Yn]mhlg \lkY[lan]YlYlae]$Yf][ץ[j]fl l`j]]g^alkfgf%afklYflYf]gmk[ץl`]\mjYlagf$gjqgm[YfeYc]\ak[j]l]kgmf\kYl\a times before the spell ends. &lYkYfY[lagf][ץ[qgm[Yf\akeakkkm[`Yf  A^qgm[j]Yl]YfaeY_]g^YfgZb][lÈkm[`YkY[`Yaj$ em\\q^gglhjaflk$gjYkeYdd[`]klÈalemklZ]fgdYj_]j Ray of Frost l`YfY-%^ggl[mZ]&L`]aeY_][YfÌl[j]Yl]kgmf\$da_`l$ Evocation cantrip l&H`qka[Ydafl]jY[lagf][ץ[ke]dd$gjYfqgl`]jk]fkgjq Casting Time: 1 action oal`l`]aeY_]j]n]YdkallgZ]Yfaddmkagf$Z][Ymk]l`af_k Range: 60 feet can pass through it. Components: If a creature uses its action to examine the sound or im- N$K Duration: Instantaneous Y_]$l`][j]Ylmj][Yf\]l]jeaf]l`YlalakYfaddmkagfoal` a successful Intelligence (Investigation) check against A frigid beam of blue-white light streaks toward a crea- your spell save DC. If a creature discerns the illusion for ture within range. Make a ranged spell attack against the o`Ylalak$l`]addmkagfZ][ge]k^Yafllgl`][j]Ylmj]& lYj_]l&GfY`al$allYc]k)\0[gd\\YeY_]$Yf\alkkh]]\ak Misty Step reduced by 10 feet until the start of your next turn.  L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[` 2nd-level conjuration -l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!& Casting Time: 1 bonus action Remove Curse Range: Self Components: V 3rd-level abjuration Duration: Instantaneous Casting Time: 1 action Range: Touch :ja]Öqkmjjgmf\]\Zqkadn]jqeakl$qgml]d]hgjlmhlg+( Components: feet to an unoccupied space that you can see. N$K Duration: Instantaneous Poison Spray laf_gf][j]Ylmj]gjgZb][l][ץ9lqgmjlgm[`$Ydd[mjk]kY Conjuration cantrip ]f\&A^l`]gZb][lakY[mjk]\eY_a[al]e$alk[mjk]j]- Casting Time: 1 action eYafk$Zmll`]kh]ddZj]Yckalkgof]jÌkYllmf]e]fllgl`] Range: 10 feet object so it can be removed or discarded. Components:N$K Resistance Duration: Instantaneous Abjuration cantrip Qgm]pl]f\qgmj`Yf\lgoYj\Y[j]Ylmj]qgm[Yfk]] Casting Time: 1 action g^fgpagmk_Yk^jgeqgmjץoal`afjYf_]Yf\hjgb][lYhm Range: Touch palm. The creature must succeed on a Constitution sav- Components: ing throw or take 1d12 poison damage. N$K$E YeafaYlmj][dgYc! Duration: ;gf[]fljYlagf$mhlg)eafml]  L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\)*o`]fqgmj]Y[` -l`d]n]d *\)*!$))l`d]n]d +\)*!$Yf\)/l`d]n]d ,\)*!& Qgmlgm[`gf]oaddaf_[j]Ylmj]&Gf[]Z]^gj]l`]kh]dd ]f\k$l`]lYj_]l[YfjgddY\,Yf\Y\\l`]fmeZ]jjgdd]\ Prestidigitation to one saving throw of its choice. It can roll the die before Transmutation cantrip or after making the saving throw. The spell then ends. Casting Time: 1 action Revivify Range: 10 feet Components:N$K 3rd-level necromancy Duration: Up to 1 hour Casting Time: 1 action Range: Touch This spell is a minor magical trick that novice Components: N$K$E \aYegf\kogjl`+((_h$o`a[`l`] kh]dd[Ykl]jkmk]^gjhjY[la[]&Qgm[j]Yl]gf]g^l`] spell consumes) lkoal`afjYf_]2][ץ[gddgoaf_eY_a[Yd^ Duration: Instantaneous $l][ץ[Qgm[j]Yl]YfafklYflYf]gmk$`Yjed]kkk]fkgjq • Qgmlgm[`Y[j]Ylmj]l`Yl`Yk\a]\oal`afl`]dYkleafml]& g^oaf\$^Yaflemka[Ydץkm[`YkYk`go]jg^khYjck$Yhm That creature returns to life with 1 hit point. This spell fgl]k$gjYfg\\g\gj& [YfÌlj]lmjflgda^]Y[j]Ylmj]l`Yl`Yk\a]\g^gd\Y_]$fgj $`]gmlY[Yf\d]$YlgjץQgmafklYflYf]gmkdqda_`lgjkfm • can it restore any missing body parts. gjYkeYdd[YehÕj]& • QgmafklYflYf]gmkdq[d]YfgjkgadYfgZb][lfgdYj_]j Sacred Flame than 1 cubic foot. Evocation cantrip • Qgm[`add$oYje$gjÖYngjmhlg)[mZa[^gglg^fgfdanaf_ material for 1 hour. Casting Time: 1 action • QgmeYc]Y[gdgj$YkeYddeYjc$gjYkqeZgdYhh]Yjgf Range: 60 feet an object or a surface for 1 hour. Components:N$K Duration: Instantaneous

59 Chapter 4: Spells Flame-like radiance descends on a creature that you can Shield see within range. The target must succeed on a Dexterity 1st-level abjuration saving throw or take 1d8 radiant damage. The target Casting Time:)j]Y[lagf$o`a[`qgmlYc]o`]fqgmYj] _YafkfgZ]f]Õl^jge[gn]j^gjl`akkYnaf_l`jgo& hit by an attack or targeted by the magic missile spell  L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[` Range: Self -l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!& Components:N$K Sanctuary Duration: 1 round 1st-level abjuration An invisible barrier of magical force appears and protects Casting Time: 1 bonus action qgm&Mfladl`]klYjlg^qgmjf]pllmjf$qgm`Yn]Y#-Zgfmk Range: 30 feet lg9;$af[dm\af_Y_Yafkll`]lja__]jaf_YllY[c$Yf\qgm Components: N$K$E YkeYddkadn]jeajjgj! take no damage from magic missile. Duration: 1 minute Shield of Faith QgmoYj\Y[j]Ylmj]oal`afjYf_]Y_YafklYllY[c&Mflad 1st-level abjuration l`]kh]dd]f\k$Yfq[j]Ylmj]o`glYj_]lkl`]oYj\]\[j]Y- Casting Time: 1 bonus action lmj]oal`YfYllY[cgjY`Yje^mdkh]ddemklÕjkleYc]Y Range: 60 feet Oak\gekYnaf_l`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]emkl Components: choose a new target or lose the attack or spell. This spell N$K$E YkeYddhYj[`e]floal`YZalg^ holy text written on it) $lk][ץ[g]kfÌlhjgl][ll`]oYj\]\[j]Ylmj]^jgeYj]Y\ Duration: ;gf[]fljYlagf$mhlg)(eafml]k km[`Ykl`]]phdgkagfg^YÕj]ZYdd&  A^l`]oYj\]\[j]Ylmj]eYc]kYfYllY[c$[YklkYkh]dd 9k`aee]jaf_Õ]d\Yhh]YjkYf\kmjjgmf\kY[j]Ylmj]g^ lkYf]f]eq$gj\]Ydk\YeY_]lgYfgl`]j[j]Y- qgmj[`ga[]oal`afjYf_]$_jYflaf_alY#*Zgfmklg9;^gj][ץl`YlY lmj]$l`akkh]dd]f\k& the duration. Sending Shocking Grasp 3rd-level evocation Evocation cantrip Casting Time: 1 action Casting Time: 1 action Range: Unlimited Range: Touch Components:N$K$E Yk`gjlha][]g^Õf][ghh]joaj]! Components: N$K Duration: 1 round Duration: Instantaneous Qgmk]f\Yk`gjle]kkY_]g^lo]flq%Õn]ogj\kgjd]kk Lightning springs from your hand to deliver a shock to to a creature with which you are familiar. The creature a creature you try to touch. Make a melee spell attack `]Yjkl`]e]kkY_]afalkeaf\$j][g_far]kqgmYkl`] Y_Yafkll`]lYj_]l&Qgm`Yn]Y\nYflY_]gfl`]YllY[cjgdd k]f\]ja^alcfgokqgm$Yf\[YfYfko]jafYdac]eYff]j a^l`]lYj_]lako]Yjaf_YjegjeY\]g^e]lYd&GfY`al$l`] immediately. The spell enables creatures with Intelli- lYj_]llYc]k)\0da_`lfaf_\YeY_]$Yf\al[YfÌllYc]j]Y[- gence scores of at least 1 to understand the meaning of tions until the start of its next turn. your message.  L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[`  Qgm[Yfk]f\l`]e]kkY_]Y[jgkkYfq\aklYf[]Yf\ -l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!& ]n]flggl`]jhdYf]kg^]pakl]f[]$Zmla^l`]lYj_]lakgfY Silence j]flhdYf]l`Yfqgm$l`]j]akY-h]j[]fl[`Yf[]l`Yl[ץa\ l`]e]kkY_]\g]kfÌlYjjan]& 2nd-level illusion (ritual) Shatter Casting Time: 1 action Range: 120 feet 2nd-level evocation Components: N$K Casting Time: 1 action Duration:;gf[]fljYlagf$mhlg)(eafml]k Range: 60 feet >gjl`]\mjYlagf$fgkgmf\[YfZ][j]Yl]\oal`afgjhYkk Components:N$K$E Y[`ahg^ea[Y! through a 20-foot-radius sphere centered on a point you Duration: Instantaneous choose within range. Any creature or object entirely in- 9km\\]fdgm\jaf_af_fgak]$hYaf^mddqafl]fk]$]jmhlk ka\]l`]kh`]j]akaeemf]lgl`mf\]j\YeY_]$Yf\[j]Y- from a point of your choice within range. Each creature tures are deafened while entirely inside it. Casting a spell in a 10-foot-radius sphere centered on that point must that includes a verbal component is impossible there. make a Constitution saving throw. A creature takes 3d8 Silent Image l`mf\]j\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_] on a successful one. A creature made of inorganic mate- 1st-level illusion jaYdkm[`Ykklgf]$[jqklYd$gje]lYd`Yk\akY\nYflY_]gf Casting Time: 1 action this saving throw. Range: 60 feet  9fgfeY_a[YdgZb][ll`YlakfÌlZ]af_ogjfgj[Yjja]\ Components:N$K$E YZalg^Ö]][]! YdkglYc]kl`]\YeY_]a^alÌkafl`]kh]ddÌkYj]Y& Duration:;gf[]fljYlagf$mhlg)(eafml]k  9l@a_`]jD]n]dk& When you cast this spell using a Qgm[j]Yl]l`]aeY_]g^YfgZb][l$Y[j]Ylmj]$gjkge] kh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq other visible phenomenon that is no larger than a 15-foot 1d8 for each slot level above 2nd.

60 Chapter 4: Spells cube. The image appears at a spot within range and lasts Qgm[Ydd^gjl`khajalklghjgl][lqgm&L`]qÖalYjgmf\qgm ^gjl`]\mjYlagf&L`]aeY_]akhmj]dqnakmYd3alakfÌlY[[ge- to a distance of 15 feet for the duration. If you are good or lk& f]mljYd$l`]ajkh][ljYd^gjeYhh]YjkYf_]da[gj^]q qgmj][ץ[hYfa]\Zqkgmf\$ke]dd$gjgl`]jk]fkgjq  Qgm[Yfmk]qgmjY[lagflg[Ymk]l`]aeY_]lgegn]lg [`ga[]!&A^qgmYj]]nad$l`]qYhh]YjÕ]f\ak`& Yfqkhgloal`afjYf_]&9kl`]aeY_][`Yf_]kdg[Ylagf$  O`]fqgm[Ykll`akkh]dd$qgm[Yf\]ka_fYl]Yfqfme- l]\Zqal&9f][ץyou can alter its appearance so that its movements ap- Z]jg^[j]Ylmj]kqgm[Yfk]]lgZ]mfY l]\[j]Ylmj]Ìkkh]]\ak`Ydn]\afl`]Yj]Y$Yf\o`]f][ץh]YjfYlmjYd^gjl`]aeY_]&>gj]pYehd]$a^qgm[j]Yl]Yf Y aeY_]g^Y[j]Ylmj]Yf\egn]al$qgm[YfYdl]jl`]aeY_] l`][j]Ylmj]]fl]jkl`]Yj]Y^gjl`]Õjkllae]gfYlmjf so that it appears to be walking. gjklYjlkalklmjfl`]j]$alemkleYc]YOak\gekYnaf_ Physical interaction with the image reveals it to be an l`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]lYc]k+\0jY\aYfl addmkagf$Z][Ymk]l`af_k[YfhYkkl`jgm_`al&9[j]Ylmj] damage (if you are good or neutral) or 3d8 necrotic dam- that uses its action to examine the image can determine Y_] a^qgmYj]]nad!&GfYkm[[]kk^mdkYn]$l`][j]Ylmj] that it is an illusion with a successful Intelligence (Inves- takes half as much damage. tigation) check against your spell save DC. If a creature  9l@a_`]jD]n]dk& When you cast this spell using a \ak[]jfkl`]addmkagf^gjo`Ylalak$l`][j]Ylmj][Yfk]] kh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq through the image. 1d8 for each slot level above 3rd. Sleep Spiritual Weapon 1st-level enchantment 2nd-level evocation Casting Time: 1 action Casting Time: 1 bonus action Range: 90 feet Range: 60 feet Components: N$K$E Yhaf[`g^Õf]kYf\$jgk]h]lYdk$gj Components: N$K a cricket) Duration: 1 minute Duration: 1 minute Qgm[j]Yl]YÖgYlaf_$kh][ljYdo]Yhgfoal`afjYf_]l`Yl This spell sends creatures into a magical slumber. Roll lasts for the duration or until you cast this spell again. 5d8; the total is how many hit points of creatures this O`]fqgm[Ykll`]kh]dd$qgm[YfeYc]Ye]d]]kh]dd l&;j]Ylmj]koal`af*(^]]lg^Yhgaflqgm attack against a creature within 5 feet of the weapon. On][ץkh]dd[YfY l]\afYk[]f\af_gj\]jg^ Y`al$l`]lYj_]llYc]k^gj[]\YeY_]]imYdlg)\0#qgmj][ץggk]oal`afjYf_]Yj]Y`] their current hit points (ignoring unconscious creatures). kh]dd[Yklaf_YZadalqeg\aÕ]j& Starting with the creature that has the lowest current  9kYZgfmkY[lagfgfqgmjlmjf$qgm[Yfegn]l`] -l]\Zql`akkh]dd^Yddkmf- weapon up to 20 feet and repeat the attack against a crea][ץalhgaflk$]Y[`[j]Ylmj]Y` [gfk[agmkmfladl`]kh]dd]f\k$l`]kd]]h]jlYc]k\YeY_]$ ture within 5 feet of it. or someone uses an action to shake or slap the sleeper The weapon can take whatever form you choose. YoYc]&KmZljY[l]Y[`[j]Ylmj]Ìk`alhgaflk^jgel`]lglYd Clerics of deities who are associated with a particular before moving on to the creature with the next lowest hit weapon (as St. Cuthbert is known for his mace and [lj]k]eZd][ץ[hgaflk&9[j]Ylmj]Ìk`alhgaflkemklZ]]imYdlggjd]kk L`gj^gj`ak`Yee]j!eYc]l`akkh]ddÌk .l]\& that weapon][ץl`Yfl`]j]eYafaf_lglYd^gjl`Yl[j]Ylmj]lgZ]Y  Mf\]Y\Yf\[j]Ylmj]kaeemf]lgZ]af_[`Yje]\Yj]fÌl  9l@a_`]jD]n]dk& When you cast this spell using a l]\Zql`akkh]dd& kh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq][ץY  9l@a_`]jD]n]dk& When you cast this spell using a 1d8 for every two slot levels above the 2nd. kh]ddkdglg^*f\d]n]dgj`a_`]j$jgddYfY\\alagfYd*\0^gj each slot level above 1st. Suggestion 2nd-level enchantment Spider Climb Casting Time: 1 action 2nd-level transmutation Range: 30 feet Casting Time: 1 action Components:N$E YkfYc]Ìklgf_m]Yf\]al`]jYZalg^ Range: Touch honeycomb or a drop of sweet oil) Components:N$K$E Y\jghg^Zalme]fYf\Ykha\]j! Duration: ;gf[]fljYlagf$mhlg0`gmjk Duration: ;gf[]fljYlagf$mhlg)`gmj Qgmkm__]klY[gmjk]g^Y[lanalq daeal]\lgYk]fl]f[] Mfladl`]kh]dd]f\k$gf]oaddaf_[j]Ylmj]qgmlgm[`_Yafk gjlog!Yf\eY_a[YddqafÖm]f[]Y[j]Ylmj]qgm[Yfk]] l`]YZadalqlgegn]mh$\gof$Yf\Y[jgkkn]jla[Ydkmj^Y[]k within range that can hear and understand you. Crea- &l][ץ[Yf\mhka\]\gofYdgf_[]adaf_k$o`ad]d]Ynaf_alk`Yf\k lmj]kl`Yl[YfÌlZ][`Yje]\Yj]aeemf]lgl`ak free. The target also gains a climbing speed equal to its The suggestion must be worded in such a manner as to walking speed. make the course of action sound reasonable. Asking the Spirit Guardians [j]Ylmj]lgklYZalk]d^$l`jgoalk]d^gflgYkh]Yj$aeeg- dYl]alk]d^$gj\gkge]gl`]jgZnagmkdq`Yje^mdY[l]f\k 3rd-level conjuration the spell. Casting Time: 1 action The target must make a Wisdom saving throw. On a Range: Self (15-foot radius) ^Yad]\kYn]$alhmjkm]kl`][gmjk]g^Y[lagfqgm\]k[jaZ]\ Components:N$K$E Y`gdqkqeZgd! to the best of its ability. The suggested course of action Duration: ;gf[]fljYlagf$mhlg)(eafml]k can continue for the entire duration. If the suggested

61 Chapter 4: Spells Y[lanalq[YfZ][gehd]l]\afYk`gjl]jlae]$l`]kh]dd]f\k Vicious Mockery o`]fl`]kmZb][lÕfak`]ko`YlaloYkYkc]\lg\g& Enchantment cantrip  Qgm[YfYdkgkh][a^q[gf\alagfkl`Yloaddlja__]jYkh]- Casting Time: 1 action [aYdY[lanalq\mjaf_l`]\mjYlagf&>gj]pYehd]$qgmea_`l Range: 60 feet km__]kll`YlYcfa_`l_an]`]joYj`gjk]lgl`]ÕjklZ]__Yj Components: V k`]e]]lk&A^l`][gf\alagfakfÌle]lZ]^gj]l`]kh]dd]p- Duration: Instantaneous haj]k$l`]Y[lanalqakfÌlh]j^gje]\&  A^qgmgjYfqg^qgmj[gehYfagfk\YeY_]l`]lYj_]l$l`] Qgmmfd]Yk`Ykljaf_g^afkmdlkdY[]\oal`kmZld]]f[`Yfl- spell ends. ments at a creature you can see within range. If the target [Yf`]Yjqgm l`gm_`alf]]\fglmf\]jklYf\qgm!$alemkl Thaumaturgy succeed on a Wisdom saving throw or take 1d4 psychic Transmutation cantrip damage and have disadvantage on the next attack roll it Casting Time: 1 action makes before the end of its next turn. Range: 30 feet  L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\,o`]fqgmj]Y[` Components: V -l`d]n]d *\,!$))l`d]n]d +\,!$Yf\)/l`d]n]d ,\,!& Duration: Up to 1 minute Warding Bond QgmeYfa^]klYeafgjogf\]j$Yka_fg^kmh]jfYlmjYd 2nd-level abjuration hgo]j$oal`afjYf_]&Qgm[j]Yl]gf]g^l`]^gddgoaf_ Casting Time: 1 action lkoal`afjYf_]2][ץ[eY_a[Yd Range: Touch • Qgmjnga[]Zggekmhlgl`j]]lae]kYkdgm\YkfgjeYd Components: N$K$E YhYajg^hdYlafmejaf_kogjl`Yl for 1 minute. d]Ykl-(_h]Y[`$o`a[`qgmYf\l`]lYj_]lemklo]Yj • Qgm[Ymk]ÖYe]klgÖa[c]j$Zja_`l]f$\ae$gj[`Yf_] for the duration) color for 1 minute. Duration: 1 hour • Qgm[Ymk]`Yjed]kklj]egjkafl`]_jgmf\ This spell wards a willing creature you touch and creates for 1 minute. a mystic connection between you and the target until the • Qgm[j]Yl]YfafklYflYf]gmkkgmf\l`Ylgja_afYl]k^jge kh]dd]f\k&O`ad]l`]lYj_]lakoal`af.(^]]lg^qgm$al Yhgaflg^qgmj[`ga[]oal`afjYf_]$km[`YkYjmeZd]g^ _YafkY#)Zgfmklg9;Yf\kYnaf_l`jgok$Yf\al`Ykj]- l`mf\]j$l`][jqg^YjYn]f$gjgeafgmko`akh]jk& kaklYf[]lgYdd\YeY_]&9dkg$]Y[`lae]allYc]k\YeY_]$ • QgmafklYflYf]gmkdq[Ymk]Yfmfdg[c]\\ggjgjoaf\go you take the same amount of damage. lgÖqgh]fgjkdYek`ml& The spell ends if you drop to 0 hit points or if you and • QgmYdl]jl`]Yhh]YjYf[]g^qgmj]q]k^gj)eafml]& the target become separated by more than 60 feet. It also A^qgm[Ykll`akkh]ddemdlahd]lae]k$qgm[Yf`Yn]mhlg ends if the spell is cast again on either of the connected &lkY[lan]YlYlae]$Yf\qgm[Yf [j]Ylmj]k&Qgm[YfYdkg\akeakkl`]kh]ddYkYfY[lagf][ץ[[l`j]]g^alk)%eafml lYkYfY[lagf& Web][ץ[akeakkkm[`Yf\ Thunderwave 2nd-level conjuration 1st-level evocation Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Self (15-foot cube) Components: N$K$E YZalg^kha\]jo]Z! Components: N$K Duration: ;gf[]fljYlagf$mhlg)`gmj Duration: Instantaneous Qgm[gfbmj]YeYkkg^l`a[c$kla[cqo]ZZaf_YlYhgaflg^ A wave of thunderous force sweeps out from you. Each qgmj[`ga[]oal`afjYf_]&L`]o]ZkÕddY*(%^ggl[mZ] creature in a 15-foot cube originating from you must ^jgel`Ylhgafl^gjl`]\mjYlagf&L`]o]ZkYj]\a׹[mdl eYc]Y;gfklalmlagfkYnaf_l`jgo&GfY^Yad]\kYn]$Y terrain and lightly obscure their area. creature takes 2d8 thunder damage and is pushed 10 feet  A^l`]o]ZkYj]fÌlYf[`gj]\Z]lo]]flogkgda\eYkk]k YoYq^jgeqgm&GfYkm[[]kk^mdkYn]$l`][j]Ylmj]lYc]k km[`YkoYddkgjlj]]k!gjdYq]j]\Y[jgkkYÖggj$oYdd$gj `Yd^Ykem[`\YeY_]Yf\akfÌlhmk`]\& []adaf_$l`][gfbmj]\o]Z[gddYhk]kgfalk]d^$Yf\l`]kh]dd  AfY\\alagf$mfk][mj]\gZb][lkl`YlYj][gehd]l]dq ends at the start of your next turn. Webs layered over a &lYj]YmlgeYla[Yddqhmk`]\)(^]]l ÖYlkmj^Y[]`Yn]Y\]hl`g^-^]]l][ץ[^oal`afl`]Yj]Yg l$Yf\l`]kh]dd]ealkY Each creature that starts its turn in the webs or that][ץ[YoYq^jgeqgmZql`]kh]ddÌk thunderous boom audible out to 300 feet. enters them during its turn must make a Dexterity saving 9l@a_`]jD]n]dk& When you cast this spell using a l`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]akj]kljYaf]\Ykdgf_ kh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq as it remains in the webs or until it breaks free. 1d8 for each slot level above 1st. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it km[[]]\k$alakfgdgf_]jj]kljYaf]\&  L`]o]ZkYj]ÖYeeYZd]&9fq-%^ggl[mZ]g^o]Zk ]phgk]\lgÕj]ZmjfkYoYqaf)jgmf\$\]Ydaf_*\,Õj] \YeY_]lgYfq[j]Ylmj]l`YlklYjlkalklmjfafl`]Õj]&

62 Chapter 4: Spells Appendix A: Sidekicks

GfqgmjY\n]flmj]k$l`]gjegj]af^gjeYlagfgfklYlZdg[ck$k]]l`]É;j]Y- lmj]kÊk][lagfg^l`]Y\n]flmj]Zggcd]l& Shortbow. Ranged Weapon Attack:WRKLWUDQJHIW one target. Hit: G SLHUFLQJGDPDJH Spellcaster 1st-level Medium humanoid Warrior Armor Class OHDWKHU 1st-level Medium humanoid Hit Points G Speed 30 ft. Armor Class FKDLQVKLUWVKLHOG Hit Points G STR DEX CON INT WIS CHA Speed 30 ft.                   STR DEX CON INT WIS CHA Saving Throws:LV                   Skills$UFDQD,QYHVWLJDWLRQ5HOLJLRQ Senses passive Perception 12 Saving Throws&RQ Languages Common, plus one of your choice Skills$WKOHWLFV3HUFHSWLRQ6XUYLYDO Senses passive Perception 13 Languages Common, plus one of your choice Magical Role. Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below. Martial Role. The warrior has one of the following traits of Spellcasting (Healer). The spellcaster’s spellcasting ability is your choice: :LVGRP VSHOOVDYH'&WRKLWZLWKVSHOODWWDFNV 7KH spellcaster has following cleric spells prepared: Attacker. The warrior gains a +2 bonus to attack rolls. Defender. The warrior gains the Protection reaction below. &DQWULSV DWZLOO guidance, VDFUHGŜDPH VWOHYHO VORWV cure wounds Actions Spellcasting (Mage). The spellcaster’s spellcasting ability is Longsword. Melee Weapon Attack: WRKLWUHDFKIWRQHWDU- ,QWHOOLJHQFH VSHOOVDYH'&WRKLWZLWKVSHOODWWDFNV 7KH get. Hit: G VODVKLQJGDPDJHRU G VODVKLQJ spellcaster has following wizard spells prepared: damage if used with two hands. &DQWULSV DWZLOO śUHEROW, light Longbow. Ranged Weapon Attack:WRKLWUDQJHIW VWOHYHO VORWV sleep one target. Hit: G SLHUFLQJGDPDJH Actions Reactions 4XDUWHUVWDŚMelee Weapon Attack: WRKLWUHDFKIWRQH Protection (Defender Only). The warrior imposes disadvantage target. Hit: G EOXGJHRQLQJGDPDJHRU G EOXGJHRQ- RQWKHDWWDFNUROORIDFUHDWXUHZLWKLQIHHWRILWZKRVHWDUJHW ing damage if used with two hands. isn’t the warrior. The warrior must be able to see the attacker. 63 Appendix A: sidekicks Proficiencies Level Hit Points New Features 9ka\]ca[cakhjgÕ[a]floal`YfqYjegj$o]Yhgfk$Yf\ WK  G Ability Score Improvement. The spell- lggdkaf[dm\]\afalkklYlZdg[c&AfY\\alagf$experts are FDVWHUôV,QW PDJH RU:LV KHDOHU  hjgÕ[a]floal`kaehd]o]Yhgfk$jYha]jk$k`gjlkogj\k$ score increases by 2, raising the mod- and light armor; spellcastersYj]hjgÕ[a]floal`kaehd] LśHUE\VRLQFUHDVHWKHIROORZLQJ weapons and light armor; and warriorsYj]hjgÕ[a]fl numbers by 1: the spellcaster’s spell oal`kaehd]Yf\eYjlaYdo]Yhgfk$k`a]d\k$Yf\YddYjegj& save DC and the bonus to hit of spell Sidekick Level attacks, the bonuses in the Skills entry of the mage, the Wisdom saving throw Qgmjka\]ca[cklYjlkYkY)kl%d]n]d[`YjY[l]j&9kqgmYf\ bonus of the healer, and the passive qgmjka\]ca[cY\n]flmj]lg_]l`]j$qgmjka\]ca[c_Yafk Perception of the healer. experience points and reaches new levels the same way a hdYq]j[`YjY[l]j\g]k$mkaf_l`]jmd]kaf[`Yhl]j)& Spellcasting. The spellcaster learns  O`]fYka\]ca[c_YafkYd]n]d$dggcYll`]ka\]ca[cÌk another cantrip: resistance KHDOHU RU lYZd]Z]dgo$Yf\[gfkmdll`]f]od]n]dÌkjgo$o`a[`k`gok mage hand PDJH  l`]ka\]ca[cÌkf]o`alhgafleYpaemeYf\^]Ylmj]k& WK  G 3URśFLHQF\%RQXVThe spellcaster’s  L`]

Conditions alter a creature’s capabilities in a variety of Paralyzed ways and can arise as a result of a spell, a class feature, a • A paralyzed creature is incapacitated (see the condition) &l&Egkl[gf\alagfk$km[`Yk Yf\[YfÌlegn]gjkh]Yc][ץ[egfkl]jÌkYllY[c$gjgl`]j blinded, are impairments, but a few, such as invisible, can • The creature automatically fails Strength and Dexterity Z]Y\nYflY_]gmk& kYnaf_l`jgok& A condition lasts either until it is countered (the prone • 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]& condition is countered by standing up, for example) or for a • Any attack that hits the creature is a critical hit if the &[ll`Ylaehgk]\l`][gf\alagf& YllY[c]jakoal`af-^]]lg^l`][j]Ylmj][ץ[[`mjYlagfkh][aÕ]\Zql\ -lkaehgk]l`]kYe][gf\alagfgfY[j]Y][ץ[[A^emdlahd  ture, each instance of the condition has its own duration, Petrified lk\gfÌl_]logjk]&9[j]Ylmj]]a- • 9h]ljaÕ]\[j]Ylmj]akljYfk^gje]\$Ydgf_oal`Yfq][ץ[Zmll`][gf\alagfÌk l`]j`YkY[gf\alagfgj\g]kfÌl& nonmagical object it is wearing or carrying, into a solid  L`]^gddgoaf_\]Õfalagfkkh][a^qo`Yl`Yhh]fklgY afYfaeYl]kmZklYf[] mkmYddqklgf]!&Alko]a_`laf[j]Yk]k [j]Ylmj]o`ad]alakkmZb][l]\lgY[gf\alagf& ZqY^Y[lgjg^l]f$Yf\al[]Yk]kY_af_& Blinded • The creature is incapacitated (see the condition), can’t egn]gjkh]Yc$Yf\akmfYoYj]g^alkkmjjgmf\af_k& • A blinded creature can’t see and automatically fails any • 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]& YZadalq[`][cl`Ylj]imaj]kka_`l& • The creature automatically fails Strength and Dexterity • Attack rolls against the creature have advantage, and the kYnaf_l`jgok& [j]Ylmj]ÌkYllY[cjgddk`Yn]\akY\nYflY_]& • L`][j]Ylmj]`Ykj]kaklYf[]lgYdd\YeY_]& Charmed • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, • A charmed creature can’t attack the charmer or target fglf]mljYdar]\& &lk][ץ[l`][`Yje]joal``Yje^mdYZadala]kgjeY_a[Yd • The charmer has advantage on any ability check to inter- Poisoned Y[lkg[aYddqoal`l`][j]Ylmj]& • A poisoned creature has disadvantage on attack rolls Deafened Yf\YZadalq[`][ck& • A deafened creature can’t hear and automatically fails Prone YfqYZadalq[`][cl`Ylj]imaj]k`]Yjaf_& • A prone creature’s only movement option is to crawl, Frightened mfd]kkalklYf\kmhYf\l`]j]Zq]f\kl`][gf\alagf& • L`][j]Ylmj]`Yk\akY\nYflY_]gfYllY[cjgddk& • A frightened creature has disadvantage on ability checks • An attack roll against the creature has advantage if the and attack rolls while the source of its fear is within line YllY[c]jakoal`af-^]]lg^l`][j]Ylmj]&Gl`]joak]$l`] g^ka_`l& YllY[cjgdd`Yk\akY\nYflY_]& • The creature can’t willingly move closer to the source of alk^]Yj& Restrained Grappled • A restrained creature’s speed becomes 0, and it can’t Z]f]Õl^jgeYfqZgfmklgalkkh]]\& • A grappled creature’s speed becomes 0, and it can’t ben- • Attack rolls against the creature have advantage, and the ]Õl^jgeYfqZgfmklgalkkh]]\& [j]Ylmj]ÌkYllY[cjgddk`Yn]\akY\nYflY_]& • The condition ends if the grappler is incapacitated (see • The creature has disadvantage on Dexterity saving l`][gf\alagf!& l`jgok& -lj]egn]kl`]_jYh][ץ[L`][gf\alagfYdkg]f\ka^Yf • pled creature from the reach of the grappler or grappling Stunned ,(l$km[`Yko`]fY[j]Ylmj]ak`mjd]\YoYqZql`] • A stunned creature is incapacitated (see the condition][ץ[ thunderwave kh]dd& [YfÌlegn]$Yf\[Yfkh]Ycgfdq^Ydl]jaf_dq& Incapacitated • The creature automatically fails Strength and Dexterity kYnaf_l`jgok& • 9faf[YhY[alYl]\[j]Ylmj][YfÌllYc]Y[lagfkgjj]Y[lagfk& • 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]& Invisible Unconscious • An invisible creature is impossible to see without the • An unconscious creature is incapacitated (see the Ya\g^eY_a[gjYkh][aYdk]fk]&>gjl`]hmjhgk]g^ condition), can’t move or speak, and is unaware of its `a\af_$l`][j]Ylmj]ak`]YnadqgZk[mj]\&L`][j]Ylmj]Ìk kmjjgmf\af_k& location can be detected by any noise it makes or any • L`][j]Ylmj]\jghko`Yl]n]jalÌk`gd\af_Yf\^Yddkhjgf]& ljY[ckald]Yn]k& • The creature automatically fails Strength and Dexterity • Attack rolls against the creature have disadvantage, and kYnaf_l`jgok& l`][j]Ylmj]ÌkYllY[cjgddk`Yn]Y\nYflY_]& • 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]& • Any attack that hits the creature is a critical hit if the YllY[c]jakoal`af-^]]lg^l`][j]Ylmj]&

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