AGE 12+

ESSENTIALS KITRULEBOOKRULEBOOK
Contents
Welcome to <୉੘জळક੘૳<૙ߣজક੘૳ ...... 2
Chapter 1: Creating a Character ........... 4
Creation Steps.............................................. 4
Gaining Levels ............................................. 7
Races .............................................................. 7
Dwarf .......................................................... 7
Elf................................................................. 8
 @YdÖaf_ ....................................................... 9
Human ...................................................... 10
Character Classes ..................................... 11
Bard ........................................................... 11
Cleric ......................................................... 13Fighter ...................................................... 16
Rogue ........................................................ 18
Wizard ...................................................... 20
Backgrounds............................................... 24
Acolyte ...................................................... 24
Criminal ................................................... 25
Entertainer .............................................. 25
Sage........................................................... 26
Soldier ...................................................... 27
Chapter 2: Playing the Game ............... 28
Advantage and Disadvantage .................28
Saving Throws ........................................... 28
Ability Checks ............................................ 29Contests.................................................... 29
Skills ......................................................... 29
Working Together ..................................30
Strength Checks ....................................30
Dexterity Checks ....................................30
Constitution Checks .............................. 31
Intelligence Checks ............................... 31
Wisdom Checks...................................... 31
Charisma Checks ................................... 31

The Environment....................................... 32
Travel ........................................................ 32
Special Types of Movement ................. 32
Falling ....................................................... 32
 Km‫ץ‬g[Ylaf_ .............................................. 32
Vision and Light ..................................... 32
Interacting with Objects ....................... 33
Social Interaction ...................................... 33
Resting ......................................................... 33
Combat .........................................................34
The Order of Combat ............................34
Movement and Position ........................ 35
Actions in Combat.................................. 35
Making an Attack ...................................36
Cover .........................................................36
Ranged Attacks ...................................... 37
Melee Attacks.......................................... 37
Damage and Healing ............................38
Mounted Combat .................................... 39
Underwater Combat .............................. 39

Casting a Spell ........................................... 49
Casting in Armor ................................... 49
Casting Time ........................................... 49
Range ........................................................ 49
Components ............................................ 49
Duration ................................................... 50
Targets ...................................................... 50
 9j]Ykg^=‫[]ץ‬l ........................................ 50
Saving Throws ....................................... 51
Attack Rolls ............................................. 51
Spell Descriptions ..................................... 51
Appendix A: Sidekicks ........................... 63
Appendix B: Conditions ......... Back cover

Chapter 3: Equipment ............................40
Armor and Shields ....................................40
Weapons ...................................................... 41
Adventuring Gear ...................................... 42
Mounts and Services ................................ 45
Magic Items................................................. 45
Chapter 4: Spells ......................................48
What Is a Spell? .........................................48
Schools of Magic ....................................48
Spell Level ...............................................48
Known and Prepared Spells ...............48
Spell Slots................................................ 49
Cantrips .................................................... 49
Rituals ...................................................... 49

Credits

RICHARD WHITTERS

Rulebook Designer: Jeremy Crawford
Adventure Designer: Christopher Perkins
Additional Adventure Design: Richard Baker
Adventure Development: Ben Petrisor
Adventure Editing: Scott Fitzgerald Gray
Playtest Coordinator: Christopher Lindsay
Art Directors: Kate Irwin, Shauna Narciso
Graphic Designer: Trish Yochum
Cover Illustrator: Grzegorz Rutkowski
Illustrators: Mark Behm, Eric Belisle,
Christopher Burdett, Wesley Burt,
Conceptopolis, Olga Drebas, Jesper Ejsing,
Craig Elliot, Tomás Giorello, Lars Grant-West,
Suzanne Helmigh, Brynn Metheney, Claudio
Pozas, Craig J Spearing, Zack Stella, Richard
Whitters, Shawn Wood
Cartographers: Jason A. Engle, Mike Schley

Original 5th Edition Design: Jeremy Crawford,
Mike Mearls, Christopher Perkins, James
Wyatt, Rodney Thompson, Robert J. Schwalb,
Peter Lee, Steve Townshend, Bruce R. Cordell
Original 5th Edition Editing: Chris Sims,
Michele Carter, Scott Fitzgerald Gray, Kim
Mohan
Based on the original D&D game by
E. Gary Gygax and Dave Arneson

Producer: Dan Tovar
Product Concept: Mark Price
Production Services: Cynda Callaway, Kevin<HH'DYLG*HUVKPDQ-HŚHUVRQ'XQODS_______________________________________
Senior Director Global Brand Strategy:
Nathan Stewart
Director Licensing & Publishing: Liz Schuh
Licensing Manager: Hilary Ross
Digital Marketing Manager: Bart Carroll
Senior Communications Manager: Greg Tito
Manager Global Brand Marketing: Anna Vo
Brand Manager: Shelly Mazzanoble
Associate Brand Manager: Pelham Greene
Narrative Designers: Adam Lee, Ari Levitch
Game Designer: Kate Welch
Graphic Designer: Emi Tanji
Project Manager: Bill Benham
Editor: F. Wesley Schneider

Welcome to Dungeons & Dragons<૙ঽஉळ੘ࣸெঽ੅ߣজঽ੘ߣଚঽક੘$ଚরळ<୉੘জळક੘૳<૙ߣজક੘૳
roleplaying game is about storytelling in worlds of swords
and spells. This rulebook gives you the rules for creatingY[`YjY[l]jafl`gk]ogjd\k$Yf\alhjgna\]kYddl`]jmd]k
you need to start adventuring. The other book in this set
contains an adventure for you to play. Everyone who plays
eYqj]Y\l`akjmd]Zggc$Zmll`]Y\n]flmj]akbmkl^gjl`]
]q]kg^l`]<mf_]gfEYkl]j <E!$o`goaddjmfal&Game Overview
Afl`]<<_Ye]$]Y[`hdYq]j[j]Yl]kY[`YjY[l]jo`g
is an adventurer and teams up with other adventurers
hdYq]\Zq^ja]f\k!&Gf]hdYq]j$`go]n]j$lYc]kgfl`]jgd]
g^l`]<E$l`]_Ye]Ìkd]Y\klgjql]dd]jYf\j]^]j]]&L`]
<EjmfkY\n]flmj]k^gjl`][`YjY[l]jk$o`gfYna_Yl]alk
hazards and decide which paths to explore. The DM describes the locations and creatures that the adventurers^Y[]$Yf\l`]hdYq]jk\][a\]o`Yll`]qoYfll`]aj[`Yjacters to do. Then the DM determines the results of the
Y\n]flmj]jkÌY[lagfkYf\fYjjYl]ko`Yll`]q]ph]ja]f[]&
Because the DM can improvise to react to anything thehdYq]jkYll]ehl$<<akafÕfal]dqÖ]paZd]$Yf\]Y[`Y\venture can be unexpected.
 @]j]ÌkYf]pYehd]g^l`]<E\]k[jaZaf_Yk[]f]$oal`
two players responding:
Dungeon Master (DM): The castle stands among thetrees, the crumbling ruins of seven round towers jutting
up from it like broken teeth. An archway littered with
twisted shards of rusted metal gapes open at the top of
DVKRUWŜLJKWRIVWHSV7ZRRIWKHWRZHUVVSHFNOHGZLWKdark arrow slits, loom beside the entryway, and a dark hallyawns beyond.
Phillip (cleric): Let’s send the rogue up ahead to look inand make sure it’s safe.
Amy (rogue): OK, I’ll move to the side and sneak along
the wall of the tower until I can peer in through theentrance.

 L`]_Ye]Ìkjmd]k_an]kljm[lmj]lgqgmj<<klgja]k$
a way of determining the consequences of the advenlmj]jkÌY[lagf&HdYq]jkjgdd\a[]lgj]kgdn]o`]l`]jl`]aj
YllY[ck`algjeakk$o`]l`]jl`]q]k[Yh]^jgeY\Yf_]j$gjo`]l`]jl`]qhmddg‫ץ‬kge]gl`]j\Yf_]jgmklYkc&9fql`af_akhgkkaZd]$Zmll`]\a[]eYc]kge]gml[ge]kegj]
hjgZYZd]l`Yfgl`]jk&@]j]ÌkYf]pYehd]g^\a[]afY[lagf2
DM: All right, Amy, let’s see how sneaky you are. Make a
Dexterity check.
Amy: With my Stealth skill, right?
DM: You bet.
Amy (rolling a d20): I’m pretty sneaky—that’s a 17.
DM: OK, there’s no sign that anyone notices you. And
you’re looking inside?

2

Welcome to Dungeons & Dragons

The game ends only when your group decides it does;o`]fgf]klgjqgjim]klojYhkmh$Yfgl`]jgf][YfZ]_af$[j]Ylaf_Yfgf_gaf_klgjq[Ydd]\Ycampaign. Many
people who play the game keep their campaigns going for
egfl`kgjq]Yjk$e]]laf_oal`l`]aj^ja]f\kY^]olae]kYegfl`lgha[cmhl`]klgjqo`]j]l`]qd]^lg‫&ץ‬L`]Y\venturers grow in might as the campaign continues. Eachegfkl]j\]^]Yl]\$]Y[`Y\n]flmj][gehd]l]\$Yf\]Y[`lj]Ykmj]j][gn]j]\fglgfdqY\\klgl`][gflafmaf_klgjq$
but also earns the adventurers new capabilities. This in[j]Yk]afhgo]jakj]Ö][l]\ZqYfY\n]flmj]jÌkd]n]d& L`]j]Ìkfgoaffaf_Yf\dgkaf_afl`]<<_Ye]ÈYld]Ykl$fgll`]oYql`gk]l]jekYj]mkmYddqmf\]jklgg\&Lg_]l`]j$l`]<EYf\l`]hdYq]jk[j]Yl]Yf]p[alaf_klgjqg^bold adventurers who confront deadly perils. Sometimes
YfY\n]flmj]jea_`l[ge]lgY_jakdq]f\$lgjfYhYjlZqferocious monsters or done in by a nefarious villain. Even
kg$l`]gl`]jY\n]flmj]jk[Yfk]Yj[`^gjhgo]j^mdeY_a[lgj]nan]l`]aj^Ydd]f[gejY\]$gjl`]hdYq]jea_`l[`ggk]lg
create a new character to carry on. The group might fail to[gehd]l]YfY\n]flmj]km[[]kk^mddq$Zmla^]n]jqgf]`Y\Y_gg\lae]Yf\[j]Yl]\Ye]egjYZd]klgjq$l`]qYddoaf&

How to PlayThe play of the <୉੘জळક੘૳<૙ߣজક੘૳ game unfolds according to this basic pattern.
1. The DM describes the environment. The DMl]ddkl`]hdYq]jko`]j]l`]ajY\n]flmj]jkYj]Yf\o`YlÌkYjgmf\l`]e$hj]k]flaf_l`]ZYka[k[gh]g^ghlagfkl`Yl
hj]k]fll`]ek]dn]k `goeYfq\ggjkd]Y\gmlg^Yjgge$o`YlÌkgfYlYZd]$o`gÌkafl`]lYn]jf$Yf\kggf!&
2. The players describe what they want to do. Somelae]kgf]hdYq]jkh]Yck^gjl`]o`gd]hYjlq$kYqaf_$
ÉO]ÌddlYc]l`]]Ykl\ggj$Ê^gj]pYehd]&Gl`]jlae]k$
\a‫]ץ‬j]flY\n]flmj]jk\g\a‫]ץ‬j]fll`af_k2gf]Y\n]flmj]jmight search a treasure chest while a second examines
an esoteric symbol engraved on a wall and a third keeps
oYl[`^gjegfkl]jk&L`]hdYq]jk\gfÌlf]]\lglYc]lmjfk$
but the DM listens to every player and decides how to resolve those actions.
 Kge]lae]k$j]kgdnaf_YlYkcak]Ykq&A^YfY\n]flmj]j
oYflklgoYdcY[jgkkYjggeYf\gh]fY\ggj$l`]<E
might just say that the door opens and describe what liesZ]qgf\&:mll`]\ggjea_`lZ]dg[c]\$l`]Öggjea_`l`a\]Y\]Y\dqljYh$gjkge]gl`]j[aj[meklYf[]ea_`l
make it challenging for an adventurer to complete a task.
Afl`gk][Yk]k$l`]<E\][a\]ko`Yl`Yhh]fk$g^l]f
relying on the roll of a die to determine the results ofan action.
3. The DM narrates the results of the adventurers’
actions. Describing the results often leads to another de[akagfhgafl$o`a[`Zjaf_kl`]Ögog^l`]_Ye]ja_`lZY[c
to step 1.
This pattern holds whether the adventurers are caulagmkdq]phdgjaf_Yjmaf$lYdcaf_lgY\]nagmkhjaf[]$gj
locked in mortal combat against a dragon. In certain situYlagfk$hYjla[mdYjdq[geZYl$l`]Y[lagfakegj]kljm[lmj]\and the players (and DM) do take turns choosing andj]kgdnaf_Y[lagfk&:mlegklg^l`]lae]$hdYqakÖma\Yf\Ö]paZd]$Y\Yhlaf_lgl`][aj[meklYf[]kg^l`]Y\n]flmj]&

fmeZ]jkYf\l]ddkhdYq]jko`]l`]jl`]ajYZadalq[`][ck$
YllY[cjgddk$Yf\kYnaf_l`jgokYj]km[[]kk^md&
The target number for an ability check or a saving
throw is called a <a‫[׹‬mdlq;dYkk (DC). The target number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasksaf<<hdYq&;`Yhl]j*hjgna\]kegj]\]lYad]\jmd]k^gj
using the d20 in the game.

Other Rules to Remember
The DM Adjudicates the Rules

Game DiceL`]_Ye]mk]khgdq`]\jYd\a[]oal`\a‫]ץ‬j]flfmeZ]jkg^ka\]k&Afl`]k]jmd]k$l`]\a‫]ץ‬j]fl\a[]Yj]j]^]jj]\lgZqthe letter d^gddgo]\Zql`]fmeZ]jg^ka\]k2\,$\.$\0$
\)($\)*$Yf\\*(&>gjafklYf[]$Y\.akYkap%ka\]\\a]
(the typical cube that many games use).
 H]j[]flad]\a[]$gj\)(($ogjcYdalld]\a‫]ץ‬j]fldq&Qgm
generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (desa_fYl]\Z]^gj]qgmjgdd!_an]kl`]l]fk\a_al$Yf\l`]gl`]j_an]kl`]gf]k\a_al&A^qgmjgddY/Yf\Y)$^gj]pYehd]$
the number rolled is 71. Two 0s represent 100.
 O`]fqgmf]]\lgjgdd\a[]$l`]jmd]kl]ddqgm`goeYfq
\a[]lgjgddg^Y[]jlYaflqh]$Yko]ddYko`Yleg\aÕ]jklg
Y\\&>gj]pYehd]$É+\0#-Êe]Yfkqgmjgddl`j]]]a_`l%ka\]\\a[]$Y\\l`]elg_]l`]j$Yf\Y\\-lgl`]lglYd&

RICHARD WHITTERS

The Core RuleO`]fl`]gml[ge]g^YfY[lagfakmf[]jlYaf$l`]_Ye]j]lies on the roll of a d20 to determine success or failure.
Every character and monster in the game has capaZadala]k\]Õf]\Zqkapability scores. The abilities areKlj]f_l`$<]pl]jalq$;gfklalmlagf$Afl]dda_]f[]$Oak\ge$
Yf\;`YjakeY$Yf\l`]qlqha[YddqjYf_]^jge+lg)0^gj
most adventurers. (Monsters might have scores as low as)gjYk`a_`Yk+(&!L`]k]YZadalqk[gj]k$Yf\l`]abilityeg\aÕ]jk\]jan]\^jgel`]e$Yj]l`]ZYkak^gjYdegkl
]n]jq\*(jgddl`YlYhdYq]jeYc]kgfY[`YjY[l]jÌkgj
egfkl]jÌkZ]`Yd^& 9Zadalq[`][ck$YllY[cjgddk$Yf\kYnaf_l`jgokYj]l`]l`j]]eYafcaf\kg^\*(jgddk$^gjeaf_l`][gj]g^l`]_Ye]Ìkjmd]k&9ddl`j]]^gddgol`]k]kaehd]kl]hk&)&Jgddl`]\a]Yf\Y\\Yeg\aÕ]j& Roll a d20 and addl`]j]d]nYfleg\aÕ]j&L`akaklqha[Yddql`]eg\aÕ]j\]jan]\^jgegf]g^l`]kapYZadalqk[gj]k$Yf\alkge]lae]k
af[dm\]kYhjgÕ[a]f[qZgfmklgj]Ö][lY[`YjY[l]jÌkhYjticular skill. (See chapter 1 for details on each ability and`golg\]l]jeaf]YfYZadalqÌkeg\aÕ]j&!
2. Apply circumstantial bonuses and penalties. A[dYkk^]Ylmj]$Ykh]dd$YhYjla[mdYj[aj[meklYf[]$gjkge]
gl`]j]‫[]ץ‬lea_`l_an]YZgfmkgjh]fYdlqlgl`][`][c&
9dkg$l`]jgddea_`l`Yn]Y\nYflY_]gj\akY\nYflY_]$]pplained on page 28.
3. Compare the total to a target number. If the total]imYdkgj]p[]]\kl`]lYj_]lfmeZ]j$l`]YZadalq[`][c$
YllY[cjgdd$gjkYnaf_l`jgoakYkm[[]kk&Gl`]joak]$alÌkY
failure. The DM is usually the one who determines targetL`]<Eakl`]ÕfYdYml`gjalqgf`gol`]jmd]kogjc
afhdYq&A^l`]j]Ìk]n]jYim]klagfYZgml`gokge]l`af_^mf[lagfkafl`]_Ye]$l`]<Ehjgna\]kl`]Yfko]j&L`ak
`]dhkc]]hl`]_Ye]egnaf_&A^qgmÌj]l`]<E$j]e]eZ]jl`ak2<<akY[g%gh_Ye]$kgeYc]jmd]k\][akagfkl`Ylenhance the enjoyment of your group.

Round Down
O`]f]n]jqgm\ana\]YfmeZ]jafl`]_Ye]$jgmf\\gofa^qgm]f\mhoal`Y^jY[lagf$]n]fa^l`]^jY[lagfakgf]%
half or greater.

Specific Beats General
This book contains rules that govern how the game plays.
L`YlkYa\$eYfql`af_kafl`]_Ye] jY[aYdljYalk$[dYkk
^]Ylmj]k$kh]ddk$eY_a[al]ek$egfkl]jYZadala]k$Yf\gl`]j
_Ye]]d]e]flk!Zj]Ycl`]_]f]jYdjmd]kafkge]oYq$
creating an exception to how the rest of the game works.
A^Ykh][aÕ[jmd][gfljY\a[lkY_]f]jYdjmd]$l`]kh][aÕ[rule wins.
 >gj]pYehd]$qgmYdoYqkjgmf\\gofo`]fqgm]f\mh
oal`Y^jY[lagfaf<<$Zmlqgmea_`l`Yn]Y[dYkk^]Yture that tells you to round a particular fraction up. Thatfeature creates a minor exception in the game.

Effects with the Same Name Don’t Stack<a‫]ץ‬j]fl]‫[]ץ‬lkafl`]_Ye][YfY‫[]ץ‬lYlYj_]lYll`]kYe]lae]&>gj]pYehd]$log\a‫]ץ‬j]flZ]f]Õlk[Yf_an]
you a bonus to your Armor Class. But when two or more]‫[]ץ‬lk`Yn]l`]kYe]hjgh]jfYe]$gfdqgf]g^l`]eYhhda]ko`ad]l`]\mjYlagfkg^l`]]‫[]ץ‬lkgn]jdYh Y\mjYtion is a time span of 1 round or more). The most potent]‫[]ץ‬lÈkm[`Ykl`]`a_`]klZgfmkÈakl`]gf]l`YlYhhda]k$
gjl`]egklj][]fl]‫[]ץ‬lYhhda]ka^l`]]‫[]ץ‬lkYj]]imYddq
hgl]fl&>gj]pYehd]$a^bless spell is cast on you whenqgmÌj]kladdmf\]jl`]]‫[]ץ‬lg^Yf]Yjda]jbless$qgm_Yafl`]Z]f]Õlg^gfdqgf][Yklaf_&

What’s Next?
This set is a complete D&D experience, enough to provide
hours of play. You can even play through the adventure book
PXOWLSOHWLPHV<RXPLJKWEHVXUSULVHGDWKRZGLŚHUHQWO\things can turn out! But one of the most rewarding things
about D&D is that it provides the opportunity to createcharacters, and even worlds, of your own.
If you want to create a greater variety of characters or populate your adventures with other monsters, check out theśIWKHGLWLRQPlayer’s Handbook, Monster Manual, and Dungeon Master’s Guide. These advanced rulebooks introduce
you to the vast multiverse of D&D and invite you to create
unique characters and worlds within it.

Welcome to Dungeons & Dragons

3Chapter 1: Creating a Character>gddgol`]k]km__]kl]\kl]hk$eYcaf_\][akagfkl`Ylj]Ö][ll`][`YjY[l]jqgmoYfl&Qgmj[gf[]hlagfg^qgmj
character might evolve with each choice you make.
 Afl`akk][lagf$o]mk]l`]l]jecharacter sheet toe]Yfo`Yl]n]jqgmmk]lgljY[cqgmj[`YjY[l]j$o`]l`]jalÌkY^gjeYd[`YjY[l]jk`]]l dac]l`]gf]l`Yl[ge]koal`l`akjmd]Zggc!$kge]^gjeg^\a_alYdj][gj\ km[`Ykgf
<<:]qgf\$\f\Z]qgf\&[ge!$gjYhdYafha][]g^hYh]j&Every adventurer is a member of a character class. Class
ZjgY\dq\]k[jaZ]kY[`YjY[l]jÌkng[Ylagf$kh][aYdlYd]flk$
and the tactics the character is most likely to employo`]f]phdgjaf_Y\mf_]gf$Õ_`laf_egfkl]jk$gj]f_Y_ing in a tense negotiation. Each class is detailed in the
É;`YjY[l]j;dYkk]kÊk][lagf hY_]))!& Qgmj[`YjY[l]jj][]an]keYfqZ]f]Õlk^jgeqgmj[`ga[]
g^[dYkk&L`]k]Z]f]ÕlkYj]class featuresÈ[YhYZadala]k(including spellcasting) that set your character apart frome]eZ]jkg^gl`]j[dYkk]k&QgmYdkg_YafYfmeZ]jg^hjgÕ[a]f[a]k2Yjegj$o]Yhgfk$kcaddk$kYnaf_l`jgok$Yf\kge]lae]klggdk&QgmjhjgÕ[a]f[a]k\]Õf]eYfqg^l`]l`af_kqgmj[`YjY[l]j[Yf\ghYjla[mdYjdqo]dd$^jgemkaf_
certain weapons to telling a convincing lie.
 Gfqgmj[`YjY[l]jk`]]l$j][gj\Yddl`]^]Ylmj]kl`Yl
your class gives you at 1st level.

1. Choose a RaceLevel=n]jq[`YjY[l]jZ]dgf_klgYjY[]$gf]g^l`]eYfq`meYfga\kh][a]kaf<<&L`]egkl[geegfhdYq]j[`YjY[l]jjY[]kYj]\oYjn]k$]dn]k$`YdÖaf_k$Yf\`meYfk&=Y[`jY[]ak\]lYad]\afl`]ÉJY[]kÊk][lagf hY_]/!& Qgmj[`YjY[l]jÌkjY[]_jYflkhYjla[mdYjjY[aYdljYalk$such as special senses. Record all these traits on your[`YjY[l]jk`]]l&QgmjjY[]Ydkgaf[j]Yk]kgf]gjegj]g^
qgmjYZadalqk[gj]k$o`a[`qgm\]l]jeaf]afkl]h+&Fgl]
these increases and remember to apply them later.

Qgmj[`YjY[l]jklYjlkYl)kld]n]dYf\Y\nYf[]kafd]n]d
by adventuring and gaining experience points PH!&Qgm
start with 0 XP.

Creation Steps

4

2. Choose a Class

Chapter 1: Creating a Character

Hit Points and Hit Dice
Qgmj[`YjY[l]jÌk`alhgaflk\]Õf]`golgm_`qgmj[`YjY[l]jakaf[geZYlYf\gl`]j\Yf_]jgmkkalmYlagfk&Qgmj
hit points are determined by your Hit Dice (short for Hit
Point Dice).

SUZANNE HELMIGH

Qક୉૙কঽ૙૳ଚ૳ଚळ્ঽ੘્৴ߣெঽ੘জߣ੘ߣदஉळ੘ଚ୉૙ळ૙ঽ੘ଚরळ
<୉੘জळક੘૳<૙ߣজક੘૳ game is to create a character ofqgmjgof&Qgmj[`YjY[l]jakY[geZafYlagfg^_Ye]klYlakla[k$jgd]hdYqaf_`ggck$Yf\qgmjaeY_afYlagf&Qgm[`ggk]
YjY[] km[`Yk`meYfgj]d^!Yf\Y[dYkk km[`YkÕ_`l]j
gjoarYj\!&QgmYdkgafn]fll`]h]jkgfYdalq$Yhh]YjYf[]$
and backstory of the character.

 9l)kld]n]d$qgmj[`YjY[l]j`Yk)@al<a]$Yf\l`]\a]
lqh]ak\]l]jeaf]\Zqqgmj[dYkk&QgmklYjloal``alhgaflk
]imYdlgl`]`a_`]kljgddg^l`Yl\a]$Ykaf\a[Yl]\afqgmj
[dYkk\]k[jahlagf& QgmYdkgY\\qgmj;gfklalmlagfeg\aÕ]j$o`a[`qgmÌdd\]l]jeaf]afkl]h+&!L`akakYdkgqgmj
hit point maximum.
 J][gj\qgmj[`YjY[l]jÌk`alhgaflkgfqgmj[`YjY[l]j
sheet. Also record the type of Hit Die your character uses
Yf\l`]fmeZ]jg^@al<a[]qgm`Yn]&9^l]jqgmj]kl$qgm
can spend Hit Dice to regain hit points (see page 33).

Proficiency Bonus
The table that appears in your class description shows
qgmjhjgÕ[a]f[qZgfmk$o`a[`ak#*^gjY)kl%d]n]dcharacter and gets better as you gain levels. The rules tell
you when the bonus applies. Here are the most commonlae]kqgmÌddmk]al2• 9Zadalq[`][ckmkaf_kcaddkqgmÌj]hjgÕ[a]flaf• 9Zadalq[`][ckmkaf_lggdkqgmÌj]hjgÕ[a]floal`• 9llY[cjgddkmkaf_o]YhgfkqgmÌj]hjgÕ[a]floal`• Attack rolls with spells you cast
• KYnaf_l`jgokqgmÌj]hjgÕ[a]flaf• Saving throw DCs for spells you cast (explained in eachspellcasting class)HjgÕ[a]f[a]k&Qgmj[dYkk\]l]jeaf]kqgmjo]YhgfYf\
qgmjkYnaf_l`jgohjgÕ[a]f[a]k$Yf\kge]g^qgmjkcadd
Yf\lggdhjgÕ[a]f[a]k& KcaddkYj]\]k[jaZ]\af[`Yhl]j*$
lggdkaf[`Yhl]j+&!QgmjZY[c_jgmf\$o`a[`qgm[`ggk]af
kl]h,$_an]kqgmY\\alagfYdhjgÕ[a]f[a]k$Yf\kge]jY[]k_an]qgmegj]&:]kmj]lgfgl]YddqgmjhjgÕ[a]f[a]k$Yk
o]ddYkqgmjhjgÕ[a]f[qZgfmk$gfqgmj[`YjY[l]jk`]]l&
Mkaf_l`]:gfmk&QgmjhjgÕ[a]f[qZgfmk[YfÌlZ]
added to a die roll or other number more than once. For]pYehd]$a^log\a‫]ץ‬j]fljmd]kkYqqgm[YfY\\qgmjhjgÕ[a]f[qZgfmklgYOak\gekYnaf_l`jgo$qgmf]n]jl`]d]kk
add the bonus only once when you make the save.
 G[[YkagfYddq$qgmjhjgÕ[a]f[qZgfmkea_`lZ]emdlahda]\gj\ana\]\ \gmZd]\gj`Ydn]\$^gj]pYehd]!Z]^gj]
qgmYhhdqal&>gj]pYehd]$l`]jg_m]Ìk=ph]jlak]^]Ylmj]
\gmZd]kl`]hjgÕ[a]f[qZgfmk^gj[]jlYafYZadalq[`][ck&A^Y[aj[meklYf[]km__]klkl`YlqgmjhjgÕ[a]f[qZgfmkYhhda]kegj]l`Yfgf[]lgl`]kYe]jgdd$qgmkladdY\\algfdq
once and multiply or divide it only once.

3. Determine Ability Scores
Much of what your character does relies on six abilities:
Strength$e]Ykmjaf_h`qka[Ydhgo]jDexterity$ measuring agility
Constitution$e]Ykmjaf_]f\mjYf[]
Intelligence$e]Ykmjaf_j]Ykgfaf_ and memory
Wisdom$e]Ykmjaf_h]j[]hlagfYf\afka_`l
Charisma$e]Ykmjaf_^gj[]g^h]jkgfYdalq=Y[`YZadalq`YkYk[gj]$o`a[`akYfmeZ]jqgmj][gj\gf
your character sheet. The six abilities and their use in thegame are detailed in chapter 2.
 Qgm_]f]jYl]qgmj[`YjY[l]jÌkkapYZadalqk[gj]kjYfdomly. Roll four 6-sided dice and record the total of the`a_`]kll`j]]\a[]gfYha][]g^k[jYl[`hYh]j&<gl`akÕn]
egj]lae]k$kgl`Ylqgm`Yn]kapfmeZ]jk&A^qgm\gfÌldac]l`]a\]Yg^jYf\gedq\]l]jeafaf_YZadalqk[gj]k$qgm
[Yfmk]l`]^gddgoaf_k[gj]kafkl]Y\2)-$),$)+$)*$)($0& 9k[gj]g^)(gj))akl`]`meYfYn]jY_]$ZmlY\n]flmjers and monsters are above average in some abilities. A
score of 18 is the highest that a person usually reaches.
9\n]flmj]jk[Yf`Yn]k[gj]kYk`a_`Yk*($Yf\egfkl]jk
and divine beings can have scores as high as 30.
 FgolYc]qgmjkapfmeZ]jkYkka_fl`]elgqgmj
Klj]f_l`$<]pl]jalq$;gfklalmlagf$Afl]dda_]f[]$Oak\ge$
Yf\;`YjakeY&9^l]joYj\$eYc]Yfq[`Yf_]klgqgmjYZadity scores as a result of your race choice.
 9^l]jYkka_faf_qgmjYZadalqk[gj]k$\]l]jeaf]qgmj
YZadalqeg\aÕ]jkmkaf_l`]9ZadalqK[gj]kYf\Eg\aÕ]jk
lYZd]&Ojal]l`]eg\aÕ]jf]pllg]Y[`g^qgmjk[gj]k&Ability Scores and Modifiers
Score
1
2–3
ñ
6–7
8–9
10–11
12–13
ñ

0RGLśHU
ĭ
ĭ
ĭ
ĭ
ĭ
+0
+1
+2

Score
16–17
18–19
20–21
22–23
ñ
26–27
28–29
30

0RGLśHU
+3


+6
+7
+8
+9
+10

4. Describe Your Character
Once you know the basic game aspects of your characl]j$alÌklae]lgÖ]k`gmlYZY[cklgjqYf\Yh]jkgfYdalq&
Qgmj[`YjY[l]jYdkgf]]\kYfYe]&Kh]f\Y^]oeafml]kl`afcaf_YZgmlo`Yll`][`YjY[l]jÌkZ]`YnagjYf\dggck&
Qgm[`ggk]qgmj[`YjY[l]jÌkY_]Yf\l`][gdgjg^l`]aj`Yaj$]q]k$Yf\kcaf&LgY\\Ylgm[`g^\aklaf[lan]f]kk$qgm
might want to give your character a memorable physical[`YjY[l]jakla[$km[`YkYk[Yj$Ydaeh$gjYlYllgg&

Gender;`ggk]qgmj[`YjY[l]jÌk_]f\]j&Qgmj[`ga[]`Ykfg]‫[]ץ‬l
on game statistics. Think about how your character redYl]klgl`]ZjgY\]j[mdlmj]Ìk]ph][lYlagfkg^_]f\]j&Qgmj
[`YjY[l]jÌkk]pmYdgja]flYlagfakYdkg^gjqgmlg\][a\]&BackgroundDggcYll`]É:Y[c_jgmf\kÊk][lagf hY_]*,!$Yf\choose a background for your character. A backgrounddescribes your original occupation. It also gives your[`YjY[l]jYZY[c_jgmf\^]Ylmj] Y_]f]jYdZ]f]Õl!Yf\hjgÕ[a]f[qaflogkcaddk$Yf\alea_`lYdkg_an]qgmY\\alagfYddYf_mY_]kgjhjgÕ[a]f[qoal`[]jlYafcaf\kg^tools. Record this information on your character sheet.

Alignment;`ggk]qgmj[`YjY[l]jÌkYda_fe]fl$o`a[`ZjgY\dq\]scribes moral and personal attitudes. Alignment is a
[geZafYlagfg^log^Y[lgjk2gf]a\]flaÕ]kegjYdalq _gg\$
]nad$gjf]mljYd!$Yf\l`]gl`]j\]k[jaZ]kYllalm\]klgoYj\kg[a]lqYf\gj\]j dYo^md$[`Ygla[$gjf]mljYd!&L`mk$faf]
\aklaf[lYda_fe]flk\]Õf]l`]hgkkaZd][geZafYlagfk&
These summaries of the nine alignments describe thetypical behavior of a creature with that alignment. Indina\mYdkea_`lnYjqka_faÕ[Yfldq^jgel`YlZ]`Ynagj&
Lawful good (LG) creatures can be counted on to dol`]ja_`ll`af_Yk]ph][l]\Zqkg[a]lq&?gd\\jY_gfk$
eYfqhYdY\afk$Yf\egkl\oYjn]kYj]dYo^md_gg\&

Chapter 1: Creating a Character5

Neutral good F?!^gdc\gl`]Z]kll`]q[Yflg`]dhgl`]jkY[[gj\af_lgl`]ajf]]\k&EYfq[]d]klaYdk$kge][dgm\_aYflk$Yf\egkl_fge]kYj]f]mljYd_gg\&
Chaotic good (CG) creatures act as their conscience\aj][lk$oal`dalld]j]_Yj\^gjo`Ylgl`]jk]ph][l&;ghh]j\jY_gfk$eYfq]dn]k$Yf\mfa[gjfkYj][`Ygla[_gg\&
Lawful neutral DF!af\ana\mYdkY[lafY[[gj\Yf[]oal`
dYo$ljY\alagf$gjh]jkgfYd[g\]k&EYfqegfckYf\kge]
wizards are lawful neutral.
Neutral F!akl`]Yda_fe]flg^l`gk]o`ghj]^]jlg
kl]]j[d]Yjg^egjYdim]klagfkYf\\gfÌllYc]ka\]k$\gaf_o`Ylk]]ekZ]klYll`]lae]&DarYj\^gdc$egkl\jma\k$Yf\many humans are neutral.
Chaotic neutral ;F![j]Ylmj]k^gddgol`]ajo`aek$
holding their personal freedom above all else. Many barZYjaYfkYf\jg_m]k$Yf\kge]ZYj\k$Yj][`Ygla[f]mljYd&
Lawful evil (LE) creatures methodically take what theyoYfl$oal`afl`]daealkg^Y[g\]g^ljY\alagf$dgqYdlq$gjgj\]j&<]nadk$Zdm]\jY_gfk$Yf\`gZ_gZdafkYj]dYo^md]nad&Neutral evil F=!akl`]Yda_fe]flg^l`gk]o`g\go`Yl]n]jl`]q[Yf_]lYoYqoal`$oal`gml[gehYkkagfgj
imYdek&EYfq\jgo$kge][dgm\_aYflk$Yf\qm_gdgl`k
are neutral evil.
Chaotic evil ;=![j]Ylmj]kY[loal`YjZaljYjqnagd]f[]$
khmjj]\Zql`]aj_j]]\$`Ylj]\$gjZdgg\dmkl&<]egfk$j]\\jY_gfk$Yf\gj[kYj][`Ygla[]nad&
Most creatures that lack the capacity for rationall`gm_`l\gfÌl`Yn]Yda_fe]flkÈl`]qYj]unaligned.
Such a creature is incapable of making a moral or ethicalchoice and acts according to its bestial nature. Sharks
Yj]kYnY_]hj]\Ylgjk$^gj]pYehd]$Zmll`]qYj]fÌl]nad&lgeYc]kY[jaÕ[]k7O`Yl\jan]kqgmlgY[lYf\_ma\]k
your goals and ambitions? What is the most important
thing you strive for?
 Qgm[Yf[`ggk]Yfqa\]Ydkqgmdac]$Zmlqgmj[`YjY[l]jÌk
Yda_fe]flakY_gg\hdY[]lgklYjl\]Õfaf_l`]e&=Y[`background in this chapter includes suggested ideals.
>an]g^l`]eYj]dafc]\lgYkh][lkg^Yda_fe]fl2dYo$
[`Ygk$_gg\$]nad$Yf\f]mljYdalq&:gf\k& Create one bond for your character. Bondsj]hj]k]flY[`YjY[l]jÌk[gff][lagfklgh]ghd]$hdY[]k$
and events in the world. They tie you to things from yourbackground. They might inspire you to heights of heroake$gjd]Y\qgmlgY[lY_YafklqgmjgofZ]klafl]j]klka^l`]qYj]l`j]Yl]f]\&L`]q[Yfogjcn]jqem[`dac]a\]Ydk$
\janaf_Y[`YjY[l]jÌkeglanYlagfkYf\_gYdk&
Bonds might answer any of these questions: Whom do
you care most about? To what place do you feel a special
connection? What is your most treasured possession?
 QgmjZgf\kea_`lZ]la]\lgqgmj[dYkk$qgmjZY[c_jgmf\$qgmjjY[]$gjkge]gl`]jYkh][lg^qgmj[`YjY[l]jÌk`aklgjqgjh]jkgfYdalq&Qgmea_`lYdkg_Yaff]o
bonds over the course of your adventures.
>dYok&;`ggk]YÖYo^gjqgmj[`YjY[l]j&Qgmj[`YjY[l]jÌkÖYoj]hj]k]flkkge]na[]$^]Yj$gjo]Ycf]kkÈafhYjla[mdYj$Yfql`af_l`Ylkge]gf]]dk][gmd\]phdgallg
bring you to ruin or cause you to act against your best inl]j]klk&Egj]ka_faÕ[Yfll`Yff]_Ylan]h]jkgfYdalqljYalk$
YÖYoea_`lYfko]jYfqg^l`]k]im]klagfk2O`Yl]fjY_]kqgm7O`YlÌkl`]gf]h]jkgf$[gf[]hl$gj]n]fll`Yl
qgmYj]l]jjaÕ]\g^7O`YlYj]qgmjna[]k7

Height and Weight
Personal Characteristics>d]k`af_gmlqgmj[`YjY[l]jÌkh]jkgfYdalqoadd`]dhqgm
bring him or her to life as you play the game. Four categories of characteristics are presented here: personality
ljYalk$a\]Ydk$Zgf\k$Yf\ÖYok&:]qgf\l`gk][Yl]_gja]k$
l`afcYZgmlqgmj[`YjY[l]jÌk^Yngjal]ogj\kgjh`jYk]k$
`YZalmYd_]klmj]k$na[]kYf\h]lh]]n]k$Yf\o`Yl]n]jelse you can imagine.
Each background presented later in this chapter includes suggested characteristics that you can use tokhYjcqgmjaeY_afYlagf&QgmÌj]fglZgmf\lgl`gk]ghlagfk$Zmll`]qÌj]Y_gg\klYjlaf_hgafl&
H]jkgfYdalqLjYalk& Give your character two personalalqljYalk$o`a[`k`gmd\l]ddqgmkge]l`af_afl]j]klaf_Yf\^mfYZgmlqgmj[`YjY[l]j&L`]qk`gmd\Z]kh][aÕ[YZgml
o`YleYc]kqgmj[`YjY[l]jklYf\gml&ÉAÌekeYjlÊakfÌlY_gg\ljYal$Z][Ymk]al\]k[jaZ]keYfq[`YjY[l]jk&ÉAÌn]
j]Y\]n]jqZggcaf;Yf\d]c]]hÊl]ddkqgmkge]l`af_kh][aÕ[YZgmlqgmj[`YjY[l]jÌkafl]j]klkYf\\akhgkalagf&
Personality traits might describe the things your charY[l]jdac]k$hYklY[[gehdak`e]flk$l`af_kqgmj[`YjY[l]j\akdac]kgj^]Yjk$gjqgmj[`YjY[l]jÌkeYff]jakek&
A useful place to start thinking about personality traits
is to look at your highest and lowest ability scores and deÕf]gf]ljYalj]dYl]\lg]Y[`&=al`]jgf][gmd\Z]hgkalan]
gjf]_Ylan]2qgmea_`logjc`Yj\lggn]j[ge]Ydgok[gj]$
^gj]pYehd]$gjZ][g[cqYZgmlqgmj`a_`k[gj]&A\]Ydk& Describe one ideal that drives your character.
Qgmja\]YdkYj]l`]l`af_kl`YlqgmZ]da]n]afegkl&A\]Ydk
might answer any of these questions: What are the principles that you will never betray? What would prompt you
6

Chapter 1: Creating a CharacterQgm\]l]jeaf]qgmj[`YjY[l]jÌk`]a_`lYf\o]a_`l&Qgmj
race description includes suggestions for them. If you
oYfllg$qgm[YfjgddjYf\gedq^gjl`]emkaf_l`]JYfdom Height and Weight table. The dice roll given in the@]a_`lEg\aÕ]j[gdmef\]l]jeaf]kl`][`YjY[l]jÌk]pljY
height (in inches) beyond the base height. That same
number multiplied by the dice roll or quantity given in theO]a_`lEg\aÕ]j[gdmef\]l]jeaf]kl`][`YjY[l]jÌk]pljY
weight (in pounds) beyond the base weight.

Random Height and Weight
Race
Human

Base
Height 

Height0RGLśHU+2d10

Base
Weight110 lb.

Weight0RGLśHU G OE

Dwarf, hill
Dwarf, mountain
Elf, highElf, wood+DOŜLQJ

 

 
 
 

G
G
+2d10
+2d10
G

OE
130 lb.
90 lb.
100 lb.
OE

 G OE G OE G OE G OE× 1 lb.

5. Choose Equipment
Qgmj[dYkkYf\ZY[c_jgmf\\]l]jeaf]qgmj[`YjY[l]jÌk
starting equipment. Record this equipment on yourcharacter sheet. All such items are detailed in chapter 3.

Armor Class
QgmjArmor Class (AC) represents how well your character avoids being wounded in battle. Things that conljaZml]lgqgmj9;af[dm\]l`]Yjegjqgmo]Yj$l`]k`a]d\
qgm[Yjjq$Yf\qgmj<]pl]jalqeg\aÕ]j&FglYdd[`YjY[l]jk

o]YjYjegjgj[Yjjqk`a]d\k$`go]n]j&9k]phdYaf]\af[`Yhl]j+$qgmj[`YjY[l]jf]]\klgZ]hjgÕ[a]floal`YjegjYf\k`a]d\klgo]YjYf\mk]l`]e]‫[]ץ‬lan]dq$Yf\
qgmjYjegjYf\k`a]d\hjgÕ[a]f[a]kYj]\]l]jeaf]\Zq
your class.
 Oal`gmlYjegjgjYk`a]d\$qgmj[`YjY[l]jÌk9;]imYdk
)(#`akgj`]j<]pl]jalqeg\aÕ]j&A^qgmj[`YjY[l]jo]YjkYjegj$[Yjja]kYk`a]d\$gjZgl`$[Yd[mdYl]qgmj
AC using the rules in chapter 3. Record your AC on
your character sheet.
 Kge]kh]ddkYf\[dYkk^]Ylmj]k_an]qgmY\a‫]ץ‬j]floYq
to calculate your AC. If you have multiple features that_an]qgm\a‫]ץ‬j]floYqklg[Yd[mdYl]qgmj9;$qgm[Yfmk]
gfdqgf]g^l`]e$Yf\qgm[`ggk]o`a[`gf]&

Weapons>gj]Y[`o]Yhgfqgmj[`YjY[l]joa]d\k$[Yd[mdYl]l`]
eg\aÕ]jqgmmk]o`]fqgmYllY[coal`l`]o]YhgfYf\
the damage you deal when you hit.
 O`]fqgmeYc]YfYllY[coal`Yo]Yhgf$qgmjgddY\*(Yf\Y\\qgmjhjgÕ[a]f[qZgfmk Zmlgfdqa^qgmYj]
hjgÕ[a]floal`l`]o]Yhgf!Yf\l`]YhhjghjaYl]YZadalqeg\aÕ]j&
For attacks with melee weapons$mk]qgmjKlj]f_l`eg\aÕ]j^gjYllY[cYf\\YeY_]jgddk&9o]Yhgfl`Yl`Ykl`]Õf]kk]hjgh]jlq$km[`YkYjYha]j$[Yfmk]qgmj<]pl]jalqeg\aÕ]jafkl]Y\&For attacks with ranged weapons$mk]qgmj<]pl]jalq
eg\aÕ]j^gjYllY[cYf\\YeY_]jgddk&9e]d]]o]Yhgf
l`Yl`Ykl`]l`jgofhjgh]jlq$km[`YkY`Yf\Yp]$[Yfmk]
qgmjKlj]f_l`eg\aÕ]jafkl]Y\&

6. Come Together<<[`YjY[l]jk\gfÌlogjcYdgf]&=Y[`[`YjY[l]jhdYqk
a role within a party$Y_jgmhg^Y\n]flmj]jkogjcaf_lggether for a common purpose. Talk to your fellow players
and your DM to decide whether your characters knowgf]Yfgl`]j$`gol`]qe]l$Yf\o`Ylkgjlkg^im]klkl`]group might undertake.

Gaining Levels
9k[`YjY[l]jk_ggfY\n]flmj]k$]Y[`[`YjY[l]j_Yafk]ph]ja]f[]$j]hj]k]fl]\Zq]ph]ja]f[]hgaflk&9[`YjY[l]jo`gj]Y[`]kYkh][aÕ]\]ph]ja]f[]hgafllglYdY\nYf[]k
in capability. This advancement is called gaining a level.

Character Advancement
Experience Points
0
300
900
2,700



Level
1
2
3


6

3URśFLHQF\%RQXV
+2
+2
+2
+2
+3
+3

 L`];`YjY[l]j9\nYf[]e]fllYZd]kh][aÕ]kl`]PHqgm
f]]\lgY\nYf[]lgYd]n]dYf\l`]hjgÕ[a]f[qZgfmk^gjYcharacter of that level.
 =Y[`lae]qgm_YafYd]n]d$qgm_Yaf)Y\\alagfYd@al<a]&Jgddl`Yl@al<a]$Y\\qgmj;gfklalmlagfeg\aÕ]jlgl`]jgdd$Yf\Y\\l`]lglYd eafaemeg^)!lgqgmj`al

hgafleYpaeme&9dl]jfYlan]dq$qgm[Yfmk]l`]Õp]\nYdm]
k`gofafqgmj[dYkk]fljq$o`a[`akl`]Yn]jY_]j]kmdlg^the die roll (rounded up).
 O`]fqgmj;gfklalmlagfeg\aÕ]jaf[j]Yk]kZq)$qgmj
hit point maximum increases by 1 for each level you have
YllYaf]\&>gj]pYehd]$o`]f:jm]fgjj]Y[`]k0l`d]n]dYkYÕ_`l]j$`]af[j]Yk]k`ak;gfklalmlagfk[gj]^jge)/lg
)0$l`mkaf[j]Ykaf_`ak;gfklalmlagfeg\aÕ]j^jge#+lg
#,&@ak`alhgafleYpaemel`]faf[j]Yk]kZq0& ;gfkmdlqgmj[`YjY[l]jÌk[dYkk\]k[jahlagflgk]]o`Ylother improvements you gain at each level.

Races
Humans are the most common people in the worlds of<<$Zmll`]qdan]Yf\ogjcYdgf_ka\]\oYjn]k$]dn]k$
`YdÖaf_k$Yf\[gmfld]kkgl`]j^YflYkla[kh][a]k&Qgmj
character belongs to one of these peoples.

Dwarf
Caf_\gekja[`afYf[a]fl_jYf\]mj$`Yddk[Yjn]\aflgl`]
jgglkg^egmflYafk$l`]][`gaf_g^ha[ckYf\`Yee]jkaf
\]]heaf]kYf\ZdYraf_^gj_]k$Yf\Y[geeale]fllg[dYf
Yf\ljY\alagfÈl`]k][geegfl`j]Y\kmfal]Ydd\oYjn]k&Long Memory, Long Grudges
Dwarves can live to be more than 400 years old. They rekh][ll`]ljY\alagfkg^l`]aj[dYfk$ljY[af_l`]ajYf[]kljq
back to the founding of their most ancient strongholds inl`]qgml`g^l`]ogjd\$Yf\\gfÌlYZYf\gfl`gk]ljY\alagfk
lightly. Part of those traditions is devotion to the gods ofl`]\oYjn]k$o`gmh`gd\l`]\oYjn]fa\]Ydkg^af\mkljagmkdYZgj$kcaddafZYlld]$Yf\\]nglagflgl`]^gj_]&

Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains
where the dwarves mine gems and precious metals andforge items of wonder. They love the beauty and artistryg^hj][agmke]lYdkYf\Õf]b]o]djq$Yf\afkge]\oYjn]kl`akdgn]^]kl]jkaflgYnYja[]&O`Yl]n]jo]Ydl`l`]q[YfÌlÕf\afl`]ajegmflYafk$l`]q_Yafl`jgm_`ljY\]&
The chief unit of dwarven society is the clan. Even
dwarves who live far from their own kingdoms cherishl`]aj[dYfY‫׹‬daYlagfk$j][g_far]j]dYl]\\oYjn]k$Yf\afngc]l`]ajYf[]klgjkÌfYe]kafgYl`kYf\[mjk]k&LgZ]
clanless is the worst fate that can befall a dwarf.
 <oYjn]kafgl`]jdYf\kYj]lqha[YddqYjlakYfk$]kh][aYddqo]Yhgfkeal`k$Yjegj]jk$Yf\b]o]d]jk&Kge]Z][ge]e]j[]fYja]kgjZg\q_mYj\k$`a_`dqkgm_`lY^l]j^gj
their courage and loyalty.

Gods, Gold, and Clan
Dwarves who take up the adventuring life might be motivated by a desire for treasure. Other dwarves are drivenZql`]afkhajYlagfg^Y\]alq$Y\aj][l[Yddaf_gjkaehdqYdesire to bring glory to one of the dwarf gods. Clan andancestry are also important motivators. A dwarf mightk]]clgj]klgj]Y[dYfÌkdgkl`gfgj$Yn]f_]YfYf[a]fl
ojgf_l`][dYfkm‫]ץ‬j]\$gj]YjfYf]ohdY[]oal`afl`]
clan after having been exiled. Or a dwarf might search forthe axe wielded by a mighty ancestor long ago.

Chapter 1: Creating a Character7

Dwarf Traits

Elf

Qgmj\oYj^[`YjY[l]j`Ykl`]^gddgoaf_ljYalk&
9ZadalqK[gj]Af[j]Yk]&Qgmj;gfklalmlagfk[gj]afcreases by 2.
9_]&<oYjn]keYlmj]Yll`]kYe]jYl]Yk`meYfk$Zml
l`]qÌj][gfka\]j]\qgmf_mfladl`]qj]Y[`l`]Y_]g^-(&GfYn]jY_]$l`]qdan]YZgml+-(q]Yjk&
9da_fe]fl&Egkl\oYjn]kYj]dYo^md$Z]da]naf_Õjedq
afl`]Z]f]Õlkg^Yo]dd%gj\]j]\kg[a]lq&L`]ql]f\lgoYj\_gg\Yko]dd$oal`Ykljgf_k]fk]g^^YajhdYqYf\YZ]da]^l`Yl]n]jqgf]\]k]jn]klgk`Yj]afl`]Z]f]Õlkg^Yjust order.
Kar]& Dwarves stand between 4 and 5 feet tall and averY_]YZgml)-(hgmf\k&Qgmjkar]akE]\ame&Kh]]\&QgmjZYk]oYdcaf_kh]]\ak*-^]]l&Qgmjkh]]\akfÌlj]\m[]\Zqo]Yjaf_`]YnqYjegj&<Yjcnakagf&9[[mklge]\lgda^]mf\]j_jgmf\$qgm`Yn]
kmh]jagjnakagfaf\YjcYf\\ae[gf\alagfk&Qgm[Yfk]]
af\aeda_`loal`af.(^]]lg^qgmYka^alo]j]Zja_`lda_`l$
Yf\af\Yjcf]kkYka^alo]j]\aeda_`l&Qgm[YfÌl\ak[]jf[gdgjaf\Yjcf]kk$gfdqk`Y\]kg^_jYq&<oYjn]fJ]kada]f[]&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgokY_Yafklhgakgf$Yf\qgm`Yn]j]kaklYf[]Y_Yafkl
poison damage (see page 38 for the resistance rule).
<oYjn]f;geZYlLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`l`]ZYlld]Yp]$`Yf\Yp]$da_`l`Yee]j$Yf\oYj`Yee]j&
LggdHjgÕ[a]f[q&Qgm_YafhjgÕ[a]f[qoal`l`]YjlakYfÌklggdkg^qgmj[`ga[]2keal`Ìklggdk$Zj]o]jÌkkmhhda]k$
gjeYkgfÌklggdk&
Klgf][mffaf_&Whenever you make an Intelligence@aklgjq![`][cj]dYl]\lgl`]gja_afg^klgf]ogjc$qgmYj]
[gfka\]j]\hjgÕ[a]flafl`]@aklgjqkcaddYf\Y\\\gmZd]
qgmjhjgÕ[a]f[qZgfmklgl`][`][c$afkl]Y\g^qgmjfgjeYdhjgÕ[a]f[qZgfmk&
DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf
and Dwarvish. Dwarvish is full of hard consonants and_mllmjYdkgmf\k$Yf\l`gk][`YjY[l]jakla[kkhaddgn]jaflg
whatever other language a dwarf might speak.
KmZjY[]& Two main subraces of dwarves populate theogjd\kg^<<2`add\oYjn]kYf\egmflYaf\oYjn]k&;`ggk]gf]g^l`]k]kmZjY[]k$Yf\Y\\alkljYalklgqgmj
other racial traits.

9h]ghd]g^gl`]jogjd\dq_jY[]$]dn]k\o]ddafhdY[]kg^]l`]j]YdZ]Ymlq$afl`]ea\klg^Yf[a]fl^gj]klkgjaf
khaj]k_dall]jaf_oal`^Y]ja]da_`l$o`]j]kg^lemka[\ja^lk
through the air and gentle fragrances waft on the breeze.
Elves encountered outside their own lands are comegfdqljYn]daf_eafklj]dk$Yjlaklk$gjkY_]k&@meYffgbles compete for the services of elf instructors to teachswordplay or magic to their children.

Hill Dwarf
9kY`add\oYj^$qgm`Yn]c]]fk]fk]k$\]]haflmalagf$Yf\remarkable resilience. The gold dwarves of the Forgotten
Realms are hill dwarves.
9ZadalqK[gj]Af[j]Yk]&QgmjOak\gek[gj]afcreases by 1.
<oYjn]fLgm_`f]kk&Qgmj`alhgafleYpaeme
af[j]Yk]kZq)$Yf\alaf[j]Yk]kZq)]n]jqlae]qgm
gain a level.

Mountain Dwarf
9kYegmflYaf\oYj^$qgmÌj]kljgf_Yf\`Yj\q$Y[[mklge]\lgY\a‫[׹‬mdlda^]afjm__]\l]jjYaf&QgmÌj]hjgZYZdq
gfl`]lYddka\] ^gjY\oYj^!$Yf\l]f\lgoYj\da_`l]j[gdgjYlagf&L`]k`a]d\\oYjn]kg^l`]Fgjl`afl`]>gj_gll]fRealms are mountain dwarves.
9ZadalqK[gj]Af[j]Yk]&QgmjKlj]f_l`k[gj]afcreases by 2.
<oYjn]f9jegjLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`light and medium armor.
8

Chapter 1: Creating a Character

A Timeless Perspective
Elves can live well over 700 years. They are more often
amused than excited and more likely to be curious thangreedy. They tend to remain aloof and unfazed by petty`Yhh]fklYf[]&O`]fhmjkmaf_Y_gYd$`go]n]j$o`]l`]j
Y\n]flmjaf_gfYeakkagfgjd]Yjfaf_Yf]okcaddgjYjl$
elves can be focused and relentless. They are slow toeYc]^ja]f\kYf\]f]ea]k$Yf\]n]fkdgo]jlg^gj_]lthem. They reply to petty insults with disdain and to serious insults with vengeance.
 Dac]l`]ZjYf[`]kg^Yqgmf_lj]]$]dn]kYj]Ö]paZd]
in the face of danger. They trust in diplomacy and comhjgeak]lgj]kgdn]\a‫]ץ‬j]f[]kZ]^gj]l`]q]k[YdYl]lg
violence. They have been known to retreat from intrukagfkaflgl`]ajogg\dYf\`ge]k$[gfÕ\]fll`Yll`]q[Yf
kaehdqoYall`]afnY\]jkgml&:mlo`]fl`]f]]\Yjak]k$
]dn]kj]n]YdYkl]jfeYjlaYdka\]$\]egfkljYlaf_kcaddoal`kogj\$Zgo$Yf\kljYl]_q&

Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they
Yj]kgdgf_%dan]\$l`]q[Yf]fbgq[]flmja]kg^]phdgjYlagf
and discovery. Elves also enjoy exercising their martialhjgo]kkgj_Yafaf__j]Yl]jeY_a[Ydhgo]j$Yf\Y\n]flmjing allows them to do so.

Elf Names
Elves are considered children until they declare themk]dn]kY\mdlk$kge]lae]Y^l]jl`]`mf\j]\l`Zajl`\Yq$
and before this period they are called by child names.
Little distinction exists between male names and female
names for elves of any age.
 Gf\][dYjaf_Y\mdl`gg\$Yf]d^k]d][lkYf]ofYe]$Ydthough family and friends might continue to use the childfYe]&AfY\\alagf$]n]jq]d^Z]YjkY^YeadqfYe]$lqha[Yddq
a combination of other Elvish words. Some elves traveling among humans translate their family names into
;geegf$Zmlgl`]jkj]lYafl`]=dnak`n]jkagf&

Elf Traits
Qgmj]d^[`YjY[l]j`Ykl`]^gddgoaf_ljYalk&
9ZadalqK[gj]Af[j]Yk]&Qgmj<]pl]jalqk[gj]afcreases by 2.
9_]& Although elves reach physical maturity at aboutl`]kYe]Y_]Yk`meYfk$l`]]dn]fmf\]jklYf\af_g^
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age of 100 and can live
to be 750 years old.
9da_fe]fl&=dn]kdgn]^j]]\ge$nYja]lq$Yf\k]d^%]phj]kkagf$kgl`]qd]Yfkljgf_dqlgoYj\l`]_]fld]jYkh][lkg^[`Ygk&L`]qnYdm]Yf\hjgl][lgl`]jkÌ^j]]\geYko]ddYkl`]ajgof$Yf\l`]qYj]egj]g^l]f_gg\l`Yffgl&
Kar]& Elves range from under 5 to over 6 feet tall and`Yn]kd]f\]jZmad\k&Qgmjkar]akE]\ame&Kh]]\&QgmjZYk]oYdcaf_kh]]\ak+(^]]l&<Yjcnakagf& Accustomed to twilit forests and the night
kcq$qgm`Yn]kmh]jagjnakagfaf\YjcYf\\ae[gf\alagfk&
Qgm[Yfk]]af\aeda_`loal`af.(^]]lg^qgmYka^alo]j]
Zja_`lda_`l$Yf\af\Yjcf]kkYka^alo]j]\aeda_`l&Qgm
[YfÌl\ak[]jf[gdgjaf\Yjcf]kk$gfdqk`Y\]kg^_jYq&
 C]]fK]fk]k&Qgm`Yn]hjgÕ[a]f[qafl`]H]j[]htion skill.
>]q9f[]kljq&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgok
Y_YafklZ]af_[`Yje]\$Yf\eY_a[[YfÌlhmlqgmlgkd]]h&
LjYf[]&=dn]k\gfÌlf]]\lgkd]]h&Afkl]Y\$l`]qe]\alYl]\]]hdq$j]eYafaf_k]ea[gfk[agmk$^gj,`gmjkY\Yq&L`];geegfogj\^gjkm[`e]\alYlagfakÉljYf[]&Ê!
O`ad]e]\alYlaf_$qgm[Yf\j]YeY^l]jY^Yk`agf3km[`dreams are actually mental exercises that have becomej]Ö]pan]l`jgm_`q]Yjkg^hjY[la[]&9^l]jj]klaf_afl`ak
oYq$qgm_Yafl`]kYe]Z]f]Õll`YlY`meYf\g]k^jge0
hours of sleep.
DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf
Yf\=dnak`&=dnak`akÖma\$oal`kmZld]aflgfYlagfkYf\aflja[Yl]_jYeeYj&=dn]fdal]jYlmj]akja[`Yf\nYja]\$Yf\their songs and poems are famous among other races.
Many bards learn their language so they can add Elvishballads to their repertoires.
KmZjY[]&Ancient divides among elves resulted in threeeYafkmZjY[]k2`a_`]dn]k$ogg\]dn]k$Yf\\Yjc]dn]k$
who are commonly called drow. This rulebook presents
two of these subraces to choose from: high elves andogg\]dn]k&;`ggk]gf]g^l`]k]kmZjY[]k$Yf\Y\\alk
traits to your other racial traits.

SHAWN WOOD

High Elf
9kY`a_`]d^$qgm`Yn]Yc]]feaf\Yf\YeYkl]jqg^Yl
d]Ykll`]ZYka[kg^eY_a[&AfeYfqg^l`]ogjd\kg^<<$
there are two kinds of high elves. One type (which includes the sun elves of the Forgotten Realms) is haughty
Yf\j][dmkan]$Z]da]naf_l`]ek]dn]klgZ]kmh]jagjlgfgf%
elves and even other elves. The other type (including themoon elves of the Forgotten Realms) are more common
Yf\egj]^ja]f\dq$Yf\g^l]f]f[gmfl]j]\Yegf_`meYfk
and other races.
The sun elves of the Forgotten Realms (also called gold
elves or sunrise elves) have bronze skin and hair of coph]j$ZdY[c$gj_gd\]fZdgf\&L`]aj]q]kYj]_gd\]f$kadn]j$
or black. Moon elves (also called silver elves or gray elves)Yj]em[`hYd]j$oal`YdYZYkl]jkcafkge]lae]klaf_]\oal`Zdm]&L`]qg^l]f`Yn]`Yajg^kadn]j%o`al]$ZdY[c$gj
Zdm]$ZmlnYjagmkk`Y\]kg^Zdgf\$Zjgof$Yf\j]\Yj]fÌlmf[geegf&L`]aj]q]kYj]Zdm]gj_j]]fYf\Ö][c]\with gold.
9ZadalqK[gj]Af[j]Yk]&QgmjAfl]dda_]f[]k[gj]afcreases by 1.
=d^O]YhgfLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`l`]
dgf_kogj\$k`gjlkogj\$k`gjlZgo$Yf\dgf_Zgo&;Yfljah&Qgmcfgogf][Yfljahg^qgmj[`ga[]^jgel`]
wizard spell list. Intelligence is your spellcasting ability for it.
=pljYDYf_mY_]&Qgm[Yfkh]Yc$j]Y\$Yf\ojal]gf]
extra language of your choice.

Wood Elf
9kYogg\]d^$qgm`Yn]c]]fk]fk]kYf\aflmalagf$Yf\
qgmjÖ]]l^]]l[Yjjqqgmima[cdqYf\kl]Ydl`adql`jgm_`
qgmjfYlan]^gj]klk&Afl`]>gj_gll]fJ]Ydek$ogg\]dn]kYdkg[Ydd]\oad\]dn]k$_j]]f]dn]k$gj^gj]kl]dn]k!Yj]
reclusive and distrusting of non-elves.
 Ogg\]dn]kÌkcafl]f\klgZ][ghh]jak`af`m]$kge]times with traces of green. Their hair tends toward
ZjgofkYf\ZdY[ck$Zmlalakg[[YkagfYddqZdgf\gj[ghh]j%[gdgj]\&L`]aj]q]kYj]_j]]f$Zjgof$gj`Yr]d&9ZadalqK[gj]Af[j]Yk]&QgmjOak\gek[gj]afcreases by 1.
=d^O]YhgfLjYafaf_&Qgm`Yn]hjgÕ[a]f[qoal`l`]
dgf_kogj\$k`gjlkogj\$k`gjlZgo$Yf\dgf_Zgo&>d]]lg^>ggl&QgmjZYk]oYdcaf_kh]]\af[j]Yk]kto 35 feet.
EYkcg^l`]Oad\&Qgm[YfYll]ehllg`a\]]n]fo`]f
qgmYj]gfdqda_`ldqgZk[mj]\Zq^gdaY_]$`]YnqjYaf$^Yddaf_kfgo$eakl$Yf\gl`]jfYlmjYdh`]fge]fY&

HalﬂingL`][ge^gjlkg^`ge]Yj]l`]_gYdkg^egkl`YdÖaf_k2Y
hdY[]lgk]lld]afh]Y[]Yf\ima]l$^Yj^jgeeYjYm\af_egfkl]jkYf\[dYk`af_Yjea]k3YZdYraf_Õj]Yf\Y_]f]jgmke]Yd3Õf]\jafcYf\Õf][gfn]jkYlagf&L`gm_`kge]`YdÖaf_kdan]gmll`]aj\Yqkafj]egl]Y_ja[mdlmjYd
[geemfala]k$gl`]jk^gjefgeY\a[ZYf\kl`YlljYn]d[gfklYfldq$dmj]\Zql`]gh]fjgY\Yf\l`]oa\]`gjargflg
discover the wonders of new lands and peoples.

Small and PracticalL`]\aeafmlan]`YdÖaf_kkmjnan]afYogjd\^mddg^dYj_]j
[j]Ylmj]kZqYnga\af_fgla[]gj$ZYjjaf_l`Yl$Ynga\af_g‫]ץ‬fk]&KlYf\af_YZgml+^]]llYdd$l`]qYhh]Yjj]dYlan]dq
harmless and so have managed to survive for centuries
in the shadow of empires and on the edges of wars.

Chapter 1: Creating a Character9 @YdÖaf_kdac]lgo]YjhjY[la[Yd[dgl`]k$^Yngjaf_Zja_`l[gdgjk&@YdÖaf_hjY[la[Ydalq]pl]f\kZ]qgf\l`]aj[dgl`af_&L`]qÌj][gf[]jf]\oal`ZYka[f]]\kYf\kaehd]
pleasures and have little use for ostentation. Even theo]Ydl`a]klg^`YdÖaf_kc]]hl`]ajlj]Ykmj]kdg[c]\afY
cellar rather than on display for all to see. They have a
cfY[c^gjÕf\af_l`]egklkljYa_`l^gjoYj\kgdmlagflgY
hjgZd]e$Yf\`Yn]dalld]hYla]f[]^gj\al`]jaf_&

Kind and Curious@YdÖaf_kYj]YfY‫ץ‬YZd]Yf\[`]]j^mdh]ghd]&L`]q[`]jish the bonds of family and friendship as well as the comforts of hearth and home. Even adventurers among themmkmYddqn]flmj]aflgl`]ogjd\^gjj]Ykgfkg^[geemfalq$
^ja]f\k`ah$oYf\]jdmkl$gj[mjagkalq&L`]qdgn]\ak[gn]jaf_f]ol`af_k$]n]fkaehd]l`af_k$km[`YkYf]pgla[^gg\or an unfamiliar style of clothing.
 @YdÖaf_kYj]]Ykadqegn]\lghalqYf\`Yl]lgk]]Yfq
danaf_l`af_km‫]ץ‬j&L`]qYj]_]f]jgmk$`Yhhadqk`Yjaf_
what they have even in lean times.

Halfling Traits
Qgmj`YdÖaf_[`YjY[l]j`Ykl`]^gddgoaf_ljYalk&
9ZadalqK[gj]Af[j]Yk]&Qgmj<]pl]jalqk[gj]afcreases by 2.
9_]&9`YdÖaf_j]Y[`]kY\mdl`gg\Yll`]Y_]g^*(and generally lives into the middle of his or her second century.
9da_fe]fl&Egkl`YdÖaf_kYj]dYo^md_gg\&9kYjmd]$l`]qYj]_gg\%`]Yjl]\Yf\caf\$`Yl]lgk]]gl`]jkaf
hYaf$Yf\`Yn]fglgd]jYf[]^gjghhj]kkagf&L`]qYj]
Ydkgn]jqgj\]jdqYf\ljY\alagfYd$d]Yfaf_`]Ynadqgf
the support of their community and the comfort oftheir old ways.
Kar]&@YdÖaf_kYn]jY_]YZgml+^]]llYddYf\o]a_`YZgml,(hgmf\k&Qgmjkar]akKeYdd&
Kh]]\&QgmjZYk]oYdcaf_kh]]\ak*-^]]l&Dm[cq&O`]fqgmjgddY)gfl`]\*(^gjYfYllY[cjgdd$
YZadalq[`][c$gjkYnaf_l`jgo$qgm[Yfj]jgddl`]\a]Yf\must use the new roll.
:jYn]&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgokY_Yafkl
being frightened.
@YdÖaf_FaeZd]f]kk&Qgm[Yfegn]l`jgm_`l`]khY[]
of any creature that is of a size larger than yours.
DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf
Yf\@YdÖaf_&L`]@YdÖaf_dYf_mY_]akfÌlk][j]l$Zml`YdÖaf_kYj]dgYl`lgk`Yj]aloal`gl`]jk&L`]qojal]n]jqdalld]$kgl`]q\gfÌl`Yn]Yja[`Zg\qg^dal]jYlmj]&L`]ajgjYd
ljY\alagf$`go]n]j$akn]jqkljgf_&9degklYdd`YdÖaf_k
speak Common to converse with the people in whoselands they dwell or through which they are traveling.
KmZjY[]&L`]logeYafcaf\kg^`YdÖaf_$da_`l^gglYf\klgml$Yj]egj]dac][dgk]dqj]dYl]\^Yeada]kl`Yfljm]kmZjY[]k&;`ggk]gf]g^l`]k]kmZjY[]k$Yf\Y\\alkljYalklg
your other racial traits.

Lightfoot9kYda_`l^ggl`YdÖaf_$qgm[Yf]Ykadq`a\]^jgefgla[]$]n]fmkaf_gl`]jh]ghd]Yk[gn]j&QgmÌj]af[daf]\lgZ]
]kh][aYddqY‫ץ‬YZd]&Afl`]>gj_gll]fJ]Ydek$da_`l^ggl
`YdÖaf_k`Yn]khj]Y\l`]^Yjl`]klYf\l`mkYj]l`]egkl
common variety.
10

Chapter 1: Creating a Character

9ZadalqK[gj]Af[j]Yk]&Qgmj;`YjakeYk[gj]afcreases by 1.
FYlmjYddqKl]Ydl`q&Qgm[YfYll]ehllg`a\]]n]fo`]f
you are obscured only by a creature that is at least one
size larger than you.

Stout
9kYklgml`YdÖaf_$qgmÌj]`Yj\a]jl`YfYn]jY_]&Afl`]>gj_gll]fJ]Ydek$l`]k]`YdÖaf_kYj][Ydd]\kljgf_`]Yjlk$Yf\l`]qÌj]egkl[geegfafl`]kgml`&
9ZadalqK[gj]Af[j]Yk]&Qgmj;gfklalmlagfk[gj]afcreases by 1.
KlgmlJ]kada]f[]&Qgm`Yn]Y\nYflY_]gfkYnaf_l`jgokY_Yafklhgakgf$Yf\qgm`Yn]j]kaklYf[]Y_Yafkl
poison damage.

HumanAfl`]j][cgfaf_kg^egklogjd\k$`meYfkYj]l`]qgmf_]klg^l`][geegfjY[]k$k`gjl%dan]\af[gehYjakgflg
\oYjn]k$]dn]k$Yf\\jY_gfk&H]j`YhkalakZ][Ymk]g^
their shorter lives that they strive to achieve as much as
they can in the years they are given. Or maybe they feell`]q`Yn]kge]l`af_lghjgn]lgl`]]d\]jkh][a]k$Yf\l`YlÌko`ql`]qZmad\l`]ajea_`lq]ehaj]k&O`Yl]n]j\jan]kl`]e$`meYfkYj]l`]affgnYlgjk$l`]Y[`a]n]jk$
and the pioneers of the worlds.

Variety in All Things
Humans are the most adaptable and ambitious people
among the common races. They have widely varyinglYkl]k$egjYdk$Yf\[mklgekafl`]eYfq\a‫]ץ‬j]fldYf\ko`]j]l`]q`Yn]k]lld]\&O`]fl`]qk]lld]$l`gm_`$l`]q
stay: they build cities to last for the ages. An individual`meYfea_`l`Yn]Yj]dYlan]dqk`gjlda^]khYf$ZmlYhuman nation or culture preserves traditions and inklalmlagfkÈl]ehd]k$_gn]jfe]flk$daZjYja]k$Yf\[g\]kg^dYoÈoal`gja_afk^YjZ]qgf\l`]j]Y[`g^Yfqkaf_d]
`meYfÌke]egjq&L`]qdan]^mddqafl`]hj]k]flÈeYcaf_l`]eo]ddkmal]\lgl`]Y\n]flmjaf_da^]ÈZmlYdkghdYf^gjl`]^mlmj]$kljanaf_lgd]Yn]YdYklaf_d]_Y[q&Af\ana\mYddq
Yf\YkY_jgmh$`meYfkYj]Y\YhlYZd]ghhgjlmfaklk$Yf\they stay alert to changing political and social dynamics.

Human Traits
Qgmj`meYf[`YjY[l]j`Ykl`]^gddgoaf_ljYalk&
9ZadalqK[gj]Af[j]Yk]&QgmjYZadalqk[gj]k]Y[`afcrease by 1.
9_]& Humans reach adulthood in their late teens andlive less than a century.
9da_fe]fl& Humans tend toward no particular alignment. The best and the worst are found among them.
Kar]&@meYfknYjqoa\]dqaf`]a_`lYf\Zmad\$^jge
barely 5 feet to well over 6 feet tall. Regardless of yourhgkalagfafl`YljYf_]$qgmjkar]akE]\ame&Kh]]\&QgmjZYk]oYdcaf_kh]]\ak+(^]]l&
DYf_mY_]k&Qgm[Yfkh]Yc$j]Y\$Yf\ojal];geegf
and one extra language of your choice. Humans typicallyd]Yjfl`]dYf_mY_]kg^gl`]jh]ghd]kl`]q\]Ydoal`$
including obscure dialects. They are fond of sprinkling
their speech with words borrowed from other tongues:
Gj[[mjk]k$=dnak`emka[Yd]phj]kkagfk$<oYjnak`eadalYjqh`jYk]k$Yf\kggf&

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.

BardO`]l`]jhg]l$k[`gdYj$gjk[gmf\j]d$YZYj\o]Yn]keY_a[l`jgm_`ogj\kYf\emka[lgafkhaj]Ydda]k$\]egjYdar]^g]k$eYfahmdYl]eaf\k$Yf\`]Ydogmf\k&L`]ZYj\akYeYkl]jg^kgf_$kh]][`$Yf\l`]eY_a[l`]q[gflYaf&:Yj\kkYql`Yll`]emdlan]jk]oYkkhgc]faflg]pakl]f[]$l`Yll`]ogj\kg^l`]_g\k_Yn]alk`Yh]$Yf\l`Yl][`g]k
of these primordial Words of Creation still resoundthroughout the cosmos. The music of bards is an attemptlgkfYl[`Yf\`Yjf]kkl`gk]][`g]k$kmZldqogn]faflg
their spells and powers.

The Inspirations of Adventure
JYj]dq\gZYj\kk]lld]afgf]hdY[]^gjdgf_$Yf\l`]aj\]kaj]lgljYn]dÈlgÕf\f]olYd]klgl]ddÈeYc]kYfY\venturing career a natural calling. Every adventure isYfghhgjlmfalqlgd]Yjf$hjY[la[]YnYja]lqg^kcaddk$]fl]j
dgf_%^gj_gll]flgeZk$\ak[gn]jdgklogjckg^eY_a[$\][ah`]jgd\lge]k$ljYn]dlgkljYf_]hdY[]k$gj]f[gmfl]j
exotic creatures.
Bards love to accompany heroes to witness their deedsÕjkl`Yf\&9ZYj\o`g[Yfl]ddYfYo]%afkhajaf_klgjq
from personal experience earns renown among other
ZYj\k&Af\]]\$Y^l]jl]ddaf_kgeYfqklgja]kYZgml`]jg]kY[[gehdak`af_ea_`lq\]]\k$eYfqZYj\klYc]l`]k]
themes to heart and assume heroic roles themselves.

dancing lights and vicious mockery[Yfljahk$Ydgf_oal`the following 1st-level spells: charm person$detect magic$
healing word$Yf\thunderwave.

Class Features
9kYZYj\$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k&Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j
Hit Points at Higher Levels:)\0 gj-!#qgmj;gfklalmlagfeg\aÕ]jh]jZYj\d]n]dY^l]j)klCreating a Bard
ProficienciesO`YlÌkl`]klgjqg^qgmjhYkl7O]j]qgmYfYhhj]fla[]$
following another bard until you were ready to strike out
on your own? Or did you attend a college where you studied bardic lore and practiced musical magic? Perhaps youo]j]YjmfYoYqgjYfgjh`Yf$Z]^ja]f\]\ZqYoYf\]jaf_bard who became your mentor. Or you might have beena noble child tutored by a master. Perhaps you stumbled
aflgl`][dml[`]kg^Y`Y_$eYcaf_YZYj_Yaf^gjYemka[Yd_a^lafY\\alagflgqgmjda^]Yf\^j]]\ge$ZmlYlo`Yl[gkl7Armor: Light armor
Weapons:Kaehd]o]Yhgfk$`Yf\[jgkkZgok$dgf_kogj\k$jYha]jk$k`gjlkogj\kTools: Three musical instruments of your choice
Saving Throws:<]pl]jalq$;`YjakeY
Skills: Choose any three

Equipment

Quick Build

QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
equipment granted by your background:Qgm[YfeYc]YZYj\ima[cdqZq^gddgoaf_l`]k]
km__]klagfk&>ajkl$;`YjakeYk`gmd\Z]qgmj`a_`]kl
YZadalqk[gj]$^gddgo]\Zq<]pl]jalq&K][gf\$[`ggk]
l`]]fl]jlYaf]jZY[c_jgmf\&L`aj\$[`ggk]l`]• (a!jYha]j$ b!dgf_kogj\$gj c) any simple weapon• (a!\ahdgeYlÌkhY[cgj b!]fl]jlYaf]jÌkhY[c• A musical instrument• Leather armor and a dagger

RICHARD WHITTERS

The Bard
Level
1st
2nd
3rd
WK
WK

3URśFLHQF\
Bonus
+2
+2
+2
+2
+3

6th

+3

Features
6SHOOFDVWLQJ%DUGLF,QVSLUDWLRQ G
-DFNRI$OO7UDGHV6RQJRI5HVW G
Bard College, Expertise
Ability Score Improvement%DUGLF,QVSLUDWLRQ G 
Font of Inspiration
Countercharm, Bard College feature

Cantrips Spells
Known Known
2

2

2
6
3
7
3
8
3

9

—Spell Slots per Spell Level—
1st
2
3




2nd
—
—
2
3
3

3rd
—
—
—
—
2

4th
—
—
—
—
—

5th
—
—
—
—
—

6th
—
—
—
—
—

7th
—
—
—
—
—

8th
—
—
—
—
—

9th
—
—
—
—
—



3

3

—

—

—

—

—

—

Chapter 1: Creating a Character11

Spellcasting

Spellcasting Ability

Qgm`Yn]d]Yjf]\lgj]k`Yh]j]Ydalqaf`Yjegfqoal`qgmj
oak`]kYf\emka[&Qgmjkh]ddkYj]hYjlg^qgmjnYklj]h]jlgaj]$eY_a[l`Ylqgm[Yflmf]lg\a‫]ץ‬j]flkalmYlagfk&K]]
chapter 4 for the general rules of spellcasting.

Charisma is your spellcasting ability for your bard spells.
Qgmmk]qgmj;`YjakeYo`]f]n]jYkh]ddj]^]jklgqgmj
kh]dd[Yklaf_YZadalq&AfY\\alagf$qgmmk]qgmj;`YjakeY
eg\aÕ]jo`]fk]llaf_l`]kYnaf_l`jgo<;^gjYZYj\kh]ddqgm[YklYf\o`]feYcaf_YfYllY[cjgddoal`gf]$
as explained in chapter 4.

Bard Spell List@]j]Ìkl`]daklg^kh]ddkqgm[gfkmdlo`]fqgmd]YjfYZYj\kh]dd&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[l]j
d]n]d&A^Ykh]dd[YfZ][YklYkYjalmYd$l`]jalmYdlY_Yhh]YjkY^l]jl`]kh]ddÌkfYe]&K]]l`]Player’s Handbook
for an expanded version of this list.

Cantrips (0 Level)
lightmage handmendingminor illusion
prestidigitation
vicious mockery

1st Level
charm person
comprehend languages ULWXDO
cure wounds
detect magic ULWXDO
disguise self
IDHULHśUH
feather fallhealing word
identify ULWXDO

longstrider
silent image
sleep
thunderwave

2nd Levelhold person
invisibility
knock
lesser restoration
shattersilence ULWXDO
suggestion

3rd Level
dispel magic
fear
major image
sending

Cantrips
Qgmcfgolog[Yfljahkg^qgmj[`ga[]^jgel`]ZYj\kh]dd
dakl&Qgmd]YjfY\\alagfYdZYj\[Yfljahkg^qgmj[`ga[]Yl`a_`]jd]n]dk$Ykk`gofafl`];YfljahkCfgof[gdmefg^
the Bard table.

Spell Slots
The Bard table shows how many spell slots you have tocast your bard spells of 1st level and higher. To cast oneg^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]d
gj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgmÕfak`Ydgf_j]kl&
 >gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddcurewounds and have a 1st-level and a 2nd-level spell slot
YnYadYZd]$qgm[Yf[Yklcure wounds using either slot.

Ritual Casting
Qgm[Yf[YklYfqZYj\kh]ddqgmcfgoYkYjalmYda^that spell has the ritual tag. See chapter 4 for how
rituals work.

Spellcasting Focus
Qgm[Yfmk]Yemka[Ydafkljme]fl k]][`Yhl]j+^gj]pamples) as a spellcasting focus for your bard spells.

Bardic Inspiration
Qgm[Yfafkhaj]gl`]jkl`jgm_`klajjaf_ogj\kgjemka[&Lg\gkg$qgmmk]YZgfmkY[lagfgfqgmjlmjflg[`ggk]
one creature other than yourself within 60 feet of you
who can hear you. That creature gains one Bardic InspijYlagf\a]$Y\.& Gf[]oal`afl`]f]pl)(eafml]k$l`][j]Ylmj][Yfjgddl`]\a]Yf\Y\\l`]fmeZ]jjgdd]\lggf]YZadalq[`][c$
YllY[cjgdd$gjkYnaf_l`jgoaleYc]k&L`][j]Ylmj][Yf
wait until after it rolls the d20 before deciding to use the:Yj\a[AfkhajYlagf\a]$Zmlemkl\][a\]Z]^gj]l`]<E
says whether the roll succeeds or fails. Once the Bardic
AfkhajYlagf\a]akjgdd]\$alakdgkl&9[j]Ylmj][Yf`Yn]
only one Bardic Inspiration die at a time.
 Qgm[Yfmk]l`ak^]Ylmj]YfmeZ]jg^lae]k]imYdlg
qgmj;`YjakeYeg\aÕ]j Yeafaemeg^gf[]!&Qgmj]_Yaf
Yfq]ph]f\]\mk]ko`]fqgmÕfak`Ydgf_j]kl&
 Qgmj:Yj\a[AfkhajYlagf\a]Z][ge]kY\0o`]fqgm
reach 5th level in this class.

Jack of All Trades
KlYjlaf_Yl*f\d]n]d$qgm[YfY\\`Yd^qgmjhjgÕ[a]f[qZgfmk$jgmf\]\\gof$lgYfqYZadalq[`][cqgmeYc]l`Yl\g]kfÌlYdj]Y\qaf[dm\]qgmjhjgÕ[a]f[qZgfmk&

Song of Rest:]_affaf_Yl*f\d]n]d$qgm[Yfmk]kggl`af_emka[gj
oration to help revitalize your wounded allies during ashort rest. If you or any friendly creatures who can hear
your performance regain hit points at the end of the shortj]klZqkh]f\af_gf]gjegj]@al<a[]$]Y[`g^l`gk]
creatures regains an extra 1d6 hit points.

Spells Known of 1st Level and Higher
Qgmcfgo^gmj)kl%d]n]dkh]ddkg^qgmj[`ga[]^jgel`]
bard spell list.
The Spells Known column of the Bard table shows
when you learn more bard spells of your choice. Each ofthese spells must be of a level for which you have spell
kdglk$Ykk`gofgfl`]lYZd]&>gjafklYf[]$o`]fqgm
j]Y[`+j\d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf]f]okh]dd
of 1st or 2nd level.
 9\\alagfYddq$o`]fqgm_YafYd]n]dafl`ak[dYkk$qgm
can choose one of the bard spells you know and replacealoal`Yfgl`]jkh]dd^jgel`]ZYj\kh]dddakl$o`a[`Ydkg
must be of a level for which you have spell slots.
12

Chapter 1: Creating a Character

Bard College
9l+j\d]n]d$qgm\]dn]aflgl`]Y\nYf[]\l][`faim]kg^a bard college of your choice: the College of Lore or the;gdd]_]g^NYdgj$Zgl`\]lYad]\Yll`]]f\g^l`][dYkk\]k[jahlagf&Qgmj[`ga[]_jYflkqgm^]Ylmj]kYl+j\d]n]dYf\again at 6th.

Expertise9l+j\d]n]d$[`ggk]logg^qgmjkcaddhjgÕ[a]f[a]k&Qgmj
hjgÕ[a]f[qZgfmkak\gmZd]\^gjYfqYZadalq[`][cqgm
eYc]l`Ylmk]k]al`]jg^l`][`gk]fhjgÕ[a]f[a]k&Ability Score Improvement

College of ValorO`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq
k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq
k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk]
an ability score above 20 using this feature.

The daring bards of the College of Valor keep alive thee]egjqg^l`]_j]Yl`]jg]kg^l`]hYkl$Yf\l`]j]Zqafspire a new generation of heroes. They travel the landlgoalf]kk_j]Yl]n]flkÕjkl`Yf\Yf\lg]fkmj]l`Yll`]e]egjqg^l`gk]]n]flk\g]kfÌlhYkk^jgel`]ogjd\&

Font of Inspiration:]_affaf_o`]fqgmj]Y[`-l`d]n]d$qgmj]_YafYddg^
qgmj]ph]f\]\mk]kg^:Yj\a[AfkhajYlagfo`]fqgmÕfak`a short or long rest.

Countercharm
9l.l`d]n]d$qgm_Yafl`]YZadalqlgmk]emka[Ydfgl]kgj
ogj\kg^hgo]jlg\akjmhleaf\%afÖm]f[af_]‫[]ץ‬lk&9k
YfY[lagf$qgm[YfklYjlYh]j^gjeYf[]l`YldYklkmfladl`]]f\g^qgmjf]pllmjf&<mjaf_l`Yllae]$qgmYf\Yfq
friendly creatures within 30 feet of you have advantage
on saving throws against being frightened or charmed.
9[j]Ylmj]emklZ]YZd]lg`]Yjqgmlg_Yafl`akZ]f]Õl&
The performance ends early if you are incapacitated orsilenced or if you voluntarily end it (no action required).

Bonus ProficienciesO`]fqgmbgafl`];gdd]_]g^NYdgjYl+j\d]n]d$qgm
_YafhjgÕ[a]f[qoal`e]\ameYjegj$k`a]d\k$Yf\eYjtial weapons.

Combat Inspiration
9dkgYl+j\d]n]d$qgmd]Yjflgafkhaj]gl`]jkafZYlld]&9
creature that has a Bardic Inspiration die from you canroll that die and add the number rolled to a weapon damY_]jgddalbmkleY\]&9dl]jfYlan]dq$o`]fYfYllY[cjgddak
eY\]Y_Yafkll`][j]Ylmj]$al[Yfmk]alkj]Y[lagflgjgdd
the Bardic Inspiration die and add the number rolled toalk9;Y_Yafkll`YlYllY[c$Y^l]jk]]af_l`]jgddZmlZ]^gj]
knowing whether it hits or misses.

Extra Attack

Bard Colleges:Yj\k^gjedggk]Ykkg[aYlagfk$o`a[`l`]q[Ydd[gdd]_]k$
to facilitate their gatherings and preserve their traditions.

College of Lore
Bards of the College of Lore know something about mostl`af_k$[gdd][laf_Zalkg^cfgod]\_]^jgekgmj[]kYk
diverse as scholarly tomes and peasant tales. Whether
singing folk ballads in taverns or elaborate compositionsafjgqYd[gmjlk$l`]k]ZYj\kmk]l`]aj_a^lklg`gd\Ym\aences spellbound.

Bonus ProficienciesO`]fqgmbgafl`];gdd]_]g^Dgj]Yl+j\d]n]d$qgm_YafhjgÕ[a]f[qoal`l`j]]kcaddkg^qgmj[`ga[]&

Cutting Words
9dkgYl+j\d]n]d$qgmd]Yjf`golgmk]qgmjoallg\akljY[l$[gf^mk]$Yf\gl`]joak]kYhl`][gfÕ\]f[]Yf\[geh]tence of others. When a creature that you can see within.(^]]lg^qgmeYc]kYfYllY[cjgdd$YfYZadalq[`][c$gjY
\YeY_]jgdd$qgm[Yfmk]qgmjj]Y[lagflg]ph]f\gf]g^
qgmjmk]kg^:Yj\a[AfkhajYlagf$jgddaf_Y:Yj\a[Afkharation die and subtracting the number rolled from the[j]Ylmj]Ìkjgdd&Qgm[Yf[`ggk]lgmk]l`ak^]Ylmj]Y^l]jl`][j]Ylmj]eYc]kalkjgdd$ZmlZ]^gj]l`]<E\]l]jeaf]ko`]l`]jl`]YllY[cjgddgjYZadalq[`][ckm[[]]\kgj^Yadk$
or before the creature deals its damage. The creatureakaeemf]a^al[YfÌl`]Yjqgmgja^alÌkaeemf]lgZ]ing charmed.

Additional Magical Secrets
9l.l`d]n]d$qgmd]Yjflogkh]ddkg^qgmj[`ga[]^jgeYfq
[dYkk&9kh]ddqgm[`ggk]emklZ]g^Yd]n]dqgm[Yf[Ykl$
Ykk`gofgfl`]:Yj\lYZd]$gjY[Yfljah&L`][`gk]f
kh]ddk[gmflYkZYj\kh]ddk^gjqgmZml\gfÌl[gmflY_Yafkl
the number of bard spells you know.

KlYjlaf_Yl.l`d]n]d$qgm[YfYllY[cloa[]$afkl]Y\g^gf[]$o`]f]n]jqgmlYc]l`]9llY[cY[lagfgfqgmjlmjf&

ClericClerics are intermediaries between the mortal world andthe distant planes of the gods. As varied as the gods theyk]jn]$[d]ja[kkljan]lg]eZg\ql`]`Yf\aogjcg^l`]aj\]aties and are imbued with magic.

Healers and Warriors<anaf]eY_a[$Ykl`]fYe]km__]klk$akl`]hgo]jg^l`]_g\k$Ögoaf_^jgel`]eaflgl`]ogjd\&;d]ja[kYj][gf\malk^gjl`Ylhgo]j$eYfa^]klaf_alYkeajY[mdgmk]‫[]ץ‬lk&@Yjf]kkaf_\anaf]eY_a[\g]kfÌlj]dqgfklm\qgjljYafing. A cleric might learn formulaic prayers and ancientjal]k$Zmll`]YZadalqlg[Ykl[d]ja[kh]ddkj]da]kgf\]nglagf
Yf\Yfaflmalan]k]fk]g^Y\]alqÌkoak`]k&Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes.
L`]q[Yfhjgngc]Yo]Yf\\j]Y\$dYq[mjk]kg^hdY_m]
gjhgakgf$Yf\]n]f[Ydd\gofÖYe]k^jge`]Yn]flg[gfkme]l`]aj]f]ea]k&>gjl`gk]]nad\g]jko`goaddZ]f]Õlegkl^jgeYeY[]lgl`]`]Y\$[d]ja[k\]h]f\gfl`]aj
combat training to let them wade into melee with thepower of the gods on their side.

Divine Agents
Fgl]n]jqY[gdql]gjg‫[׹‬aYflYlYl]ehd]gjk`jaf]akYcleric. Some priests are called to a simple life of templek]jna[]$[Yjjqaf_gmll`]aj_g\kÌoaddl`jgm_`hjYq]jYf\kY[jaÕ[]$fglZqeY_a[Yf\klj]f_l`g^Yjek&Afkge][ala]k$hja]kl`gg\YegmflklgYhgdala[Ydg‫][׹‬$afngdnaf_fg
communion with a god at all. True clerics are rare.
 O`]fY[d]ja[lYc]kmhYfY\n]flmjaf_da^]$alakmkmYddq
because a god demands it. This path often involves braving dangers beyond the walls of civilization. Many clerics
Yj]Ydkg]ph][l]\lghjgl][ll`]aj\]ala]kÌogjk`ah]jk$
o`a[`[Yfe]YfÕ_`laf_jYehY_af_egfkl]jk$f]_glaYlaf_h]Y[]Z]lo]]ffYlagfk$gjk]Ydaf_YÕ]f\ak`hgjlYd&

Chapter 1: Creating a Character

13

The Cleric
Level
1st
2nd
3rd
WK
WK
6th

3URśFLHQF\
Bonus
Features+2
Spellcasting, Divine Domain+2&KDQQHO'LYLQLW\ UHVW 
Divine Domain feature+2—+2
Ability Score Improvement+3'HVWUR\8QGHDG &5
+3&KDQQHO'LYLQLW\ UHVW 
Divine Domain feature

Creating a Cleric
9kqgm[j]Yl]Y[d]ja[$l`]egklaehgjlYflim]klagflg
consider is which deity to serve. The Divine Domains
section at the end of this class description suggests somegods that your cleric might serve.
 Gf[]qgmÌn][`gk]fY\]alq$[gfka\]jqgmj[d]ja[Ìkj]dYtionship to that god. Did you enter this service willingly?
Or did the god choose you? What are your ultimate goals?
Does your deity have a special task in mind for you?

Quick Build
Qgm[YfeYc]Y[d]ja[ima[cdqZq^gddgoaf_l`]k]km__]klagfk&>ajkl$Oak\gek`gmd\Z]qgmj`a_`]klYZadalqk[gj]$^gddgo]\ZqKlj]f_l`gj;gfklalmlagf&K][gf\$[`ggk]l`]
acolyte background.

Class Features
9kY[d]ja[$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k&Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j
Hit Points at Higher Levels:)\0 gj-!#qgmj;gfklalmlagfeg\aÕ]jh]j[d]ja[d]n]dY^l]j)kl

Proficiencies
Armor:Da_`lYjegj$e]\ameYjegj$k`a]d\kWeapons: Simple weapons
Tools: Fgf]
Saving Throws: Oak\ge$;`YjakeY
Skills:;`ggk]log^jge@aklgjq$Afka_`l$E]\a[af]$H]jkmYkagf$Yf\J]da_agf—Spell Slots per Spell Level—

Cantrips
Known
3
3

1st
2
3

2nd
—
—

3rd
—
—

4th
—
—

5th
—
—

6th
—
—

7th
—
—

8th
—
—

9th
—
—

3









2
3
3
3

—
—
2
3

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

Cleric Spell List@]j]Ìkl`]daklg^kh]ddkqgm[gfkmdlo`]fqgmd]YjfYcleric cantrip or prepare a cleric spell of 1st level or`a_`]j&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[l]j
d]n]d&A^Ykh]dd[YfZ][YklYkYjalmYd$l`]jalmYdlY_Yhh]YjkY^l]jl`]kh]ddÌkfYe]&K]]l`]Player’s Handbook
for an expanded version of this list.

Cantrips (0 Level)

2nd Level

guidancelightmending
resistance
VDFUHGŜDPH
thaumaturgyaidaugury ULWXDO
hold person
lesser restoration
silence ULWXDO
spiritual weapon
warding bond

1st Level
blesscommandcure wounds
detect magic ULWXDO
guiding bolt
healing wordLQŜLFWZRXQGV
sanctuaryshield of faith

3rd Level
beacon of hopedispel magic
mass healing word
remove curse
revivify
spirit guardians

Cantrips9l)kld]n]d$qgmcfgol`j]][Yfljahkg^qgmj[`ga[]^jgel`][d]ja[kh]dddakl&Qgmd]YjfY\\alagfYd[d]ja[[Yfljahk
g^qgmj[`ga[]Yl`a_`]jd]n]dk$Ykk`gofafl`];YfljahkKnown column of the Cleric table.

Preparing and Casting Spells
Equipment
QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
equipment granted by your background:• (a) mace or (b!oYj`Yee]j a^hjgÕ[a]fl!
• (a!k[Yd]eYad$ b!d]Yl`]jYjegj$gj c) chain mail (ifhjgÕ[a]fl!
• (a) light crossbow and 20 bolts or (b) any
simple weapon• (a!hja]klÌkhY[cgj b!]phdgj]jÌkhY[c• A shield and a holy symbol

Spellcasting
9kY[gf\mal^gj\anaf]hgo]j$qgm[Yf[Ykl[d]ja[kh]ddk&
See chapter 4 for the general rules of spellcasting.

14

Chapter 1: Creating a Character

The Cleric table shows how many spell slots you have tocast your cleric spells of 1st level and higher. To cast oneg^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]d
gj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgmÕfak`Ydgf_j]kl&
 Qgmhj]hYj]l`]daklg^[d]ja[kh]ddkl`YlYj]YnYadYZd]^gj
qgmlg[Ykl$[`ggkaf_^jgel`][d]ja[kh]dddakl&O`]fqgm
\gkg$[`ggk]YfmeZ]jg^[d]ja[kh]ddk]imYdlgqgmjOak\geeg\aÕ]j#qgmj[d]ja[d]n]d eafaemeg^gf]kh]dd!&The spells must be of a level for which you have spell slots.
 >gj]pYehd]$a^qgmYj]Y+j\%d]n]d[d]ja[$qgm`Yn]^gmj
1st-level and two 2nd-level spell slots. With a Wisdom of).$qgmjdaklg^hj]hYj]\kh]ddk[Yfaf[dm\]kapkh]ddkg^)klgj*f\d]n]d$afYfq[geZafYlagf&A^qgmhj]hYj]l`]
1st-level spell cure wounds$qgm[Yf[Yklalmkaf_Y)kl%d]n]dgj*f\%d]n]dkdgl&;Yklaf_l`]kh]dd\g]kfÌlj]egn]al
from your list of prepared spells.

 Qgm[Yf[`Yf_]qgmjdaklg^hj]hYj]\kh]ddko`]fqgmÕfak`Ydgf_j]kl&Hj]hYjaf_Yf]odaklg^[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 toqgmj\]alq&Qgmmk]qgmjOak\geo`]f]n]jY[d]ja[kh]dd
j]^]jklgqgmjkh]dd[Yklaf_YZadalq&AfY\\alagf$qgmmk]
qgmjOak\geeg\aÕ]jo`]fk]llaf_l`]kYnaf_l`jgo<;
for a cleric spell you cast and when making an attack rolloal`gf]$Yk]phdYaf]\af[`Yhl]j,&

Ritual Casting
Qgm[Yf[YklY[d]ja[kh]ddYkYjalmYda^l`Ylkh]dd`Ykl`]
ritual tag and you have the spell prepared. See chapter 4
for how rituals work.

Spellcasting Focus
Qgm[Yfmk]Y`gdqkqeZgd ^gmf\af[`Yhl]j+!YkYkh]ddcasting focus for your cleric spells.

Divine Domain;`ggk]gf]\geYafj]dYl]\lgqgmj\]alq2Da^]gjOYj$
both of which are detailed at the end of the class description. See the Player’s Handbook for more domains.
 Qgmj[`ga[]_jYflkqgm\geYafkh]ddkYf\gl`]j^]Ytures when you choose it at 1st level. It also grants you
additional ways to use Channel Divinity when you gainl`Yl^]Ylmj]Yl*f\d]n]d$Yf\YfY\\alagfYdZ]f]ÕlYl
6th level.

Domain Spells=Y[`\geYaf`YkYdaklg^kh]ddkÈalk\geYafkh]ddkÈl`Yl
you gain at the cleric levels noted in the domain descriplagf&Gf[]qgm_YafY\geYafkh]dd$qgmYdoYqk`Yn]alhj]hYj]\$Yf\al\g]kfÌl[gmflY_Yafkll`]fmeZ]jg^spells you can prepare each day.
 A^qgm`Yn]Y\geYafkh]ddl`Yl\g]kfÌlYhh]Yjgf
l`][d]ja[kh]dddakl$l`]kh]ddakfgf]l`]d]kkY[d]ja[spell for you.

RICHARD WHITTERS

Channel Divinity
9l*f\d]n]d$qgm_Yafl`]YZadalqlg[`Yff]d\anaf]]f]j_q
\aj][ldq^jgeqgmj\]alq$mkaf_l`Yl]f]j_qlg^m]deY_a[Yd]‫[]ץ‬lk&QgmklYjloal`logkm[`]‫[]ץ‬lk2LmjfMf\]Y\Yf\
Yf]‫[]ץ‬l\]l]jeaf]\Zqqgmj\geYaf&Kge]\geYafk
_jYflqgmY\\alagfYd]‫[]ץ‬lkYkqgmY\nYf[]afd]n]dk$Yk
noted in the domain description.
 O`]fqgmmk]qgmj;`Yff]d<anafalq$qgm[`ggk]o`a[`]‫[]ץ‬llg[j]Yl]&Qgmemkll`]fÕfak`Yk`gjlgjdgf_j]kl
to use your Channel Divinity again.
 Kge];`Yff]d<anafalq]‫[]ץ‬lkj]imaj]kYnaf_l`jgok&O`]fqgmmk]km[`Yf]‫[]ץ‬l^jgel`ak[dYkk$l`]<;
equals your cleric spell save DC.
 :]_affaf_Yl.l`d]n]d$qgm[Yfmk]qgmj;`Yff]d<anafalqloa[]Z]lo]]fj]klk&O`]fqgmÕfak`Yk`gjlgjdgf_j]kl$qgmj]_Yafqgmj]ph]f\]\mk]k&Channel Divinity: Turn Undead
9kYfY[lagf$qgmhj]k]flqgmj`gdqkqeZgdYf\kh]YcY
prayer censuring the undead. Each undead that can seeor hear you within 30 feet of you must make a WisdomkYnaf_l`jgo&A^l`][j]Ylmj]^YadkalkkYnaf_l`jgo$alak
turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move
Yk^YjYoYq^jgeqgmYkal[Yf$Yf\al[YfÌloaddaf_dqegn]
lgYkhY[]oal`af+(^]]lg^qgm&AlYdkg[YfÌllYc]j]Y[lagfk&>gjalkY[lagf$al[Yfmk]gfdql`]<Yk`Y[lagfgj
ljqlg]k[Yh]^jgeYf]‫[]ץ‬ll`Ylhj]n]flkal^jgeegnaf_&A^l`]j]Ìkfgo`]j]lgegn]$l`][j]Ylmj][Yfmk]l`]
Dodge action.

Ability Score ImprovementO`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq
k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq
k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk]
an ability score above 20 using this feature.

Destroy Undead
KlYjlaf_Yl-l`d]n]d$o`]fYfmf\]Y\^YadkalkkYnaf_l`jgoY_YafklqgmjLmjfMf\]Y\^]Ylmj]$l`][j]Ylmj]ak
instantly destroyed if its challenge rating is 1/2 or lower.
(Its challenge rating appears in its stat block.)

Divine Domains
AfYhYfl`]gf$]n]jq\]alq`YkafÖm]f[]gn]j\a‫]ץ‬j]fl
Ykh][lkg^egjlYdda^]Yf\[anadarYlagf$[Ydd]\Y\]alqÌk\geYaf&9ddl`]\geYafkgn]jo`a[`Y\]alq`YkafÖm]f[]
Yj][Ydd]\l`]\]alqÌkhgjl^gdag&9kY[d]ja[$qgm[`ggk]gf]
Ykh][lg^qgmj\]alqÌkhgjl^gdaglg]eh`Ykar]$Yf\qgmYj]
granted powers related to that domain.

Life Domain
The gods of the Life domain promote vitality through`]Ydaf_l`]ka[cYf\ogmf\]\$[Yjaf_^gjl`gk]aff]]\$

Chapter 1: Creating a Character

15

and destroying the forces of undeath. Almost any non-evil\]alq[Yf[dYaeafÖm]f[]gn]jl`ak\geYaf$hYjla[mdYjdq
Y_ja[mdlmjYd\]ala]k km[`Yk;`Ymfl]Y$9jYoYa$Yf\<]e]l]j!$kmf_g\k km[`YkDYl`Yf\]j$H]dgj$Yf\J]%@gjYc`lq!$_g\kg^`]Ydaf_gj]f\mjYf[] km[`YkAdeYl]j$
Eak`YcYd$9hgddg$Yf\<aYf[][`l!$Yf\_g\kg^`ge]Yf\[geemfalq km[`Yk@]klaY$@Yl`gj$Yf\:gd\j]a!&

War Priest

Life Domain Spells

Channel Divinity: Guided Strike

Cleric Level Spells
1stbless, cure wounds
3rd
lesser restoration, spiritual weapon
WKbeacon of hope, revivify

KlYjlaf_Yl*f\d]n]d$qgm[Yfmk]qgmj;`Yff]d<anafalq
to strike with supernatural accuracy. When you make an
YllY[cjgdd$qgm[Yfmk]qgmj;`Yff]d<anafalqlg_YafY#)(Zgfmklgl`]jgdd&QgmeYc]l`ak[`ga[]Y^l]jqgmk]]
l`]jgdd$ZmlZ]^gj]l`]<EkYqko`]l`]jl`]YllY[c`alk
or misses.

>jge)kld]n]d$qgmj_g\\]dan]jkZgdlkg^afkhajYlagflg
qgmo`ad]qgmÌj]afZYlld]&O`]fqgmmk]l`]9llY[cY[lagf$qgm[YfeYc]gf]o]YhgfYllY[cYkYZgfmkY[lagf&
 Qgm[Yfmk]l`ak^]Ylmj]YfmeZ]jg^lae]k]imYdlg
qgmjOak\geeg\aÕ]j Yeafaemeg^gf[]!&Qgmj]_Yaf
Ydd]ph]f\]\mk]ko`]fqgmÕfak`Ydgf_j]kl&

Bonus ProficiencyO`]fqgm[`ggk]l`ak\geYafYl)kld]n]d$qgm_YafhjgÕciency with heavy armor.

Disciple of Life
9dkgklYjlaf_Yl)kld]n]d$qgmj`]Ydaf_kh]ddkYj]egj]
]‫[]ץ‬lan]&O`]f]n]jqgmmk]Ykh]ddg^)kld]n]dgj`a_`]jlgj]klgj]`alhgaflklgY[j]Ylmj]$l`][j]Ylmj]j]_Yafk
Y\\alagfYd`alhgaflk]imYdlg*#l`]kh]ddÌkd]n]d&Channel Divinity: Preserve Life
KlYjlaf_Yl*f\d]n]d$qgm[Yfmk]qgmj;`Yff]d<anafalq
to heal the badly injured.
 9kYfY[lagf$qgmhj]k]flqgmj`gdqkqeZgdYf\]ngc]
healing energy that can restore a number of hit points]imYdlgÕn]lae]kqgmj[d]ja[d]n]d&;`ggk]Yfq[j]Ylmj]koal`af+(^]]lg^qgm$Yf\\ana\]l`gk]`alhgaflkYegf_them. This feature can restore a creature to no more than`Yd^g^alk`alhgafleYpaeme&Qgm[YfÌlmk]l`ak^]Ylmj]
on an undead or a construct.

Blessed Healer:]_affaf_Yl.l`d]n]d$l`]`]Ydaf_kh]ddkqgm[Yklgf
others heal you as well. When you cast a spell of 1st levelor higher that restores hit points to a creature other than
qgm$qgmj]_Yaf`alhgaflk]imYdlg*#l`]kh]ddÌkd]n]d&

War Domain
War has many manifestations. It can make heroes of or\afYjqh]ghd]&Al[YfZ]\]kh]jYl]Yf\`gjjaÕ[&Af]al`]j
[Yk]$l`]_g\kg^oYjafkhaj]oYjjagjklg]p[]dd]f[]&L`]
clerics of such gods excel in battle themselves. Gods ofoYjaf[dm\][`Yehagfkg^`gfgj km[`YkLgje$@]ajgf]gmk$Yf\Caja%Bgdal`!Yko]ddYk_g\kg^\]kljm[lagf km[`Yk=jql`fmd$l`]>mjq$?jmmek`$Yf\9j]k!Yf\_g\kg^\geafYlagf km[`Yk:Yf]$@]plgj$Yf\EY_dmZaq]l!&Gl`]joYj_g\k km[`YkL]ehmk$Fac]$Yf\FmY\Y!lYc]
a more neutral stance.

War Domain Spells
Cleric Level Spells
1stdivine favor, shield of faith
3rd
magic weapon, spiritual weapon
WK
crusader’s mantle, spirit guardians

Bonus Proficiencies9l)kld]n]d$qgm_YafhjgÕ[a]f[qoal`eYjlaYdo]Yhgfk
and heavy armor.
16

Chapter 1: Creating a Character

Channel Divinity: War God’s Blessing
9l.l`d]n]d$o`]fY[j]Ylmj]oal`af+(^]]lg^qgmeYc]kYfYllY[cjgdd$qgm[Yfmk]qgmjj]Y[lagflg_jYfll`Yl
[j]Ylmj]Y#)(Zgfmklgl`]jgdd$mkaf_qgmj;`Yff]d<anafalq&QgmeYc]l`ak[`ga[]Y^l]jqgmk]]l`]jgdd$Zml
before the DM says whether the attack hits or misses.

FighterIm]klaf_cfa_`lk$ea_`lq[`Yehagfk$]dal]kgd\a]jk$Yf\[mffaf_e]j[]fYja]kÈYkÕ_`l]jk$l`]qYddk`Yj]Yfmfparalleled mastery with weapons and armor. And they
Yj]o]ddY[imYafl]\oal`\]Yl`$klYjaf_al\]ÕYfldqafl`]
face as they defend their friends and destroy their foes.

Well-Rounded Specialists=n]jqÕ_`l]j[Yfha[cmhYo]YhgfYf\oa]d\alYZdq&Dac]oak]$YÕ_`l]jakY\]hloal`k`a]d\kYf\]n]jq^gjeg^Yjegj&:]qgf\l`YlZYka[\]_j]]g^^YeadaYjalq$]Y[`Õ_`l]j
specializes in a certain style of combat. Some concentrategfYj[`]jq$kge]gfÕ_`laf_oal`logo]YhgfkYlgf[]$
and some on augmenting their martial skills with magic.
This combination of broad general ability and extensivekh][aYdarYlagfeYc]kÕ_`l]jkkmh]jagj[geZYlYflk&

Creating a Fighter
9kqgmZmad\qgmjÕ_`l]j$l`afcYZgmllogj]dYl]\]d]e]flkg^qgmj[`YjY[l]jÌkZY[c_jgmf\2O`]j]\a\qgm_]l
qgmj[geZYlljYafaf_$Yf\o`Ylk]lqgmYhYjl^jgel`]
mundane warriors around you? Were you particularly
brave? Did you get extra help from a mentor? What drove
qgmlgl`akljYafaf_afl`]ÕjklhdY[]7
 H]j`YhkqgmljYaf]\afYoYjY[Y\]eq$d]Yjfaf_kljYl]_q$lY[la[k$Yf\eadalYjq`aklgjq&Gjqgmea_`lZ]k]d^%taught. Did you take up the sword as a way to escapel`]daealkg^da^]gfY^Yje$gjYj]qgm^gddgoaf_Yhjgm\family tradition? Where did you get your weapons and aregj7L`]qea_`l`Yn]Z]]f`]ajdggekgjeadalYjqakkm]$
or perhaps you scrimped and saved to buy them.

Quick Build
Qgm[YfeYc]YÕ_`l]jima[cdqZq^gddgoaf_l`]k]km__]klagfk&>ajkl$eYc]Klj]f_l`gj<]pl]jalqqgmj`a_`]kl
YZadalqk[gj]$\]h]f\af_gfo`]l`]jqgmoYfllg^g[mk
gfe]d]]o]YhgfkgjgfYj[`]jq gjÕf]kk]o]Yhgfk!&
Qgmjf]pl%`a_`]klk[gj]k`gmd\Z];gfklalmlagf&K][gf\$choose the soldier background.

The Fighter
Level
1st
2nd
3rd
WK
WK
6th

3URśFLHQF\
Bonus
Features+2Fighting Style, Second Wind
+2
$FWLRQ6XUJH RQHXVH+2Martial Archetype+2
Ability Score Improvement+3
Extra Attack+3
Ability Score Improvement

Class Features
9kYÕ_`l]j$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k&Hit Points
Hit Dice: )\)(h]jÕ_`l]jd]n]d
Hit Points at 1st Level: )(#qgmj;gfklalmlagfeg\aÕ]j
Hit Points at Higher Levels: )\)( gj.!#qgmj;gfklalmlagfeg\aÕ]jh]jÕ_`l]jd]n]dY^l]j)kl

Proficiencies
Armor: 9ddYjegj$k`a]d\kWeapons: Kaehd]o]Yhgfk$eYjlaYdo]Yhgfk
Tools: Fgf]
Saving Throws: Klj]f_l`$;gfklalmlagf
Skills: ;`ggk]logkcaddk^jge9[jgZYla[k$9faeYd@Yf\daf_$9l`d]la[k$@aklgjq$Afka_`l$Aflaea\Ylagf$H]j[]hlagf$Yf\KmjnanYd

Equipment
QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
equipment granted by your background:• (a) chain mail or (b!d]Yl`]jYjegj$dgf_Zgo$
and 20 arrows• (a) martial weapon and a shield or (b) two martial weapons• (a) light crossbow and 20 bolts or (b) two handaxes• (a!\mf_]gf]]jÌkhY[cgj b!]phdgj]jÌkhY[cProtection
When a creature you can see attacks a target other thanqgml`Ylakoal`af-^]]lg^qgm$qgm[Yfmk]qgmjj]Y[lagflgaehgk]\akY\nYflY_]gfl`]YllY[cjgdd&QgmemklZ]
wielding a shield.

Two-Weapon Fighting

Fighting Style;`ggk]gf]g^l`]k]ghlagfkYkqgmjkh][aYdlq29j[`]jq$
<]^]fk]$<m]daf_$?j]YlO]Yhgf>a_`laf_$Hjgl][lagf$gj
Log%O]Yhgf>a_`laf_&Qgm[YfÌllYc]Y>a_`laf_Klqd]ghlagfegj]l`Yfgf[]$]n]fa^qgmdYl]j_]llg[`ggk]Y_Yaf&

Archery
Qgm_YafY#*ZgfmklgYllY[cjgddkqgmeYc]oal`ranged weapons.

DefenseO`ad]qgmYj]o]Yjaf_Yjegj$qgm_YafY#)Zgfmklg9;&Second Wind
Qgm`Yn]Ydaeal]\o]ddg^klYeafYl`Ylqgm[Yf\jYogf
lghjgl][lqgmjk]d^&Gfqgmjlmjf$qgm[Yfmk]YZgfmkY[lagflgj]_Yaf`alhgaflk]imYdlg)\)(#qgmjÕ_`l]jd]n]d& Gf[]qgmmk]l`ak^]Ylmj]$qgmemklÕfak`Yk`gjlgj
long rest before you can use it again.

Action Surge

When you are wielding a melee weapon in one hand andfggl`]jo]Yhgfk$qgm_YafY#*Zgfmklg\YeY_]jgddk
with that weapon.

KlYjlaf_Yl*f\d]n]d$qgm[Yfhmk`qgmjk]d^Z]qgf\qgmj
fgjeYddaealk^gjYege]fl&Gfqgmjlmjf$qgm[YflYc]
one additional action.
 Gf[]qgmmk]l`ak^]Ylmj]$qgmemklÕfak`Yk`gjlgj
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
make with a melee weapon that you are wielding withlog`Yf\k$qgm[Yfj]jgddl`]\a]Yf\emklmk]l`]f]o
jgdd$]n]fa^l`]f]ojgddakY)gjY*&L`]o]Yhgfemkl
have the two-handed or versatile property for you to gainl`akZ]f]Õl&9l+j\d]n]d$qgm[`ggk]YfYj[`]lqh]l`Ylqgmkljan]
to emulate in your combat styles and techniques. The
Champion and Eldritch Knight archetypes are detailed
at the end of the class description; see the Player’s Handbook for more information on martial archetypes.

DuelingSHAWN WOOD

O`]fqgm]f_Y_]aflog%o]YhgfÕ_`laf_$qgm[YfY\\
qgmjYZadalqeg\aÕ]jlgl`]\YeY_]g^l`]k][gf\YllY[c&Chapter 1: Creating a Character

17

Ability Score ImprovementO`]fqgmj]Y[`,l`d]n]dYf\Y_YafYl.l`d]n]d$qgm[Yf
af[j]Yk]gf]YZadalqk[gj]g^qgmj[`ga[]Zq*$gjqgm[Yf
increase two ability scores of your choice by 1. As noreYd$qgm[YfÌlaf[j]Yk]YfYZadalqk[gj]YZgn]*(mkaf_
this feature.

Extra Attack:]_affaf_Yl-l`d]n]d$qgm[YfYllY[cloa[]$afkl]Y\g^gf[]$o`]f]n]jqgmlYc]l`]9llY[cY[lagfgfqgmjlmjf&

Martial Archetypes<a‫]ץ‬j]flÕ_`l]jk[`ggk]\a‫]ץ‬j]flYhhjgY[`]klgh]j^][laf_l`]ajÕ_`laf_hjgo]kk&L`]eYjlaYdYj[`]lqh]qgm
[`ggk]lg]emdYl]j]Ö][lkqgmjYhhjgY[`&

ChampionL`]Yj[`]lqhYd;`Yehagf`gf]kZYlld]Õ]d\hjgo]kklg
deadly perfection.

Improved Critical
Beginning when you choose this archetype at 3rdd]n]d$qgmjo]YhgfYllY[ckk[gj]Y[jala[Yd`algfYjgdd
of 19 or 20.

Eldritch Knight
The archetypal Eldritch Knight combines the martial
eYkl]jq[geegflgYddÕ_`l]jkoal`Yklm\qg^eY_a[&They focus their study on two of the eight schools ofmagic: abjuration and evocation. These knights learn akeYddfmeZ]jg^kh]ddk$[geeallaf_l`]elge]egjqafstead of keeping them in a spellbook.

SpellcastingO`]fqgmj]Y[`+j\d]n]d$qgmYm_e]flqgmjeYjlaYd
prowess with the ability to cast spells. See chapter 4 forl`]_]f]jYdjmd]kg^kh]dd[Yklaf_&Qgmd]Yjfqgmj=d\jal[`
Knight spells from the wizard spell list (page 22).

Eldritch Knight SpellcastingFighter Cantrips
Level
Known
3rd
2
WK
2
WK
2
6th
2

Spells
Known
3




Rogue
Jg_m]kj]dqgfkcadd$kl]Ydl`$Yf\l`]aj^g]kÌnmdf]jYZadaties to get the upper hand in any situation. They have a
cfY[c^gjÕf\af_l`]kgdmlagflgbmklYZgmlYfqhjgZd]e$
demonstrating a resourcefulness and versatility that isthe cornerstone of any successful adventuring party.

Skill and Precision
Rogues have a broad expertise that few other characters[YfeYl[`&EYfqjg_m]k^g[mkgfkl]Ydl`Yf\\][]hlagf$
o`ad]gl`]jkj]Õf]kcaddkdac][daeZaf_$Õf\af_Yf\\akYjeaf_ljYhk$Yf\gh]faf_dg[ck& O`]fal[ge]klg[geZYl$jg_m]khjagjalar][mffaf_over brute strength. A rogue would rather make one pre[ak]kljac]$hdY[af_al]pY[ldqo`]j]l`]YllY[coadd`mjl
l`]lYj_]legkl$l`Yfo]YjYfghhgf]fl\gof&—Spell Slots per Spell Level—

Creating a Rogue

1st
2
3
3
3

9kqgm[j]Yl]qgmjjg_m][`YjY[l]j$[gfka\]jl`][`YjY[l]jÌkj]dYlagfk`ahlgl`]dYo&<gqgm`Yn]Y[jaeafYdhYkl7
9j]qgmgfl`]jmf^jgel`]dYogj^jgeYfYf_jql`a]n]kÌ
guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you
afqgmjY\n]flmj]k$gjkge]gl`]j\]kaj]gja\]Yd7
What led you away from your previous life? Did a conor heist gone terribly wrong cause you to reevaluate yourcareer? Maybe a successful robbery gave you the coin you
needed to escape the squalor of your life. Did wanderlustÕfYddq[YddqgmYoYq^jgeqgmj`ge]7

2nd
—
—
—
—

3rd
—
—
—
—

4th
—
—
—
—

 ;Yfljahk&Qgmd]Yjflog[Yfljahkg^qgmj[`ga[]^jge
the wizard spell list.
Kh]ddKdglk& The Eldritch Knight Spellcasting tableshows how many spell slots you have to cast your wizardkh]ddkg^)kld]n]dYf\`a_`]j&Lg[Yklgf]g^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]dgj`a_`]j&
Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgmÕfak`Ylong rest.
 >gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddshield and`Yn]Y)kl%d]n]dYf\Y*f\%d]n]dkh]ddkdglYnYadYZd]$qgm
can cast shield using either slot.

18Kh]ddkCfgofg^)kl%D]n]dYf\@a_`]j&Qgmcfgo
l`j]])kl%d]n]doarYj\kh]ddkg^qgmj[`ga[]$logg^o`a[`
you must choose from the abjuration and evocation spellson the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spellsof 1st level or higher. Each of these spells must be an abbmjYlagfgj]ng[Ylagfkh]ddg^qgmj[`ga[]$Yf\emklZ]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk&>gjafklYf[]$o`]f
qgmj]Y[`,l`d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf]f]o
spell of 1st level.
 O`]f]n]jqgm_YafYd]n]dafl`ak[dYkk$qgm[Yfj]hdY[]
one of the wizard spells you know with another spell of
your choice from the wizard spell list. The new spell must
Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk$Yf\alemklZ]
YfYZbmjYlagfgj]ng[Ylagfkh]dd$mfd]kkqgmÌj]j]hdY[af_
the spell you gained at 3rd level from any school of magic.
Kh]dd[Yklaf_9Zadalq&Intelligence is your spellcasting
YZadalq^gjqgmjoarYj\kh]ddk&Qgmmk]qgmjAfl]dda_]f[]
whenever a spell refers to your spellcasting ability. In
Y\\alagf$qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_
the saving throw DC for a wizard spell you cast and wheneYcaf_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,&

Chapter 1: Creating a Character

Quick Build
Qgm[YfeYc]Yjg_m]ima[cdqZq^gddgoaf_l`]k]km__]klagfk&>ajkl$<]pl]jalqk`gmd\Z]qgmj`a_`]klYZadalq
score. Make Intelligence your next-highest if you want toexcel at Investigation. Choose Charisma instead if you
plan to emphasize deception and social interaction. Secgf\$[`ggk]l`][jaeafYdZY[c_jgmf\&

The Rogue

Thieves’ Cant

Level
1st

3URśFLHQF\
Bonus
+2

Sneak
Attack
1d6

2nd
3rd
WK
WK
6th

+2
+2
+2
+3
+3

1d6
2d6
2d6
3d6
3d6

Features
Expertise, Sneak Attack,Thieves’ Cant
Cunning Action
Roguish Archetype
Ability Score Improvement
Uncanny Dodge
ExpertiseClass Features
9kYjg_m]$qgm`Yn]l`]^gddgoaf_[dYkk^]Ylmj]k&Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j
Hit Points at Higher Levels:)\0 gj-!#qgmj;gfklalmlagfeg\aÕ]jh]jjg_m]d]n]dY^l]j)kl<mjaf_qgmjjg_m]ljYafaf_qgmd]Yjf]\l`a]n]kÌ[Yfl$Yk][j]leapg^\aYd][l$bYj_gf$Yf\[g\]l`YlYddgokqgmlg
hide messages in seemingly normal conversation. Only
Yfgl`]j[j]Ylmj]l`Ylcfgokl`a]n]kÌ[Yflmf\]jklYf\ksuch messages. It takes four times longer to convey sucha message than it does to speak the same idea plainly.
 AfY\\alagf$qgmmf\]jklYf\Yk]lg^k][j]lka_fkYf\kqeZgdkmk]\lg[gfn]qk`gjl$kaehd]e]kkY_]k$km[`Yk
o`]l`]jYfYj]Yak\Yf_]jgmkgjl`]l]jjalgjqg^Yl`a]n]kÌ_mad\$o`]l`]jdgglakf]YjZq$gjo`]l`]jl`]h]ghd]af
an area are easy marks or will provide a safe house forthieves on the run.

Cunning Action
KlYjlaf_Yl*f\d]n]d$qgmjima[cl`afcaf_Yf\Y_adalq
Yddgoqgmlgegn]Yf\Y[lima[cdq&Qgm[YflYc]YZgfmk
action on each of your turns in combat. This action canZ]mk]\gfdqlglYc]l`]<Yk`$<ak]f_Y_]$gj@a\]Y[lagf&

Roguish Archetype
Proficiencies
Armor: Light armor
Weapons:Kaehd]o]Yhgfk$`Yf\[jgkkZgok$dgf_kogj\k$jYha]jk$k`gjlkogj\kTools: L`a]n]kÌlggdk
Saving Throws: <]pl]jalq$Afl]dda_]f[]
Skills: ;`ggk]^gmj^jge9[jgZYla[k$9l`d]la[k$<][]hlagf$Afka_`l$Aflaea\Ylagf$Afn]kla_Ylagf$H]j[]hlagf$
H]j^gjeYf[]$H]jkmYkagf$Kd]a_`lg^@Yf\$Yf\Kl]Ydl`

9l+j\d]n]d$qgm[`ggk]YfYj[`]lqh]l`Ylqgm]emdYl]af
the exercise of your rogue abilities. The Arcane Trickster
and Thief archetypes are detailed at the end of the classdescription. See the Player’s Handbook for more archetype options.

Equipment
QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
equipment granted by your background:• (a) rapier or (b) shortsword• (a) shortbow and quiver of 20 arrows or (b) shortsword• (a!Zmj_dYjÌkhY[c$ b!\mf_]gf]]jÌkhY[c$gj
(c!Á]phdgj]jÌkhY[c• D]Yl`]jYjegj$log\Y__]jk$Yf\l`a]n]kÌlggdk

Expertise9l)kld]n]d$[`ggk]logg^qgmjkcaddhjgÕ[a]f[a]k$gjgf]g^qgmjkcaddhjgÕ[a]f[a]kYf\qgmjhjgÕ[a]f[qoal`l`a]n]kÌlggdk&QgmjhjgÕ[a]f[qZgfmkak\gmZd]\^gjYfq
ability check you make that uses either of the chosen proÕ[a]f[a]k& 9l.l`d]n]d$qgm[Yf[`ggk]logegj]g^qgmjhjgÕ[a]f[a]k afkcaddkgjoal`l`a]n]kÌlggdk!lg_Yafl`akZ]f]Õl&RICHARD WHITTERS

Sneak Attack:]_affaf_Yl)kld]n]d$qgmcfgo`golgkljac]kmZldqYf\]phdgalY^g]Ìk\akljY[lagf&Gf[]h]jlmjf$qgm[Yf\]YdYfextra 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack mustmk]YÕf]kk]gjYjYf_]\o]Yhgf&
 Qgm\gfÌlf]]\Y\nYflY_]gfl`]YllY[cjgdda^Yfgl`]j]f]eqg^l`]lYj_]lakoal`af-^]]lg^al$l`Yl]f]eqakfÌlaf[YhY[alYl]\$Yf\qgm\gfÌl`Yn]\akY\nYflY_]gfl`]
attack roll.
The amount of the extra damage increases as you gaind]n]dkafl`ak[dYkk$Ykk`gofafl`]Kf]Yc9llY[c[gdmef
of the Rogue table.

Chapter 1: Creating a Character
haracter

19

Ability Score ImprovementO`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq
k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq
k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk]
an ability score above 20 using this feature.

Uncanny Dodge
KlYjlaf_Yl-l`d]n]d$o`]fYfYllY[c]jl`Ylqgm[Yfk]]
`alkqgmoal`YfYllY[c$qgm[Yfmk]qgmjj]Y[lagflg`Ydn]
l`]YllY[cÌk\YeY_]Y_Yafklqgm&

Roguish Archetypes
Jg_m]kkl]]jl`]ajlYd]flkafnYjqaf_\aj][lagfk$]eZg\ied by the rogue archetypes.

Thief
Qgm`gf]qgmjkcaddkafl`]dYj[]fgmkYjlk&:mj_dYjk$
ZYf\alk$[mlhmjk]k$Yf\gl`]j[jaeafYdklqha[Yddq^gddgo
l`akYj[`]lqh]$Zmlkg\gjg_m]ko`ghj]^]jlgl`afcg^l`]ek]dn]kYkhjg^]kkagfYdlj]Ykmj]k]]c]jk$]phdgj]jk$
and investigators.

Fast Hands
KlYjlaf_Yl+j\d]n]d$qgm[Yfmk]l`]ZgfmkY[lagf
granted by your Cunning Action to make a Dexterity
Kd]a_`lg^@Yf\![`][c$mk]qgmjl`a]n]kÌlggdklg\akYje
YljYhgjgh]fYdg[c$gjlYc]l`]Mk]YfGZb][lY[lagf&

qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]dgj`a_`]j&
Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]fqgmÕfak`Ylong rest.
 >gj]pYehd]$a^qgmcfgol`])kl%d]n]dkh]ddcharm person and have a 1st-level and a 2nd-level spell slot availYZd]$qgm[Yf[Yklcharm person using either slot.
Kh]ddkCfgofg^)kl%D]n]dYf\@a_`]j&Qgmcfgo
l`j]])kl%d]n]doarYj\kh]ddkg^qgmj[`ga[]$logg^o`a[`
you must choose from the enchantment and illusion
spells on the wizard spell list.
The Spells Known column of the Arcane Trickster
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must be
Yf]f[`Yfle]flgjaddmkagfkh]ddg^qgmj[`ga[]$Yf\emkl
Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk&>gjafklYf[]$o`]fqgmj]Y[`,l`d]n]dafl`ak[dYkk$qgm[Yfd]Yjfgf]
new spell of 1st level.
 O`]f]n]jqgm_YafYd]n]dafl`ak[dYkk$qgm[Yfj]hdY[]
one of the wizard spells you know with another spell of
your choice from the wizard spell list. The new spell must
Z]g^Yd]n]d^gjo`a[`qgm`Yn]kh]ddkdglk$Yf\alemklZ]
Yf]f[`Yfle]flgjaddmkagfkh]dd$mfd]kkqgmÌj]j]hdY[af_
the spell you gained at 3rd level from any school of magic.
Kh]dd[Yklaf_9Zadalq& Intelligence is your spellcasting
YZadalq^gjqgmjoarYj\kh]ddk&Qgmmk]qgmjAfl]dda_]f[]
whenever a spell refers to your spellcasting ability. In
Y\\alagf$qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_
the saving throw DC for a wizard spell you cast and wheneYcaf_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,&Second-Story WorkO`]fqgm[`ggk]l`akYj[`]lqh]Yl+j\d]n]d$qgm_Yafl`]
ability to climb faster than normal; climbing no longer
costs you extra movement.
 AfY\\alagf$o`]fqgmeYc]Yjmffaf_bmeh$l`]\aktance you cover increases by a number of feet equal toqgmj<]pl]jalqeg\aÕ]j&Arcane Trickster
Kge]jg_m]k]f`Yf[]l`]ajÕf]%`gf]\kcaddkg^kl]Ydl`
Yf\Y_adalqoal`eY_a[$d]Yjfaf_lja[ckg^]f[`Yfle]fl
and illusion. These rogues include pickpockets and bur_dYjk$ZmlYdkgh]j^gje]jkYf\eak[`a]^%eYc]jk&

SpellcastingO`]fqgmj]Y[`+j\d]n]d$qgm_Yafl`]YZadalqlg[Yklspells. See chapter 4 for the general rules of spellcasting.
Qgmd]Yjfqgmj9j[Yf]Lja[ckl]jkh]ddk^jgel`]oarYj\spell list (page 22).

Arcane Trickster Spellcasting
Rogue
Level
3rd
WK
WK
6th

Cantrips
Known
3
3
3
3

Spells
Known
3




—Spell Slots per Spell Level—
1st
2
3
3
3

2nd
—
—
—
—

3rd
—
—
—
—

4th
—
—
—
—

;Yfljahk&Qgmd]Yjfl`j]][Yfljahk2mage hand and twoother cantrips of your choice from the wizard spell list.
Kh]ddKdglk&The Arcane Trickster Spellcasting tableshows how many spell slots you have to cast your wizardkh]ddkg^)kld]n]dYf\`a_`]j&Lg[Yklgf]g^l`]k]kh]ddk$
20

Chapter 1: Creating a Character

Mage Hand Legerdemain
KlYjlaf_Yl+j\d]n]d$o`]fqgm[Yklmage hand$qgm[YfeYc]l`]kh][ljYd`Yf\afnakaZd]$Yf\qgm[Yfh]j^gje
the following additional tasks with it:• Qgm[Yfklgogf]gZb][ll`]`Yf\ak`gd\af_afYcontainer worn or carried by another creature.
• Qgm[Yfj]lja]n]YfgZb][lafY[gflYaf]jogjfgj
carried by another creature.
• Qgm[Yfmk]l`a]n]kÌlggdklgha[cdg[ckYf\\akYje
traps at range.
Qgm[Yfh]j^gjegf]g^l`]k]lYkckoal`gmlZ]af_fgla[]\by a creature if you succeed on a Dexterity (Sleight of@Yf\![`][c[gfl]kl]\Zql`][j]Ylmj]ÌkOak\ge H]jception) check.
 AfY\\alagf$qgm[Yfmk]l`]ZgfmkY[lagf_jYfl]\Zq
your Cunning Action to control the hand.

WizardDrawing on the subtle weave of magic that permeates the[gkegk$oarYj\k[Yklkh]ddkg^]phdgkan]Õj]$Yj[af_da_`lfaf_$kmZld]\][]hlagf$Yf\Zjml]%^gj[]eaf\[gfljgd&

Scholars of the Arcane
Oad\Yf\]fa_eYla[$nYja]\af^gjeYf\^mf[lagf$l`]
power of magic draws students who seek to master its
eqkl]ja]k&Kge]Ykhaj]lgZ][ge]dac]l`]_g\k$k`Yhing reality itself. Though the casting of a typical spellj]imaj]ke]j]dql`]mll]jYf[]g^Y^]okljYf_]ogj\k$
Ö]]laf__]klmj]k$Yf\kge]lae]kYhaf[`gj[dmehg^]pgla[eYl]jaYdk$l`]k]kmj^Y[][gehgf]flkZYj]dq`aflYl
the expertise attained after years of apprenticeship andcountless hours of study.

The Wizard
Level
1st
2nd
3rd
WK
WK
6th

3URśFLHQF\
Bonus
+2
+2
+2
+2
+3
+3

FeaturesSpellcasting, Arcane Recovery
Arcane Tradition—
Ability Score Improvement—
Arcane Tradition feature

Cantrips
Known
3
3
3




— Spell Slots per Spell Level—
1st
2
3





2nd
—
—
2
3
3
3

3rd
—
—
—
—
2
3

4th
—
—
—
—
—
—

5th
—
—
—
—
—
—

6th
—
—
—
—
—
—

7th
—
—
—
—
—
—

8th
—
—
—
—
—
—

9th
—
—
—
—
—
—

Wizards live and die by their spells. Everything else issecondary. They learn new spells as they experiment andgrow in experience. They can also learn them from other
oarYj\k$^jgeYf[a]fllge]kgjafk[jahlagfk$Yf\^jgeYfcient creatures (such as the fey) that are steeped in magic.

Proficiencies

The Lure of Knowledge

Saving Throws: Afl]dda_]f[]$Oak\geSkills: ;`ggk]log^jge9j[YfY$@aklgjq$Afka_`l$Afn]kla_Ylagf$E]\a[af]$Yf\J]da_agf

OarYj\kÌdan]kYj]k]d\geemf\Yf]&L`][dgk]klYoarYj\is likely to come to an ordinary life is working as a sage
gjd][lmj]jafYdaZjYjqgjmfan]jkalq$l]Y[`af_gl`]jkl`]
secrets of the multiverse. But the lure of knowledge andpower calls even the most unadventurous wizards outof the safety of their libraries and laboratories and into
crumbling ruins and lost cities. Most wizards believe that
their counterparts in ancient civilizations knew secretsg^eY_a[l`Yl`Yn]Z]]fdgkllgl`]Y_]k$Yf\\ak[gn]jaf_
those secrets could unlock the path to a power greaterthan any magic available in the present age.

Creating a Wizard@go\a\qgmj[`YjY[l]jÕjkl[ge]aflg[gflY[loal`
magic? How did you discover you had an aptitude foral7<gqgm`Yn]YfYlmjYdlYd]fl$gj\a\qgmkaehdqklm\q
hard and practice incessantly? Did you encounter amagical creature or an ancient tome that taught you thebasics of magic?
What drew you forth from your life of study? Did yourÕjkllYkl]g^eY_a[Ydcfgod]\_]d]Yn]qgm`mf_jq^gj
more? Have you received word of a secret repository ofknowledge not yet plundered by any other wizard? Per`YhkqgmÌj]kaehdq]Y_]jlghmlqgmjf]o^gmf\eY_a[Yd
skills to the test in the face of danger.

Armor:Fgf]
Weapons: <Y__]jk$\Yjlk$kdaf_k$imYjl]jklY‫ץ‬k$
light crossbows
Tools: Fgf]

Equipment
QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
equipment granted by your background:• (a!imYjl]jklY‫ץ‬gj b) dagger• (a) component pouch or (b) arcane focus• (a!k[`gdYjÌkhY[cgj b!]phdgj]jÌkhY[c• A spellbook

Spellcasting
9kYklm\]flg^Yj[Yf]eY_a[$qgm`Yn]Ykh]ddZggc[gflYafaf_kh]ddkl`Ylk`gol`]Õjkl_daee]jaf_kg^qgmjljm]
power. See chapter 4 for the general rules of spellcasting.

Quick Build
Qgm[YfeYc]YoarYj\ima[cdqZq^gddgoaf_l`]k]km__]klagfk&>ajkl$Afl]dda_]f[]k`gmd\Z]qgmj`a_`]klYZadalq
k[gj]$^gddgo]\Zq;gfklalmlagfgj<]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
RICHARD WHITTERS

9kYoarYj\$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k&Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: .#qgmj;gfklalmlagfeg\aÕ]j
Hit Points at Higher Levels: )\. gj,!#qgmj;gfklalmlagfeg\aÕ]jh]joarYj\d]n]dY^l]j)kl
221

Your Spellbook

Wizard Spell List@]j]Ìkl`]daklg^kh]ddkqgmmk]o`]fqgmd]YjfYoarYj\cantrip or add a wizard spell of 1st level or higher to yourkh]ddZggc&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl[`YjY[l]jd]n]d&=Y[`kh]ddZ]dgf_klgYk[`ggdg^eY_a[$o`a[`ak
a\]flaÕ]\Y^l]jl`]kh]ddÌkfYe]&A^Ykh]dd[YfZ][YklYkYjalmYd$l`]jalmYdlY_YdkgYhh]YjkY^l]jalkfYe]&K]]l`]
Player’s Handbook for an expanded version of this list.

Cantrips (0 Level)

2nd Levelacid splash FRQMXUDWLRQ
dancing lights HYRFDWLRQśUHEROW HYRFDWLRQlight HYRFDWLRQ
mage hand FRQMXUDWLRQ
minor illusion LOOXVLRQ
poison spray FRQMXUDWLRQ
prestidigitation WUDQVPXWDWLRQ
ray of frost HYRFDWLRQ
shocking grasp HYRFDWLRQ

arcane lock DEMXUDWLRQ
blur LOOXVLRQ
darkness HYRFDWLRQŜDPLQJVSKHUH FRQMXUDWLRQ
hold person HQFKDQWPHQW
invisibility LOOXVLRQknock WUDQVPXWDWLRQ
levitate WUDQVPXWDWLRQ
magic weapon WUDQVPXWDWLRQ
misty step FRQMXUDWLRQshatter HYRFDWLRQ
spider climb WUDQVPXWDWLRQ
suggestion HQFKDQWPHQW
web FRQMXUDWLRQ

1st Levelburning hands HYRFDWLRQ
charm person HQFKDQWPHQW
comprehend languages (divinaWLRQULWXDO
detect magic GLYLQDWLRQULWXDO
disguise self LOOXVLRQfeather fall WUDQVPXWDWLRQ
identify GLYLQDWLRQULWXDO
longstrider WUDQVPXWDWLRQ
mage armor DEMXUDWLRQ
magic missile HYRFDWLRQshield DEMXUDWLRQ
silent image LOOXVLRQ
sleep HQFKDQWPHQW
thunderwave HYRFDWLRQ

3rd Level
dispel magic DEMXUDWLRQ
fear LOOXVLRQśUHEDOO HYRFDWLRQ
Ŝ\ WUDQVPXWDWLRQ
haste WUDQVPXWDWLRQlightning bolt HYRFDWLRQ
major image LOOXVLRQ

Cantrips9l)kld]n]d$qgmcfgol`j]][Yfljahkg^qgmj[`ga[]^jgel`]oarYj\kh]dddakl&Qgmd]YjfY\\alagfYdoarYj\[Yfljahk
g^qgmj[`ga[]Yl`a_`]jd]n]dk$Ykk`gofafl`];YfljahkKnown column of the Wizard table.

Spellbook9l)kld]n]d$qgm`Yn]Ykh]ddZggc[gflYafaf_kap)kl%d]n]d
oarYj\kh]ddkg^qgmj[`ga[]&Qgmjkh]ddZggcakl`]j]hgkalgjqg^l`]oarYj\kh]ddkqgmcfgo$]p[]hlqgmj[Yfljahk$
o`a[`Yj]Õp]\afqgmjeaf\&

The spells that you add to your spellbook as you gain levelsUHŜHFWWKHUHVHDUFK\RXFRQGXFWRQ\RXURZQDVZHOODV
intellectual breakthroughs you have had about the nature of
the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll, forexample, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard
spell of 1st level or higher, you can add it to your spellbook
if it is of a spell level you can prepare and if you can spare
the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing
the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You mustpractice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using
your own notation.
For each level of the spell, the process takes 2 hours and
FRVWVJS7KHFRVWUHSUHVHQWVPDWHULDOFRPSRQHQWV\RX
expend as you experiment with the spell to master it, as wellas the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like yourother spells.
Replacing the Book. You can copy a spell from your own
spellbook into another book—for example, if you want tomake a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier,since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp
for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a
new spellbook. Filling out the remainder of your spellbook
requires you to find new spells to do so, as normal. For thisreason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compiODWLRQRIVSHOOVZLWKLWVRZQGHFRUDWLYHŜRXULVKHV,WPLJKW
be a plain, functional leather volume that you received asa gift from your master, a finely bound tome you foundin an ancient library, or even a loose collection of notes
scrounged together after you lost your previous spellbook.

l]dda_]f[]g^).$qgmjdaklg^hj]hYj]\kh]ddk[Yfaf[dm\]
kapkh]ddkg^)klgj*f\d]n]d$afYfq[geZafYlagf$[`gk]f
from your spellbook. If you prepare the 1st-level spell
magic missile, you can cast it using a 1st-level or a 2ndd]n]dkdgl&;Yklaf_l`]kh]dd\g]kfÌlj]egn]al^jgeqgmj
list of prepared spells.
 Qgm[Yf[`Yf_]qgmjdaklg^hj]hYj]\kh]ddko`]fqgmÕfak`Ydgf_j]kl&Hj]hYjaf_Yf]odaklg^oarYj\kh]ddkj]quires time spent studying your spellbook and memorizing the incantations and gestures you must make to castthe 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 haveto cast your wizard spells of 1st level and higher. To castgf]g^l`]k]kh]ddk$qgmemkl]ph]f\Ykdglg^l`]kh]ddÌkd]n]dgj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglko`]f
qgmÕfak`Ydgf_j]kl& Qgmhj]hYj]l`]daklg^oarYj\kh]ddkl`YlYj]YnYadYZd]
^gjqgmlg[Ykl&Lg\gkg$[`ggk]YfmeZ]jg^oarYj\kh]ddk
^jgeqgmjkh]ddZggc]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j#
your wizard level (minimum of one spell). The spells must
be of a level for which you have spell slots.
 >gj]pYehd]$a^qgmÌj]Y+j\%d]n]doarYj\$qgm`Yn]
four 1st-level and two 2nd-level spell slots. With an In22

Chapter 1: Creating a Character

Spellcasting Ability
Intelligence is your spellcasting ability for your wizardkh]ddk$kaf[]qgmd]Yjfqgmjkh]ddkl`jgm_`\]\a[Yl]\
klm\qYf\e]egjarYlagf&Qgmmk]qgmjAfl]dda_]f[]o`]f]n]jYkh]ddj]^]jklgqgmjkh]dd[Yklaf_YZadalq&AfY\\alagf$
qgmmk]qgmjAfl]dda_]f[]eg\aÕ]jo`]fk]llaf_l`]kYning throw DC for a wizard spell you cast and when makaf_YfYllY[cjgddoal`gf]$Yk]phdYaf]\af[`Yhl]j,&

Ritual Casting
Qgm[Yf[YklYoarYj\kh]ddYkYjalmYda^l`Ylkh]dd`Yk
the ritual tag and you have the spell in your spellbook.

Qgm\gfÌlf]]\lg`Yn]l`]kh]ddhj]hYj]\&K]][`Yhl]j,$ÉKh]ddk$Ê^gj`gojalmYdkogjc&

Spellcasting Focus
Qgm[Yfmk]YfYj[Yf]^g[mk ^gmf\af[`Yhl]j+!YkYspellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher=Y[`lae]qgm_YafYoarYj\d]n]d$qgm[YfY\\logoarard spells of your choice to your spellbook for free. Eachof these spells must be of a level for which you have spell
kdglk$Ykk`gofgfl`]OarYj\lYZd]&GfqgmjY\n]flmj]k$
qgmea_`lÕf\gl`]jkh]ddkl`Ylqgm[YfY\\lgqgmjkh]ddZggc k]]l`]ÉQgmjKh]ddZggcÊka\]ZYj!&

Arcane Recovery
Qgm`Yn]d]Yjf]\lgj]_Yafkge]g^qgmjeY_a[Yd]f]j_q
Zqklm\qaf_qgmjkh]ddZggc&Gf[]h]j\Yqo`]fqgmÕfak`Yk`gjlj]kl$qgm[Yf[`ggk]]ph]f\]\kh]ddkdglklg
recover. The spell slots can have a combined level that is]imYdlggjd]kkl`Yf`Yd^qgmjoarYj\d]n]d jgmf\]\mh!$and none of the slots can be 6th level or higher.
 >gj]pYehd]$a^qgmÌj]Y,l`%d]n]doarYj\$qgm[Yfj][gn]jmhlglogd]n]dkogjl`g^kh]ddkdglk&Qgm[Yfj][gn]j]al`]jY
2nd-level spell slot or two 1st-level spell slots.

Sculpt Spells:]_affaf_Yl*f\d]n]d$qgm[Yf[j]Yl]hg[c]lkg^j]dYlan]
kY^]lqoal`afl`]]‫[]ץ‬lkg^qgmj]ng[Ylagfkh]ddk&O`]f
qgm[YklYf]ng[Ylagfkh]ddl`YlY‫[]ץ‬lkgl`]j[j]Ylmj]kl`Ylqgm[Yfk]]$qgm[Yf[`ggk]YfmeZ]jg^l`]e]imYdlg)#l`]kh]ddÌkd]n]d&L`][`gk]f[j]Ylmj]kYmlgeYla[Yddqkm[[]]\gfl`]ajkYnaf_l`jgokY_Yafkll`]kh]dd$
and they take no damage if they would normally take half
damage on a successful save.

Potent Cantrip
KlYjlaf_Yl.l`d]n]d$qgmj\YeY_af_[YfljahkY‫[]ץ‬l]n]f
[j]Ylmj]kl`YlYnga\l`]Zjmflg^l`]]‫[]ץ‬l&O`]fY[j]Ylmj]km[[]]\kgfYkYnaf_l`jgoY_Yafklqgmj[Yfljah$
l`][j]Ylmj]lYc]k`Yd^l`][YfljahÌk\YeY_] a^Yfq!Zml
km‫]ץ‬jkfgY\\alagfYd]‫[]ץ‬l^jgel`][Yfljah&

School of Transmutation
QgmYj]Yklm\]flg^kh]ddkl`Yleg\a^q]f]j_qYf\eYll]j&
Lgqgm$l`]ogjd\akfÌlYÕp]\l`af_$Zml]eaf]fldqemlYZd]$Yf\qgm\]da_`lafZ]af_YfY_]flg^[`Yf_]&

Transmutation Savant:]_affaf_o`]fqgmk]d][ll`akk[`ggdYl*f\d]n]d$l`]
gold and time you must spend to copy a transmutation
spell into your spellbook is halved.

Arcane TraditionO`]fqgmj]Y[`*f\d]n]d$qgm[`ggk]YfYj[Yf]ljY\alagf$k`Yhaf_qgmjhjY[la[]g^eY_a[2=ng[YlagfgjLjYfkemlYlagf$Zgl`g^o`a[`Yj]\]lYad]\Yll`]]f\g^l`]
class description. See the Player’s Handbook for more
information on arcane traditions.
 Qgmj[`ga[]_jYflkqgm^]Ylmj]kYl*f\d]n]dYf\Y_Yaf
at 6th level.

Ability Score ImprovementO`]fqgmj]Y[`,l`d]n]d$qgm[Yfaf[j]Yk]gf]YZadalq
k[gj]g^qgmj[`ga[]Zq*$gjqgm[Yfaf[j]Yk]logYZadalq
k[gj]kg^qgmj[`ga[]Zq)&9kfgjeYd$qgm[YfÌlaf[j]Yk]
an ability score above 20 using this feature.

Arcane Traditions
The most ancient arcane traditions in the multiverse
revolve around the schools of magic. Wizards throughl`]Y_]k`Yn][YlYdg_]\l`gmkYf\kg^kh]ddk$_jgmhaf_l`]eaflg]a_`l[Yl]_gja]k[Ydd]\k[`ggdk$Yk\]k[jaZ]\
af[`Yhl]j,&Afkge]hdY[]k$l`]k]ljY\alagfkYj]dal]jYddq
k[`ggdk&=dk]o`]j]$l`]qYj]egj]dac]Y[Y\]ea[\]hYjle]flk$oal`janYd^Y[mdla]k[geh]laf_^gjklm\]flk&

School of Evocation
Qgmjklm\a]k^g[mkgfeY_a[l`Yl[j]Yl]khgo]j^md]d]e]flYd]‫[]ץ‬lkkm[`YkZall]j[gd\$k]Yjaf_ÖYe]$jgddaf_l`mf\]j$[jY[cdaf_da_`lfaf_$Yf\Zmjfaf_Y[a\&Kge]
]ngc]jkÕf\]ehdgqe]flafeadalYjq^gj[]k$k]jnaf_YkYjtillery to blast enemy armies from afar. Others use theirspectacular power to protect the weak or to conquer.

Evocation Savant:]_affaf_o`]fqgmk]d][ll`akk[`ggdYl*f\d]n]d$l`]
gold and time you must spend to copy an evocation spell
into your spellbook is halved.

Minor Alchemy
KlYjlaf_Yl*f\d]n]do`]fqgmk]d][ll`akk[`ggd$qgm
can temporarily alter the physical properties of one
fgfeY_a[YdgZb][l$[`Yf_af_al^jgegf]kmZklYf[]aflg
Yfgl`]j&Qgmh]j^gjeYkh][aYdYd[`]ea[Ydhjg[]\mj]gf
gf]gZb][l[gehgk]\]flaj]dqg^ogg\$klgf] ZmlfglY_]eklgf]!$ajgf$[ghh]j$gjkadn]j$ljYfk^gjeaf_alaflgY\a‫]ץ‬j]flgf]g^l`gk]eYl]jaYdk&>gj]Y[`)(eafml]kqgm
kh]f\h]j^gjeaf_l`]hjg[]\mj]$qgm[YfljYfk^gjemhlg)[mZa[^gglg^eYl]jaYd&9^l]j)`gmj$gjmfladqgmdgk]
your concentration (as if you were concentrating on akh]dd!$l`]eYl]jaYdj]n]jlklgalkgja_afYdkmZklYf[]&

Transmuter’s Stone
KlYjlaf_Yl.l`d]n]d$qgm[Yfkh]f\0`gmjk[j]Ylaf_Y
ljYfkeml]jÌkklgf]l`Ylklgj]kljYfkemlYlagfeY_a[&Qgm
[YfZ]f]Õl^jgel`]klgf]qgmjk]d^gj_an]allgYfgl`]j[j]Ylmj]&9[j]Ylmj]_YafkYZ]f]Õlg^qgmj[`ga[]
Ykdgf_Ykl`]klgf]akafl`][j]Ylmj]Ìkhgkk]kkagf&O`]fqgm[j]Yl]l`]klgf]$[`ggk]l`]Z]f]Õl^jgel`]
following options:• Darkvision out to a range of 60 feet (this functions likethe darkvision of a dwarf or an elf)
• An increase to speed of 10 feet while the creature isunencumbered• HjgÕ[a]f[qaf;gfklalmlagfkYnaf_l`jgok• J]kaklYf[]lgY[a\$[gd\$Õj]$da_`lfaf_$gjl`mf\]j\YeY_] qgmj[`ga[]o`]f]n]jqgm[`ggk]l`akZ]f]Õl3k]]
page 38 for how resistance works)
Each time you cast a transmutation spell of 1st levelgj`a_`]j$qgm[Yf[`Yf_]l`]]‫[]ץ‬lg^qgmjklgf]a^l`]
stone is on your person.
 A^qgm[j]Yl]Yf]oljYfkeml]jÌkklgf]$l`]hj]nagmkgf]
ceases to function.

Chapter 1: Creating a Character23

Backgrounds

Suggested Characteristics

Qgmj[`YjY[l]jÌkZY[c_jgmf\j]n]Ydko`]j]qgm[Ye]
^jge&;`ggk]gf]g^l`]^gddgoaf_ZY[c_jgmf\k2Y[gdql]$[jaeafYd$]fl]jlYaf]j$kY_]$gjkgd\a]j&L`]fYkcqgmjself why your character left that occupation for a life ofadventure.
A background includes the following elements:d8
1

HjgÕ[a]f[a]k&=Y[`ZY[c_jgmf\_an]kY[`YjY[l]jhjgÕ[a]f[qaflogkcaddk k]]hY_]*1!&AfY\\alagf$egkl
ZY[c_jgmf\k_an]Y[`YjY[l]jhjgÕ[a]f[qoal`gf]gj
egj]lggdk&LggdkYf\lggdhjgÕ[a]f[a]kYj]\]lYad]\af
chapter 3. If a 1st-level character would gain the samehjgÕ[a]f[q^jgelog\a‫]ץ‬j]flkgmj[]k$[`ggk]Y\a‫]ץ‬j]flhjgÕ[a]f[qg^l`]kYe]caf\ kcaddgjlggd!afkl]Y\&
Equipment. A background provides equipment.
Feature.QgmjZY[c_jgmf\_an]kqgmY^]Ylmj]$Ykh][aYd
ability that members of your background share.
Suggested Characteristics. A background suggests perkgfYd[`YjY[l]jakla[k^gjqgmj[`YjY[l]j&Qgm[Yfha[c[`YjY[l]jakla[k$jgdd\a[]lg\]l]jeaf]l`]ejYf\gedq$
or use the suggestions as inspiration for characteristics
of your own creation.

3

2



6
7
8

d6
1

Some backgrounds allow you to learn more languages.

AcolyteQgm`Yn]kh]flqgmjda^]afl`]k]jna[]g^Yl]ehd]lgY_g\gjYhYfl`]gf&Qgmh]j^gjekY[j]\jal]kafgj\]jlg
[gf\m[logjk`ah]jkaflgl`]hj]k]f[]g^l`]\anaf]&Qgm
Yj]fÌlf][]kkYjadqY[d]ja[Èh]j^gjeaf_kY[j]\jal]kakfÌlthe same thing as channeling divine power.
 ;`ggk]Y_g\$YhYfl`]gf$gjkge]gl`]jimYka%\anaf]
Z]af_$Yf\ogjcoal`qgmj<Elg\]lYadl`]fYlmj]g^
your religious service. Were you a lesser functionaryafYl]ehd]$jYak]\^jge[`ad\`gg\lgYkkakll`]hja]klk
in the sacred rites? Or were you a priest who suddenly]ph]ja]f[]\Y[Yddlgk]jn]qgmj_g\afY\a‫]ץ‬j]floYq7
KcaddHjgÕ[a]f[a]k2Afka_`l$J]da_agf
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you enl]j]\l`]hja]kl`gg\!$YhjYq]jZggcgjhjYq]jo`]]d$-
kla[ckg^af[]fk]$n]kle]flk$Yk]lg^[geegf[dgl`]k$
and a pouch containing 15 gp

Feature: Shelter of the Faithful
9kYfY[gdql]$qgm[geeYf\l`]j]kh][lg^l`gk]o`gk`Yj]qgmj^Yal`$Yf\qgm[Yfh]j^gjel`]j]da_agmk[]j]egfa]kg^qgmj\]alq&QgmYf\qgmjY\n]flmjaf_[gepanions can expect to receive free healing and care atYl]ehd]$k`jaf]$gjgl`]j]klYZdak`]\hj]k]f[]g^qgmj
^Yal`$l`gm_`qgmemklhjgna\]YfqeYl]jaYd[gehgf]flk
needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
 Qgmea_`lYdkg`Yn]la]klgYkh][aÕ[l]ehd]\]\a[Yl]\lgqgmj[`gk]f\]alqgjhYfl`]gf$Yf\qgm`Yn]Yj]kadence there. This could be the temple where you used tok]jn]$a^qgmj]eYafgf_gg\l]jekoal`al$gjYl]ehd]
where you have found a new home. While near your temhd]$qgm[Yf[Yddmhgfl`]hja]klk^gjYkkaklYf[]$hjgna\]\l`]YkkaklYf[]qgmYkc^gjakfÌl`YrYj\gmkYf\qgmj]eYaf
in good standing with your temple.
24

Chapter 1: Creating a Character

2
3


6

d6
1
2
3


6

d6
1
2
3


6

Personality Trait
I idolize a particular hero of my faith, and constantly
refer to that person’s deeds and example.
,FDQśQGFRPPRQJURXQGEHWZHHQWKHśHUFHVW
enemies, empathizing with them and always working
toward peace.
I see omens in every event and action. The gods try to
speak to us, we just need to listen.
Nothing can shake my optimistic attitude.
,TXRWH RUPLVTXRWH VDFUHGWH[WVDQGSURYHUEVLQ
almost every situation.
,DPWROHUDQW RULQWROHUDQW RIRWKHUIDLWKVDQGUHVSHFWRUFRQGHPQ WKHZRUVKLSRIRWKHUJRGV,ôYHHQMR\HGśQHIRRGGULQNDQGKLJKVRFLHW\DPRQJP\temple’s elite. Rough living grates on me.
I’ve spent so long in the temple that I have little
experience dealing with people in the outside world.
Ideal
Tradition. 7KHDQFLHQWWUDGLWLRQVRIZRUVKLSDQGVDFULśFH
PXVWEHSUHVHUYHGDQGXSKHOG /DZIXO
Charity. I always try to help those in need, no matter
ZKDWWKHSHUVRQDOFRVW *RRG
Change. We must help bring about the changes the
JRGVDUHFRQVWDQWO\ZRUNLQJLQWKHZRUOG &KDRWLF
Power. I hope to one day rise to the top of my faith’s
UHOLJLRXVKLHUDUFK\ /DZIXO
Faith. I trust that my deity will guide my actions. I haveIDLWKWKDWLI,ZRUNKDUGWKLQJVZLOOJRZHOO /DZIXO
Aspiration. I seek to prove myself worthy of my god’sfavor by matching my actions against his or her
WHDFKLQJV $Q\
Bond
I would die to recover an ancient relic of my faith thatwas lost long ago.
I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
I owe my life to the priest who took me in when myparents died.
Everything I do is for the common people.
I will do anything to protect the temple where I served.
I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
Flaw
I judge others harshly, and myself even more severely.
I put too much trust in those who wield power within
my temple’s hierarchy.
My piety sometimes leads me to blindly trust those thatprofess faith in my god.
,DPLQŜH[LEOHLQP\WKLQNLQJI am suspicious of strangers.
Once I pick a goal, I become obsessed with it to thedetriment of everything else in my life.

Criminal
QgmYj]Yf]ph]ja]f[]\[jaeafYdYf\kladd`Yn][gflY[lk
within the criminal underworld.
KcaddHjgÕ[a]f[a]k2<][]hlagf$Kl]Ydl`
LggdHjgÕ[a]f[a]k2Gf]lqh]g^_Yeaf_k]l$l`a]n]kÌlggdk
Equipment: 9[jgoZYj$Yk]lg^\Yjc[geegf[dgl`]kaf[dm\af_Y`gg\$Yf\Yhgm[`[gflYafaf_)-_h

d6
1
2
3


6

Criminal Specialty
L`]j]Yj]eYfqcaf\kg^[jaeafYdk$Yf\oal`afYl`a]n]kÌ_mad\gjkaeadYjgj_YfarYlagf$e]eZ]jk`Yn]kh][aYdla]k&;`ggk]l`]jgd]qgmhdYq]\afqgmj[jaeafYdda^]$gjjgddgf
the table below.
d8
1
2
3


Specialty
Blackmailer
Burglar
Enforcer
Fence

d8

6
7
8

Specialty
Highway robber
Hired killer
Pickpocket
Smuggler

Feature: Criminal Contact
Qgm`Yn]Yj]daYZd]Yf\ljmklogjl`q[gflY[lo`gY[lkYk
qgmjdaYakgflgYf]logjcg^gl`]j[jaeafYdk&Qgmcfgo
`golg_]le]kkY_]klgYf\^jgeqgmj[gflY[l$]n]fgn]j
_j]Yl\aklYf[]k3kh][aÕ[Yddq$qgmcfgol`]dg[Yde]kk]f_]jk$[gjjmhl[YjYnYfeYkl]jk$Yf\k]]\qkYadgjko`g[Yf
deliver messages for you.

Suggested Characteristics
d8
1
2
3



6
7
8
d6
1
2
3



6

Personality Trait
I always have a plan for what to do when things gowrong.
I am always calm, no matter what the situation. I neverraise my voice or let my emotions control me.
7KHśUVWWKLQJ,GRLQDQHZSODFHLVQRWHWKHORFDWLRQV
of everything valuable—or where such things could be
hidden.
I would rather make a new friend than a new enemy.
I am incredibly slow to trust. Those who seem thefairest often have the most to hide.
I don’t pay attention to the risks in a situation. Never tellme the odds.
The best way to get me to do something is to tell me I
can’t do it.
I blow up at the slightest insult.
Ideal
Honor.,GRQôWVWHDOIURPRWKHUVLQWKHWUDGH /DZIXO
Freedom. Chains are meant to be broken, as are thoseZKRZRXOGIRUJHWKHP &KDRWLF
Charity. I steal from the wealthy so that I can help
SHRSOHLQQHHG *RRG
Greed. ,ôOOGRZKDWHYHULWWDNHVWREHFRPHZHDOWK\ (YLO
People. I’m loyal to my friends, not to any ideals, andeveryone else can take a trip down the Styx for all I care.
1HXWUDO
Redemption.7KHUHôVJRRGLQHYHU\RQH *RRG

d6
1
2
3


6

Bond
,ôPWU\LQJWRSD\RŚDGHEW,RZHWRDNLQGEHQHIDFWRU
My ill-gotten gains go to support my family.
Something important was taken from me, and I aim tosteal it back.
I will become the greatest thief that ever lived.
I’m guilty of a terrible crime and want to redeem myself.
Someone I loved died because of I mistake I made. That
will never happen again.
Flaw
When I see something valuable, I can’t think about
anything but how to steal it.
When faced with a choice between money and myfriends, I usually choose the money.
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
ignore it.
I have a “tell” that reveals when I’m lying.
I turn tail and run when things look bad.
An innocent person is in prison for a crime that I
committed. I’m okay with that.

Entertainer
Qgml`jan]af^jgflg^YfYm\a]f[]&Qgmcfgo`golg
]fljYf[]l`]e$Yemk]l`]e$Yf\]n]fafkhaj]l`]e&O`Yl]n]jl][`faim]kqgmmk]$qgmjYjlakqgmjda^]&KcaddHjgÕ[a]f[a]k29[jgZYla[k$H]j^gjeYf[]
LggdHjgÕ[a]f[a]k2<ak_mak]cal$gf]lqh]g^emka[Yd
instrument
Equipment:9emka[Ydafkljme]fl gf]g^qgmj[`ga[]!$l`]^Yngjg^YfY\eaj]j dgn]d]ll]j$dg[cg^`Yaj$gjljafc]l!$Y[gklme]$Yf\Yhgm[`[gflYafaf_)-_hEntertainer Routines
9_gg\]fl]jlYaf]jakn]jkYlad]$kha[af_mhYh]j^gjeYf[]
with a variety of routines. Choose one to three routines or
jgddgfl`]lYZd]Z]dgolg\]Õf]qgmjkh][aYdla]k&
d10
1
2
3



Entertainer Routine
Actor
DancerFire-eater
JesterJuggler

d10
6
7
8
9
10

Entertainer Routine
Instrumentalist
Poet
Singer
Storyteller
Tumbler

Feature: By Popular Demand
Qgm[YfYdoYqkÕf\YhdY[]lgh]j^gje$mkmYddqafYf
affgjlYn]jfZmlhgkkaZdqoal`Y[aj[mk$YlYl`]Yl]j$gj
]n]fafYfgZd]Ìk[gmjl&9lkm[`YhdY[]$qgmj][]an]^j]]
lodging and food of a modest or comfortable standard\]h]f\af_gfl`]imYdalqg^l`]]klYZdak`e]fl!$Ykdgf_Ykqgmh]j^gje]Y[`fa_`l&AfY\\alagf$qgmjh]j^gjeYf[]
eYc]kqgmkge]l`af_g^Ydg[YdÕ_mj]&O`]fkljYf_]jk
j][g_far]qgmafYlgofo`]j]qgm`Yn]h]j^gje]\$l`]q
typically take a liking to you.

Chapter 1: Creating a Character25

Suggested Characteristics
d8
1
2
3


6
7
8
d6
1
2

3


6

d6
1
2
3


6

d6
1
2
3


6

Personality Trait
I know a story relevant to almost every situation.
Whenever I come to a new place, I collect local rumorsand spread gossip.
I’m a hopeless romantic, always searching for that“special someone.”
Nobody stays angry at me or around me for long, since I
can defuse any amount of tension.
I love a good insult, even one directed at me.
I get bitter if I’m not the center of attention.
I’ll settle for nothing less than perfection.
I change my mood as quickly as I change key in a song.
Ideal
Beauty. When I perform, I make the world better than it
ZDV *RRG
Tradition. The stories, legends, and songs of the past
must never be forgotten, for they teach us who we
DUH /DZIXO
Creativity. The world is in need of new ideas and boldDFWLRQ &KDRWLF
Greed.,ôPRQO\LQLWIRUWKHPRQH\DQGIDPH (YLO
People. I like seeing the smiles on people’s faces when I
SHUIRUP7KDWôVDOOWKDWPDWWHUV 1HXWUDO
Honesty. $UWVKRXOGUHŜHFWWKHVRXOLWVKRXOGFRPH
IURPZLWKLQDQGUHYHDOZKRZHUHDOO\DUH $Q\
Bond
My instrument is my most treasured possession, and it
reminds me of someone I love.
Someone stole my precious instrument, and someday
I’ll get it back.
I want to be famous, whatever it takes.
I idolize a hero of the old tales and measure my deeds
against that person’s.
I will do anything to prove myself superior to my rival.
I would do anything for the other members of myold troupe.
Flaw
I’ll do anything to win fame and renown.
I’m a sucker for a pretty face.
A scandal prevents me from ever going home again.
That kind of trouble seems to follow me around.
I once satirized a noble who still wants my head. It wasa mistake that I will likely repeat.
I have trouble keeping my true feelings hidden. My
sharp tongue lands me in trouble.
'HVSLWHP\EHVWHŚRUWV,DPXQUHOLDEOHWRP\IULHQGV

Sage
Qgmkh]flq]Yjkd]Yjfaf_l`]dgj]g^l`]emdlan]jk]&Qgm
k[gmj]\eYfmk[jahlk$klm\a]\k[jgddk$Yf\dakl]f]\lgl`]_j]Yl]kl]ph]jlkgfl`]kmZb][lkl`Ylafl]j]klqgm&Qgmj]‫ץ‬gjlk`Yn]eY\]qgmYeYkl]jafqgmjÕ]d\kg^klm\q&26

Chapter 1: Creating a Character

KcaddHjgÕ[a]f[a]k29j[YfY$@aklgjq
Languages: Two of your choice
Equipment:9Zglld]g^ZdY[cafc$Yimadd$YkeYddcfa^]$Yletter from a dead colleague posing a question you havefglq]lZ]]fYZd]lgYfko]j$Yk]lg^[geegf[dgl`]k$
and a pouch containing 10 gp

SpecialtyLg\]l]jeaf]l`]fYlmj]g^qgmjk[`gdYjdqljYafaf_$jgddY
d8 or choose from the options in the table below.
d8
1
2
3


Specialty
Alchemist
Astronomer
Discredited academic
Librarian

d8

6
7
8

Specialty
Professor
Researcher
Wizard’s apprentice
ScribeFeature: ResearcherO`]fqgmYll]ehllgd]Yjfgjj][YddYha][]g^dgj]$a^qgm
\gfÌlcfgol`Ylaf^gjeYlagf$qgmg^l]fcfgoo`]j]Yf\^jgeo`geqgm[YfgZlYafal&MkmYddq$l`akaf^gjeYlagf
[ge]k^jgeYdaZjYjq$k[jahlgjame$mfan]jkalq$gjYkY_]
gjgl`]jd]Yjf]\h]jkgfgj[j]Ylmj]&Qgmj<Eea_`ljmd]
that the knowledge you seek is secreted away in an alegklafY[[]kkaZd]hdY[]$gjl`Ylalkaehdq[YfÌlZ]^gmf\&
Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics
d8
1
2
3



6
7
8

d6
1
2
3


6

Personality Trait
I use polysyllabic words that convey the impression ofgreat erudition.
I’ve read every book in the world’s greatest libraries—or
I like to boast that I have.
I’m used to helping out those who aren’t as smart as I
am, and I patiently explain anything and everything toothers.
There’s nothing I like more than a good mystery.
I’m willing to listen to every side of an argument before I
make my own judgment.
I… speak … slowly … when talking … to idiots, whichalmost everyone is compared to me.
I am horribly, horribly awkward in social situations.
I’m convinced that people are always trying to steal mysecrets.
Ideal
Knowledge. The path to power and self-improvement is
WKURXJKNQRZOHGJH 1HXWUDO
Beauty. What is beautiful points us beyond itself toward
ZKDWLVWUXH *RRG
Logic. Emotions must not cloud our logical thinking.
/DZIXONo Limits. 1RWKLQJVKRXOGIHWWHUWKHLQśQLWHSRVVLELOLW\LQKHUHQWLQDOOH[LVWHQFH &KDRWLF
Power. .QRZOHGJHLVWKHSDWKWRSRZHU (YLO
Self-Improvement. The goal of a life of study is theEHWWHUPHQWRIRQHVHOI $Q\

d6
1
2
3


6

d6
1
2
3


6

Bond
It is my duty to protect my students.
I have an ancient text that holds terrible secrets thatmust not fall into the wrong hands.
I work to preserve a library, university, scriptorium,
or monastery.
0\OLIHôVZRUNLVDVHULHVRIWRPHVUHODWHGWRDVSHFLśFśHOGRIORUH
I’ve been searching my whole life for the answer to acertain question.
I sold my soul for knowledge. I hope to do great deeds
and win it back.
Flaw
I am easily distracted by the promise of information.
Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
Unlocking an ancient mystery is worth the price of acivilization.
I overlook obvious solutions in favor of complicatedones.
I speak without really thinking through my words,
invariably insulting others.
I can’t keep a secret to save my life, or anyone else’s.

OYj`Ykdgf_Z]]fqgmjda^]&Qgmea_`l`Yn]Z]]fhYjlg^YfYlagfYdYjeqgjYe]j[]fYjq[gehYfq$gjh]j`YhkYmember of a local militia.
 O`]fqgm[`ggk]l`akZY[c_jgmf\$ogjcoal`qgmj<E
to determine which military organization you were a partg^$`go^Yjl`jgm_`alkjYfckqgmhjg_j]kk]\$Yf\o`Ylkind of experiences you had during your military career.
KcaddHjgÕ[a]f[a]k29l`d]la[k$Aflaea\Ylagf
LggdHjgÕ[a]f[a]k2Gf]lqh]g^_Yeaf_k]l$n]`acles (land)
Equipment:9fafka_faYg^jYfc$Yljgh`qlYc]f^jgeY^Ydd]f]f]eq Y\Y__]j$Zjgc]fZdY\]$gjha][]g^YZYff]j!$Yk]lg^Zgf]\a[]gj\][cg^[Yj\k$Yk]lg^[geegf[dgl`]k$Yf\Yhgm[`[gflYafaf_)(_h

d8
1
2
3



6
7
8

d6
1

3


6

d6
1
2
3


Specialty<mjaf_qgmjlae]YkYkgd\a]j$qgm`Y\Ykh][aÕ[jgd]lg
play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
Specialty
2ŝFHU
Scout
Infantry
Cavalry
HealerSuggested Characteristics

2

Soldier

d8
1
2
3



qgma^l`]qYj]g^Ydgo]jjYfc&Qgm[Yfafngc]qgmjjYfc
lg]p]jlafÖm]f[]gn]jgl`]jkgd\a]jkYf\j]imakalagfkaehd]]imahe]flgj`gjk]k^gjl]ehgjYjqmk]&Qgm[YfYdkg
usually gain access to friendly military encampments andfortresses where your rank is recognized.

d8
6
7
8

Specialty
Quartermaster
Standard bearer
6XSSRUWVWDŚ FRRN
blacksmith, or the
OLNH


6
d6
1
2
3

Feature: Military Rank
Qgm`Yn]YeadalYjqjYfc^jgeqgmj[Yj]]jYkYkgd\a]j&Soldiers loyal to your former military organization stillj][g_far]qgmjYml`gjalqYf\afÖm]f[]$Yf\l`]q\]^]jlg6Personality Trait
I’m always polite and respectful.
I’m haunted by memories of war. I can’t get the imagesof violence out of my mind.
I’ve lost too many friends, and I’m slow to make newones.
I’m full of inspiring and cautionary tales from mymilitary experience relevant to almost every combat
situation.
,FDQVWDUHGRZQDKHOOKRXQGZLWKRXWŜLQFKLQJI enjoy being strong and like breaking things.
I have a crude sense of humor.
I face problems head-on. A simple, direct solution is thebest path to success.
Ideal
Greater Good. Our lot is to lay down our lives in defense
RIRWKHUV *RRG
Responsibility. I do what I must and obey just authority.
/DZIXO
Independence. When people follow orders blindly, they
HPEUDFHDNLQGRIW\UDQQ\ &KDRWLF
Might.,QOLIHDVLQZDUWKHVWURQJHUIRUFHZLQV (YLO
Live and Let Live. Ideals aren’t worth killing over or
JRLQJWRZDUIRU 1HXWUDONation. My city, nation, or people are all that matter.
$Q\
Bond
I would still lay down my life for the people I
served with.
6RPHRQHVDYHGP\OLIHRQWKHEDWWOHśHOG7RWKLVGD\,
will never leave a friend behind.
My honor is my life.
I’ll never forget the crushing defeat my company
VXŚHUHGRUWKHHQHPLHVZKRGHDOWLW
7KRVHZKRśJKWEHVLGHPHDUHWKRVHZRUWKG\LQJIRU
,śJKWIRUWKRVHZKRFDQôWśJKWIRUWKHPVHOYHVFlaw
The monstrous enemy we faced in battle still leaves me
quivering with fear.
I have little respect for anyone who isn’t a
proven warrior.
I made a terrible mistake in battle that cost many
lives—and I would do anything to keep that mistakesecret.
My hatred of my enemies is blind and unreasoning.
I obey the law, even if the law causes misery.
I’d rather eat my armor than admit when I’m wrong.

Chapter 1: Creating a Character

27

Chapter 2: Playing the Game

Advantage andDisadvantage
Sometimes a special ability or spell tells you that you`Yn]Y\nYflY_]gj\akY\nYflY_]gfYfYZadalq[`][c$YkYnaf_l`jgo$gjYfYllY[cjgdd&O`]fl`Yl`Yhh]fk$qgm
roll a second d20 when you make the roll. Use the higherg^l`]logjgddka^qgm`Yn]Y\nYflY_]$Yf\mk]l`]dgo]j
jgdda^qgm`Yn]\akY\nYflY_]&>gj]pYehd]$a^qgm`Yn]
\akY\nYflY_]Yf\jgddY)/Yf\Y-$qgmmk]l`]-&A^qgm
afkl]Y\`Yn]Y\nYflY_]Yf\jgddl`gk]fmeZ]jk$qgm
use the 17.
 A^emdlahd]kalmYlagfkY‫[]ץ‬lYjgddYf\]Y[`gf]_jYflk
Y\nYflY_]gjaehgk]k\akY\nYflY_]gfal$qgm\gfÌljgdd
more than one additional d20. If two favorable situations_jYflY\nYflY_]$^gj]pYehd]$qgmkladdjgddgfdqgf]Y\\ational d20.
If circumstances cause a roll to have both advantage
Yf\\akY\nYflY_]$qgmYj][gfka\]j]\lg`Yn]f]al`]jg^l`]e$Yf\qgmjgddgf]\*(&L`akakljm]]n]fa^emdlahd]
circumstances impose disadvantage and only one grants
28

Chapter 2: Playing the Game

Y\nYflY_]gjna[]n]jkY&Afkm[`YkalmYlagf$qgm`Yn]f]ather advantage nor disadvantage.
When you have advantage or disadvantage and somel`af_afl`]_Ye]$km[`Ykl`]`YdÖaf_ÌkDm[cqljYal$d]lk
qgmj]jgddgjj]hdY[]l`]\*($qgm[Yfj]jgddgjj]hdY[]
gfdqgf]g^l`]\a[]&Qgm[`ggk]o`a[`gf]&>gj]pYehd]$a^Y`YdÖaf_`YkY\nYflY_]gj\akY\nYflY_]gfYfYZadalq
[`][cYf\jgddkY)Yf\Y)+$l`]`YdÖaf_[gmd\mk]l`]
Lucky trait to reroll the 1.
 QgmmkmYddq_YafY\nYflY_]gj\akY\nYflY_]l`jgm_`l`]mk]g^kh][aYdYZadala]k$Y[lagfk$gjkh]ddk&L`]<E
[YfYdkg\][a\]l`Yl[aj[meklYf[]kafÖm]f[]Yjgddafgf]
direction or the other and grant advantage or impose disadvantage as a result.

Saving Throws
9kYnaf_l`jgoÈYdkg[Ydd]\YkYn]Èj]hj]k]flkYfYll]ehllgj]kaklYkh]dd$YljYh$Yhgakgf$Y\ak]Yk]$gjYkaeadYjl`j]Yl&Qgm\gfÌlfgjeYddq\][a\]lgeYc]YkYning throw; you are forced to make one because your character or monster is at risk of harm.
 LgeYc]YkYnaf_l`jgo$jgddY\*(Yf\Y\\l`]YhhjghjaYl]YZadalqeg\aÕ]j&>gj]pYehd]$qgmmk]qgmj<]pl]jalqeg\aÕ]j^gjY<]pl]jalqkYnaf_l`jgo&
 9kYnaf_l`jgo[YfZ]eg\aÕ]\ZqYkalmYlagfYd
Zgfmkgjh]fYdlqYf\[YfZ]Y‫[]ץ‬l]\ZqY\nYflY_]
Yf\\akY\nYflY_]$Yk\]l]jeaf]\Zql`]<E& =Y[`[dYkk_an]khjgÕ[a]f[qafYld]YkllogkYnaf_l`jgok&L`]oarYj\$^gj]pYehd]$akhjgÕ[a]flafAfl]dda-

SUZANNE HELMIGH

Lরঽ૳ࣼরߣ્ଚळ૙জঽஉळ૳ெક୉ଚরळ੅ߣঽ੘૙୉৴ळ૳ெક୉੘ळळदଚક
hdYq&L`]^gmf\Ylagfg^l`]k]jmd]kYj]qgmjkapYZadala]k$
o`]l`]jqgmÌj]]phdgjaf_$]f_Y_af_afkg[aYdafl]jY[lagf$
gjÕ_`laf_^gjqgmjda^]&@]j]qgmÌddd]Yjfegj]YZgmll`]l`j]]eYafoYqklgmk]qgmjYZadala]k2kYnaf_l`jgok$YZadalq[`][ck$Yf\YllY[cjgddk$Yddg^o`a[`[YfZ]Y‫[]ץ‬l]\Zq
advantage and disadvantage.

_]f[]kYn]k&HjgÕ[a]f[qafYkYnaf_l`jgod]lkY[`YjY[l]jY\\l`]ajhjgÕ[a]f[qZgfmklgkYnaf_l`jgokeY\]mkaf_Yparticular ability score. Some monsters have saving throwhjgÕ[a]f[a]kYko]dd&
 L`]<a‫[׹‬mdlq;dYkk^gjYkYnaf_l`jgoak\]l]jeaf]\Zql`]]‫[]ץ‬ll`Yl[Ymk]kal&>gj]pYehd]$l`]<;^gjYkYnaf_l`jgoYddgo]\ZqYkh]ddak\]l]jeaf]\Zql`][Ykl]jÌkkh]dd[Yklaf_YZadalqeg\aÕ]jYf\hjgÕ[a]f[qZgfmk&
The result of a successful or failed saving throw is also\]lYad]\afl`]]‫[]ץ‬ll`YlYddgokl`]kYn]&MkmYddq$Ykm[[]kk^mdkYn]e]Yfkl`YlY[j]Ylmj]km‫]ץ‬jkfg`Yje$gj
j]\m[]\`Yje$^jgeYf]‫[]ץ‬l&

Ability Checks
9fYZadalq[`][cl]klkY[`YjY[l]jÌkgjegfkl]jÌkaffYl]
lYd]flYf\ljYafaf_afYf]‫ץ‬gjllggn]j[ge]Y[`Ydd]f_]&The DM calls for an ability check when a character ormonster attempts an action (other than an attack) that
`YkY[`Yf[]g^^Yadmj]&O`]fl`]gml[ge]akmf[]jlYaf$the dice determine the results.
 >gj]n]jqYZadalq[`][c$l`]<E\][a\]ko`a[`g^l`]kap
YZadala]kakj]d]nYfllgl`]lYkcYl`Yf\Yf\l`]\a‫[׹‬mdlq
g^l`]lYkc$j]hj]k]fl]\ZqY<a‫[׹‬mdlq;dYkk&L`]egj]
\a‫[׹‬mdlYlYkc$l`]`a_`]jalk<;&L`]Lqha[Yd<a‫[׹‬mdlq
Classes table shows the most common DCs.

Typical Difficulty Classes
7DVN'LŝFXOW\Very easy
Easy
MediumDC
10

7DVN'LŝFXOW\
HardVery hard
Nearly impossible

DC
20

30

might win the contest by default. If two characters tie inY[gfl]kllgkfYl[`Yjaf_g‫ץ‬l`]Öggj$f]al`]j[`YjY[l]j
grabs it. In a contest between a monster trying to openY\ggjYf\YfY\n]flmj]jljqaf_lgc]]hl`]\ggj[dgk]\$
a tie means that the door remains shut.

Skills=Y[`YZadalq[gn]jkYjYf_]g^[YhYZadala]k$af[dm\af_kcaddkl`YlY[`YjY[l]jgjYegfkl]j[YfZ]hjgÕ[a]flaf&9
kcaddj]hj]k]flkYkh][aÕ[Ykh][lg^YfYZadalqk[gj]$Yf\
Yfaf\ana\mYdÌkhjgÕ[a]f[qafYkcadd\]egfkljYl]kY^g[mk
gfl`YlYkh][l& 9[`YjY[l]jÌkklYjlaf_kcaddhjgÕ[a]f[a]k
Yj]\]l]jeaf]\Yl[`YjY[l]j[j]Ylagf$Yf\Yegfkl]jÌk
kcaddhjgÕ[a]f[a]kYhh]Yjafl`]egfkl]jÌkklYlZdg[c&!
 >gj]pYehd]$Y<]pl]jalq[`][cea_`lj]Ö][lY[`YjY[l]jÌkYll]ehllghmddg‫ץ‬YfY[jgZYla[klmfl$lghYdeYfgZb][l$gjlgklYq`a\\]f&=Y[`g^l`]k]Ykh][lkg^<]pl]jalq`YkYfYkkg[aYl]\kcadd29[jgZYla[k$Kd]a_`lg^@Yf\$
Yf\Kl]Ydl`$j]kh][lan]dq&KgY[`YjY[l]jo`g`YkhjgÕciency in the Stealth skill is particularly good at Dexterity
checks related to sneaking and hiding.
The skills related to each ability score are shown in the^gddgoaf_dakl& FgkcaddkYj]j]dYl]\lg;gfklalmlagf&!K]]
YfYZadalqÌk\]k[jahlagfafl`]dYl]jk][lagfkg^l`ak[`Yhl]j
for examples of how to use a skill.
Ability
Strength
DexterityIntelligence LgeYc]YfYZadalq[`][c$jgddY\*(Yf\Y\\l`]j]d]nYflYZadalqeg\aÕ]j&9koal`gl`]j\*(jgddk$YhhdqZgfmk]kYf\h]fYdla]k$Yf\[gehYj]l`]lglYdlgl`]<;&A^l`]lglYd]imYdkgj]p[]]\kl`]<;$l`]YZadalq[`][cakYkm[[]kk&Gl`]joak]$alÌkY^Yadmj]$o`a[`e]Yfkl`][`Yjacter or monster makes no progress toward the objective
or makes progress combined with a setback determinedby the DM.

WisdomContests

CharismaKge]lae]kgf][`YjY[l]jÌkgjegfkl]jÌk]‫ץ‬gjlkYj]\aj][ldqghhgk]\lgYfgl`]jÌk&L`ak[Yfg[[mjo`]fZgl`of them are trying to do the same thing and only one cankm[[]]\$km[`YkYll]ehlaf_lgkfYl[`mhYeY_a[jaf_gfl`]Öggj&L`akkalmYlagfYdkgYhhda]ko`]fgf]g^l`]e
is trying to prevent the other one from accomplishing a_gYdÈ^gj]pYehd]$o`]fYegfkl]jlja]klg^gj[]gh]fYdoor that an adventurer is holding closed. In situationsdac]l`]k]$l`]gml[ge]ak\]l]jeaf]\ZqYkh][aYd^gjeg^
YZadalq[`][c$[Ydd]\Y[gfl]kl&
Both participants in a contest make ability checks
YhhjghjaYl]lgl`]aj]‫ץ‬gjlk&L`]qYhhdqYddYhhjghjaYl]
Zgfmk]kYf\h]fYdla]k$Zmlafkl]Y\g^[gehYjaf_l`]lglYd
lgY<;$l`]q[gehYj]l`]lglYdkg^l`]ajlog[`][ck&L`]
participant with the higher check total wins the contest.
That character or monster either succeeds at the action
or prevents the other one from succeeding.
 A^l`][gfl]klj]kmdlkafYla]$l`]kalmYlagfj]eYafkl`]kYe]YkaloYkZ]^gj]l`][gfl]kl&L`mk$gf][gfl]klYfl

SkillsAthletics
Acrobatics
Sleight of Hand
StealthArcanaHistory
Investigation
NatureReligion
Animal HandlingInsight
Medicine
Perception
Survival
Deception
Intimidation
Performance
Persuasion

 Kge]lae]k$l`]<Eea_`lYkc^gjYfYZadalq[`][cmkaf_Ykh][aÕ[kcaddÈ^gj]pYehd]$ÉEYc]YOak\ge H]j[]hlagf![`][c&Ê9lgl`]jlae]k$YhdYq]jea_`lYkcl`]<Ea^hjgÕ[a]f[qafYhYjla[mdYjkcaddYhhda]klgY[`][c&Af]al`]j[Yk]$hjgÕ[a]f[qafYkcadde]YfkYfaf\ana\mYd
[YfY\\l`]ajhjgÕ[a]f[qZgfmklgYZadalq[`][ckl`Yl
afngdn]l`Ylkcadd&Oal`gmlhjgÕ[a]f[qafl`]kcadd$l`]af\avidual makes a normal ability check.
 >gj]pYehd]$a^Y[`YjY[l]jYll]ehlklg[daeZmhY\Yf_]jgmk[da‫ץ‬$l`]<mf_]gfEYkl]jea_`lYkc^gjYKlj]f_l`9l`d]la[k![`][c&A^l`][`YjY[l]jakhjgÕ[a]flaf9l`d]la[k$l`][`YjY[l]jÌkhjgÕ[a]f[qZgfmkakY\\]\lgl`]Klj]f_l`[`][c&A^l`][`YjY[l]jdY[ckl`YlhjgÕ[a]f[q$`]
or she just makes a Strength check.

Chapter 2: Playing the Game

29

Sometimes two or more characters team up to attempt alYkc&L`][`YjY[l]jo`gÌkd]Y\af_l`]]‫ץ‬gjlÈgjl`]gf]
oal`l`]`a_`]klYZadalqeg\aÕ]jÈ[YfeYc]YfYZadalq
[`][coal`Y\nYflY_]$j]Ö][laf_l`]`]dhhjgna\]\Zql`]
gl`]j[`YjY[l]jk&Af[geZYl$l`akj]imaj]kl`]@]dhY[tion (page 35).
A character can only provide help if the task is one thatl`]q[gmd\Yll]ehlYdgf]&>gj]pYehd]$ljqaf_lggh]fY
dg[cea_`lj]imaj]hjgÕ[a]f[qoal`l`a]n]kÌlggdk$kgY
[`YjY[l]jo`gdY[ckl`YlhjgÕ[a]f[q[gmd\fÌl`]dhYfgl`]j
[`YjY[l]jafl`YllYkc&Egj]gn]j$Y[`YjY[l]j[Yf`]dhgfdq
when two or more individuals working together would
Y[lmYddqZ]hjg\m[lan]&Kge]lYkck$km[`Ykl`j]Y\af_Yf]]\d]$Yj]fg]Yka]joal``]dh&Strength Checks
Strength measures the extent to which you can exert raw
physical force. A Strength check can model any attemptlgda^l$hmk`$hmdd$gjZj]Yckge]l`af_&L`]9l`d]la[kkcadd
j]Ö][lkYhlalm\]af[]jlYafcaf\kg^Klj]f_l`[`][ck&9l`d]la[k&QgmjKlj]f_l` 9l`d]la[k![`][c[gn]jk
\a‫[׹‬mdlkalmYlagfkqgm]f[gmfl]jo`ad][daeZaf_$bmehaf_$gjkoaeeaf_&=pYehd]kaf[dm\]l`]^gddgoaf_2• QgmYll]ehllg[daeZYk`]]jgjkdahh]jq[da‫ץ‬$Ynga\`YrYj\ko`ad]k[Ydaf_YoYdd$gj[daf_lgYkmj^Y[]o`ad]
kge]l`af_akljqaf_lgcfg[cqgmg‫&ץ‬• QgmljqlgbmehYfmfmkmYddqdgf_\aklYf[]gjhmdd
g‫ץ‬Yklmflea\bmeh&• Qgmkljm__d]lgkoaegjklYqYÖgYlaflj]Y[`]jgmk[mjj]flk$klgje%lgkk]\oYn]k$gjYj]Ykg^l`a[ck]Yo]]\&
Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Lifting and Carrying
QgmjKlj]f_l`k[gj]\]l]jeaf]kl`]Yegmflg^o]a_`l
qgm[YfZ]Yj&L`]^gddgoaf_l]jek\]Õf]o`Ylqgm[Yf
lift or carry.

30

Chapter 2: Playing thee Gamee ;Yjjqaf_;YhY[alq&Qgmj[Yjjqaf_[YhY[alqakqgmj
Strength score multiplied by 15. This is the weight (inhgmf\k!l`Ylqgm[Yf[Yjjq$o`a[`ak`a_`]fgm_`l`Yl
egkl[`YjY[l]jk\gfÌlmkmYddq`Yn]lgogjjqYZgmlal&Hmk`$<jY_$gjDa^l&Qgm[Yfhmk`$\jY_$gjda^lYo]a_`l
in pounds up to twice your carrying capacity (or 30 times
your Strength score). While pushing or dragging weightaf]p[]kkg^qgmj[Yjjqaf_[YhY[alq$qgmjkh]]\\jghk
to 5 feet.
Kar]Yf\Klj]f_l`& Larger creatures can bear moreo]a_`l$o`]j]YkLafq[j]Ylmj]k[Yf[Yjjqd]kk&>gj]Y[`kar][Yl]_gjqYZgn]E]\ame$\gmZd]l`][j]Ylmj]Ìk[Yjjqaf_[YhY[alqYf\l`]Yegmflal[Yfhmk`$\jY_$gjda^l&>gjYLafq[j]Ylmj]$`Ydn]l`]k]o]a_`lk&

Dexterity Checks<]pl]jalqe]Ykmj]kY_adalq$j]Ö]p]k$Yf\ZYdYf[]&9<]pterity check can model any attempt to move nimbly or
quietly or to keep from falling on tricky footing. The AcroZYla[k$Kd]a_`lg^@Yf\$Yf\Kl]Ydl`kcaddkj]Ö][lYhlalm\]
in certain kinds of Dexterity checks.
9[jgZYla[k&Qgmj<]pl]jalq 9[jgZYla[k![`][c[gn]jk
qgmjYll]ehllgklYqgfqgmj^]]lafYlja[cqkalmYlagf$km[`Yko`]fqgmÌj]ljqaf_lgjmfY[jgkkYk`]]lg^a[]$ZYdYf[]
gfYla_`ljgh]$gjklYqmhja_`lgfYjg[caf_k`ahÌk\][c&
The DM might also call for a Dexterity (Acrobatics) checklgk]]a^qgm[Yfh]j^gjeY[jgZYla[klmflk$af[dm\af_\an]k$jgddk$kge]jkYmdlk$Yf\Öahk&Hiding
The DM decides when circumstances are appropriate for
KLGLQJ:KHQ\RXWU\WRKLGHPDNHD'H[WHULW\ 6WHDOWK 
check. Until you are discovered or you stop hiding, thatFKHFNôVWRWDOLVFRQWHVWHGE\WKH:LVGRP 3HUFHSWLRQ 
check of any creature that actively searches for signs ofyour presence.
You can’t hide from a creature that can see you clearly,
and you give away your position if you make noise, such as
shouting a warning or knocking over a vase. An invisible
creature can’t be seen, so it can always try to hide. Signs of
its passage might still be noticed, however, and it still has tostay quiet.
In combat, most creatures stay alert for signs of danger
all around, so if you come out of hiding and approach acreature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden 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 chancesomeone will notice you even if they aren’t searching. To
determine whether such a creature notices you, the DM
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FUHDWXUHôV:LVGRPPRGLśHUDVZHOODVDQ\RWKHUERQXVHVRUSHQDOWLHV,IWKHFUHDWXUHKDVDGYDQWDJHDGG)RUGLVDGYDQWDJHVXEWUDFW )RUH[DPSOHLIDVWOHYHOFKDUDFWHU ZLWKDSURśFLHQF\
ERQXVRI KDVD:LVGRPRI DPRGLśHU DQGSURściency in Perception, he or she has a passive Wisdom (PerFHSWLRQ RI
What Can You See? One of the main factors in
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object is how well you can see in an area, which might belightly or heavily obscured, as explained on page 32.

SHAWN WOOD

Working Together

Kd]a_`lg^@Yf\&Whenever you attempt an act of leger\]eYafgjeYfmYdlja[c]jq$km[`YkhdYflaf_kge]l`af_
gfkge]gf]]dk]gj[gf[]Ydaf_YfgZb][lgfqgmjh]jkgf$
make a Dexterity (Sleight of Hand) check. The DM mightalso call for a Dexterity (Sleight of Hand) check to detereaf]o`]l`]jqgm[Yfda^lY[gafhmjk]g‫ץ‬Yfgl`]jh]jkgf
gjkdahkge]l`af_gmlg^Yfgl`]jh]jkgfÌkhg[c]l&Kl]Ydl`&Make a Dexterity (Stealth) check when you
Yll]ehllg[gf[]Ydqgmjk]d^^jge]f]ea]k$kdafchYkl
_mYj\k$kdahYoYqoal`gmlZ]af_fgla[]\$gjkf]Ycmhgf
someone without being seen or heard.

Constitution Checks;gfklalmlagfe]Ykmj]k`]Ydl`$klYeafY$Yf\nalYd^gj[]&;gfklalmlagf[`][ckYj]mf[geegf$Yf\fgkcaddkYhhdq
lgkm[`[`][ck$Z][Ymk]l`]]f\mjYf[]l`akYZadalqj]hresents is largely passive. A Constitution check can model
qgmjYll]ehllghmk`Z]qgf\fgjeYddaealk$`go]n]j&Intelligence ChecksAfl]dda_]f[]e]Ykmj]ke]flYdY[malq$Y[[mjY[qg^j][Ydd$
and the ability to reason. An Intelligence check comesaflghdYqo`]fqgmf]]\lg\jYogfdg_a[$]\m[Ylagf$
e]egjq$gj\]\m[lan]j]Ykgfaf_&L`]9j[YfY$@aklgjq$
Afn]kla_Ylagf$FYlmj]$Yf\J]da_agfkcaddkj]Ö][lYhlalm\]
in certain kinds of Intelligence checks.
9j[YfY&QgmjAfl]dda_]f[] 9j[YfY![`][ce]Ykmj]k
qgmjYZadalqlgj][Ydddgj]YZgmlkh]ddk$eY_a[al]ek$
]d\jal[`kqeZgdk$eY_a[YdljY\alagfk$l`]hdYf]kg^]pakl]f[]$Yf\l`]af`YZalYflkg^l`gk]hdYf]k&@aklgjq&QgmjAfl]dda_]f[] @aklgjq![`][ce]Ykmj]k
qgmjYZadalqlgj][Ydddgj]YZgml`aklgja[Yd]n]flk$d]_]f\Yjqh]ghd]$Yf[a]flcaf_\gek$hYkl\akhml]k$j][]floYjk$and lost civilizations.
Afn]kla_Ylagf&When you look around for clues andeYc]\]\m[lagfkZYk]\gfl`gk][dm]k$qgmeYc]Yf
Afl]dda_]f[] Afn]kla_Ylagf![`][c&Qgmea_`l\]\m[]l`]dg[Ylagfg^Y`a\\]fgZb][l$\ak[]jf^jgel`]Yhh]YjYf[]
g^Yogmf\o`Ylcaf\g^o]Yhgf\]Ydlal$gj\]l]jeaf]l`]
weakest point in a tunnel that could cause it to collapse.
Poring through ancient scrolls in search of a hidden
fragment of knowledge might also call for an Intelligence(Investigation) check.
FYlmj]&QgmjAfl]dda_]f[] FYlmj]![`][ce]Ykmj]k
qgmjYZadalqlgj][Ydddgj]YZgmll]jjYaf$hdYflkYf\YfaeYdk$l`]o]Yl`]j$Yf\fYlmjYd[q[d]k&J]da_agf&QgmjAfl]dda_]f[] J]da_agf![`][ce]Ykmj]k
qgmjYZadalqlgj][Ydddgj]YZgml\]ala]k$jal]kYf\hjYq]jk$
j]da_agmk`a]jYj[`a]k$`gdqkqeZgdk$Yf\l`]hjY[la[]kg^
secret cults.

Wisdom Checks
Oak\gej]Ö][lk`goYllmf]\qgmYj]lgl`]ogjd\Yjgmf\
you and represents perceptiveness and intuition. A Wis\ge[`][cea_`lj]Ö][lYf]‫ץ‬gjllgj]Y\Zg\qdYf_mY_]$mf\]jklYf\kge]gf]Ìk^]]daf_k$fgla[]l`af_kYZgmll`]]fnajgfe]fl$gj[Yj]^gjYfafbmj]\h]jkgf&L`]9faeYd
@Yf\daf_$Afka_`l$E]\a[af]$H]j[]hlagf$Yf\KmjnanYd
kcaddkj]Ö][lYhlalm\]af[]jlYafcaf\kg^Oak\ge[`][ck& 9faeYd@Yf\daf_&When there is any question whether
qgm[Yf[Yde\gofY\ge]kla[Yl]\YfaeYd$c]]hYegmfl
^jge_]llaf_khggc]\$gjaflmalYfYfaeYdÌkafl]flagfk$l`]

Finding a Hidden Object
When your character searches for a hidden object such asa secret door or a trap, the DM typically asks you to make
D:LVGRP 3HUFHSWLRQ FKHFN6XFKDFKHFNFDQEHXVHGWR
śQGKLGGHQGHWDLOVRURWKHULQIRUPDWLRQDQGFOXHVWKDW\RX
might otherwise overlook.
In most cases, you need to describe where you are looking
in order for the DM to determine your chance of success.
For example, a key is hidden beneath a set of folded clothes
in the top drawer of a bureau. If you tell the DM that you
pace around the room, looking at the walls and furniture for
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specify that you were opening the drawers or searching thebureau in order to have any chance of success.

DM might call for a Wisdom (Animal Handling) check.
QgmYdkgeYc]YOak\ge 9faeYd@Yf\daf_![`][clg[gftrol your mount when you attempt a risky maneuver.
 Afka_`l&QgmjOak\ge Afka_`l![`][c\][a\]ko`]l`]j
qgm[Yf\]l]jeaf]l`]ljm]afl]flagfkg^Y[j]Ylmj]$km[`Yko`]fk]Yj[`af_gmlYda]gjhj]\a[laf_kge]gf]Ìkf]pl
move. Doing so involves gleaning clues from body lan_mY_]$kh]][``YZalk$Yf\[`Yf_]kafeYff]jakek&
 E]\a[af]&A Wisdom (Medicine) check lets you try tostabilize a dying companion or diagnose an illness.
 H]j[]hlagf&QgmjOak\ge H]j[]hlagf![`][cd]lkqgm
khgl$`]Yj$gjgl`]joak]\]l][ll`]hj]k]f[]g^kge]l`af_&
It measures your general awareness of your surroundings
Yf\l`]c]]ff]kkg^qgmjk]fk]k&>gj]pYehd]$qgmea_`l
ljqlg`]YjY[gfn]jkYlagfl`jgm_`Y[dgk]\\ggj$]Yn]k\jghmf\]jYfgh]foaf\go$gj`]Yjegfkl]jkegnaf_
stealthily in the forest. Or you might try to spot things thatYj]gZk[mj]\gj]Ykqlgeakk$o`]l`]jl`]qYj]gj[kdqaf_afYeZmk`gfYjgY\$l`m_k`a\af_afl`]k`Y\gokg^Yf
Ydd]q$gj[Yf\d]da_`lmf\]jY[dgk]\k][j]l\ggj& KmjnanYd&The DM might ask you to make a Wisdom
KmjnanYd![`][clg^gddgoljY[ck$`mfload\_Ye]$_ma\]
qgmj_jgmhl`jgm_`^jgr]foYkl]dYf\k$a\]fla^qka_fkl`Yl
godZ]Yjkdan]f]YjZq$hj]\a[ll`]o]Yl`]j$gjYnga\ima[csand and other natural hazards.

Charisma Checks;`YjakeYe]Ykmj]kqgmjYZadalqlgafl]jY[l]‫[]ץ‬lan]dq
oal`gl`]jk&Alaf[dm\]kkm[`^Y[lgjkYk[gfÕ\]f[]Yf\eloquence. A Charisma check might arise when you try
lgafÖm]f[]gj]fl]jlYafgl`]jk$o`]fqgmljqlgeYc]Yfaehj]kkagfgjl]ddY[gfnaf[af_da]$gjo`]fqgmYj]fYna_Ylaf_Ylja[cqkg[aYdkalmYlagf&L`]<][]hlagf$Aflaea\Ylagf$H]j^gjeYf[]$Yf\H]jkmYkagfkcaddkj]Ö][lYhlalm\]
in certain kinds of Charisma checks.
 <][]hlagf&Qgmj;`YjakeY <][]hlagf![`][c\]l]jeaf]ko`]l`]jqgm[Yf[gfnaf[af_dq`a\]l`]ljml`$]al`]j
verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include
ljqaf_lg^Ykl%lYdcY_mYj\$[gfYe]j[`Yfl$]Yjfegf]ql`jgm_`_YeZdaf_$hYkkqgmjk]d^g‫ץ‬afY\ak_mak]$\mdd
kge]gf]Ìkkmkha[agfkoal`^Ydk]YkkmjYf[]k$gjeYaflYaf
a straight face while telling a blatant lie.
 Aflaea\Ylagf&O`]fqgmYll]ehllgafÖm]f[]kge]gf]
l`jgm_`gn]jll`j]Ylk$`gklad]Y[lagfk$Yf\h`qka[Ydnagd]f[]$l`]<Eea_`lYkcqgmlgeYc]Y;`YjakeY Aflaeadation) check. Examples include trying to pry information

Chapter 2: Playing the Game31

gmlg^Yhjakgf]j$[gfnaf[af_klj]]ll`m_klgZY[c\gof^jgeY[gf^jgflYlagf$gjmkaf_l`]]\_]g^YZjgc]fZglld]
to convince a sneering vizier to reconsider a decision.
 H]j^gjeYf[]&Qgmj;`YjakeY H]j^gjeYf[]![`][c
determines how well you can delight an audience withemka[$\Yf[]$Y[laf_$klgjql]ddaf_$gjkge]gl`]j^gjeg^entertainment.
 H]jkmYkagf&O`]fqgmYll]ehllgafÖm]f[]kge]gf]
gjY_jgmhg^h]ghd]oal`lY[l$kg[aYd_jY[]k$gj_gg\fYlmj]$l`]<Eea_`lYkcqgmlgeYc]Y;`YjakeY H]jkmYkagf![`][c&Lqha[Yddq$qgmmk]h]jkmYkagfo`]fY[laf_af_gg\^Yal`$lg^gkl]j^ja]f\k`ahk$eYc][gj\aYdj]im]klk$
or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party seel`]caf_$f]_glaYlaf_h]Y[]Z]lo]]foYjjaf_ljaZ]k$gj
inspiring a crowd of townsfolk.

 O`]fqgmdYf\af\a‫[׹‬mdll]jjYaf$qgmemklkm[[]]\gf
a DC 10 Dexterity (Acrobatics) check to land on your feet.
Gl`]joak]$qgmdYf\hjgf]&@a_`Bmeh&O`]fqgmeYc]Y`a_`bmeh$qgmd]Yh
aflgl`]YajYfmeZ]jg^^]]l]imYdlg+#qgmjKlj]f_l`eg\aÕ]j eafaemeg^(^]]l!a^qgmegn]Yld]Ykl)(^]]l
on foot immediately before the jump. When you make a
klYf\af_`a_`bmeh$qgm[Yfbmehgfdq`Yd^l`Yl\aklYf[]&=al`]joYq$]Y[`^gglqgm[d]Yjgfl`]bmeh[gklkY^gglg^egn]e]fl&Afkge][aj[meklYf[]k$qgmj<Eea_`lYddgo
you to make a Strength (Athletics) check to jump higher
than you normally can.
 Qgm[Yf]pl]f\qgmjYjek`Yd^qgmj`]a_`lYZgn]qgmjk]d^\mjaf_l`]bmeh&L`mk$qgm[Yfj]Y[`YZgn]qgmY
distance equal to the height of the jump plus 1½ times
your height.

The Environment

Falling:qalkfYlmj]$Y\n]flmjaf_afngdn]k\]dnaf_aflghdY[]kl`YlYj]\Yjc$\Yf_]jgmk$Yf\^mddg^eqkl]ja]klgZ]]pplored. The rules in this section cover some of the mostimportant ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide
has rules covering more unusual situations.

9ll`]]f\g^Y^Ydd$Y[j]Ylmj]lYc]k)\.Zdm\_]gfaf_
\YeY_]^gj]n]jq)(^]]lal^]dd$lgYeYpaemeg^*(\.&L`][j]Ylmj]dYf\khjgf]$mfd]kkalYnga\klYcaf_\YeY_]
from the fall.

Gn]jl`][gmjk]g^YfY\n]flmj]$l`][`YjY[l]jkea_`lljYn]dY[jgkkoa\]Yj]Yk$gfljahkl`Yl[gmd\lYc]\Yqk&
The DM can summarize this travel without calculating]pY[l\aklYf[]kgjljYn]dlae]k2ÉQgmljYn]dl`jgm_`l`]^gj]klYf\Õf\l`]gd\jmafdYl]afl`]]n]faf_g^l`]l`aj\\Yq&Ê;`YjY[l]jk[YfoYdcYZgml*,ead]kafY\Yq&

A creature can hold its breath for a number of minutes]imYdlg)#alk;gfklalmlagfeg\aÕ]j eafaemeg^
30 seconds).
 O`]fY[j]Ylmj]jmfkgmlg^Zj]Yl`gjak[`gcaf_$al[Yf
survive for a number of rounds equal to its Constitution
eg\aÕ]j eafaemeg^)jgmf\!&9ll`]klYjlg^alkf]pl
lmjf$al\jghklg(`alhgaflkYf\ak\qaf_$Yf\al[YfÌlj]gain hit points or be stabilized until it can breathe again.

Special Types of Movement

Vision and Light

TravelMovement through dungeons or wilderness areas often
involves more than walking. Adventurers might have to[daeZ$[jYod$koae$gjbmehlg_]lo`]j]l`]qf]]\lg_g&

Climbing, Swimming, and Crawling
Each foot of movement costs 1 extra foot (2 extra feetaf\a‫[׹‬mdll]jjYaf!o`]fqgmÌj][daeZaf_$koaeeaf_$gj
[jYodaf_&Qgma_fgj]l`ak]pljY[gkla^qgm`Yn]Y[daeZaf_
speed and use it to climb or a swimming speed and use itlgkoae&9ll`]<EÌkghlagf$[daeZaf_Ykdahh]jqn]jla[Yd
surface or one with few handholds requires a successful
Klj]f_l` 9l`d]la[k![`][c&KaeadYjdq$_Yafaf_Yfq\aktance in rough water might require a successful Strength(Athletics) check.

Jumping
Dgf_Bmeh&O`]fqgmeYc]Ydgf_bmeh$qgm[gn]jYnumber of feet up to your Strength score if you move atleast 10 feet on foot immediately before the jump. WhenqgmeYc]YklYf\af_dgf_bmeh$qgm[Yfd]Yhgfdq`Yd^l`Yl\aklYf[]&=al`]joYq$]Y[`^gglqgm[d]Yjgfl`]bmeh
costs a foot of movement.
 L`akjmd]Ykkme]kl`Yll`]`]a_`lg^qgmjbmeh\g]kfÌleYll]j$km[`YkYbmehY[jgkkYklj]Yegj[`Yke&9lqgmj
<EÌkghlagf$qgmemklkm[[]]\gfY<;)(Klj]f_l` 9l`letics) check to clear a low obstacle (no taller than a quarl]jg^l`]bmehÌk\aklYf[]!$km[`YkY`]\_]gjdgooYdd&Gl`]joak]$qgm`alal&32

Suffocating

Chapter 2: Playing the GameL`]egkl^mf\Ye]flYdlYkckg^Y\n]flmjaf_Èfgla[af_\Yf_]j$Õf\af_`a\\]fgZb][lk$`allaf_Yf]f]eqaf[geZYl$Yf\lYj_]laf_Ykh]dd$lgfYe]bmklY^]oÈj]dq`]Ynadq
gfY[`YjY[l]jÌkYZadalqlgk]]&<Yjcf]kkYf\gl`]j]‫[]ץ‬lk
l`YlgZk[mj]nakagf[Yfhjgn]Yka_faÕ[Yfl`af\jYf[]&
A given area might be lightly or heavily obscured. In alightly obscuredYj]Y$km[`Yk\aeda_`l$hYl[`q^g_$gj
eg\]jYl]^gdaY_]$[j]Ylmj]k`Yn]\akY\nYflY_]gfOakdom (Perception) checks that rely on sight.
A heavily obscuredYj]YÈkm[`Yk\Yjcf]kk$ghYim]
^g_$gj\]fk]^gdaY_]ÈZdg[cknakagf]flaj]dq&9[j]Ylmj]]^^][lan]dqkm‫]ץ‬jk^jgel`]Zdaf\]\[gf\alagf k]]Yhh]f\apB) when trying to see something in that area.
The presence or absence of light in an environment[j]Yl]kl`j]][Yl]_gja]kg^addmeafYlagf2Zja_`lda_`l$\aeda_`l$Yf\\Yjcf]kk&
Bright light lets most creatures see normally. Even
_dggeq\Yqkhjgna\]Zja_`lda_`l$Yk\glgj[`]k$dYfl]jfk$
Õj]k$Yf\gl`]jkgmj[]kg^addmeafYlagfoal`afYkh][aÕ[jY\amk&Dim light$Ydkg[Ydd]\k`Y\gok$[j]Yl]kYda_`ldqgZscured area. An area of dim light is usually a boundaryZ]lo]]fYkgmj[]g^Zja_`lda_`l$km[`YkYlgj[`$Yf\kmjrounding darkness. The soft light of twilight and dawn
also counts as dim light. A particularly brilliant full moonmight bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlitfa_`lk!$oal`afl`][gfÕf]kg^Yfmfdal\mf_]gfgjYkmZl]jjYf]YfnYmdl$gjafYfYj]Yg^eY_a[Yd\Yjcf]kk&

Interacting with Objects
9[`YjY[l]jÌkafl]jY[lagfoal`gZb][lkafYf]fnajgfe]fl
is simple to resolve in the game. The player tells the<El`Yl`akgj`]j[`YjY[l]jak\gaf_kge]l`af_$km[`Ykegnaf_Yd]n]j$Yf\l`]<E\]k[jaZ]ko`Yl$a^Yfql`af_$`Yhh]fk&
Characters can also damage objects with their weapons and spells. Objects are immune to poison and psy[`a[\YeY_]$Zmlgl`]joak]l`]q[YfZ]Y‫[]ץ‬l]\Zqh`qkacal and magical attacks much like creatures can. The DM\]l]jeaf]kYfgZb][lÌk9jegj;dYkkYf\`alhgaflk$Yf\might decide that certain objects have resistance or imemfalqlg[]jlYafcaf\kg^YllY[ck& AlÌk`Yj\lg[mlYjgh]
oal`Y[dmZ$^gj]pYehd]&!GZb][lkYdoYqk^YadKlj]f_l`
Yf\<]pl]jalqkYnaf_l`jgok$Yf\l`]qYj]aeemf]lg]^fects that require other saves. When an object drops to 0`alhgaflk$alZj]Yck&
A character can also attempt a Strength check to break
an object. The DM sets the DC for any such check.

Social Interaction=phdgjaf_\mf_]gfk$gn]j[geaf_gZklY[d]k$Yf\kdYqaf_
egfkl]jkYj]c]qhYjlkg^<<Y\n]flmj]k&Fgd]kkaehgjlYfl$l`gm_`$Yj]l`]kg[aYdafl]jY[lagfkl`YlY\n]flmjers have with other inhabitants of the world.
 Afl]jY[lagflYc]kgfeYfq^gjek&Qgmea_`lf]]\lgconvince an unscrupulous thief to confess to some mal^]YkYf[]$gjqgmea_`lljqlgÖYll]jY\jY_gfkgl`Ylal
will spare your life. The DM assumes the roles of any
characters who are participating in the interaction that\gfÌlZ]dgf_lgYfgl`]jhdYq]jYll`]lYZd]&9fqkm[`[`Yjacter is called a nonplayer character FH;!& Af_]f]jYdl]jek$YfFH;ÌkYllalm\]lgoYj\qgmak\]k[jaZ]\Yk^ja]f\dq$af\a‫]ץ‬j]fl$gj`gklad]&>ja]f\dqFH;k
Yj]hj]\akhgk]\lg`]dhqgm$Yf\`gklad]gf]kYj]af[daf]\lg_]lafqgmjoYq&AlÌk]Yka]jlg_]lo`YlqgmoYfl^jgeY^ja]f\dqFH;$g^[gmjk]&
Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying
Jgd]hdYqaf_ak$dal]jYddq$l`]Y[lg^hdYqaf_gmlYjgd]&Afl`ak[Yk]$alÌkyou as a player determining how your charY[l]jl`afck$Y[lk$Yf\lYdck& Jgd]hdYqaf_akhYjlg^]n]jqYkh][lg^l`]_Ye]$Yf\al[ge]klgl`]^gj]\mjaf_kg[aYdafl]jY[lagfk&Qgmj[`YjY[l]jÌkimajck$eYff]jakek$Yf\h]jkgfYdalqafÖm]f[]`go
interactions resolve.
 L`]<Emk]kqgmj[`YjY[l]jÌkY[lagfkYf\Yllalm\]klg
\]l]jeaf]`goYfFH;j]Y[lk&9[goYj\dqFH;Zm[cd]kunder threats of violence. A stubborn dwarf refuses to let
Yfqgf]ZY\_]j`]j&9nYaf\jY_gfdYhkmhÖYll]jq&
 O`]fafl]jY[laf_oal`YfFH;$hYq[dgk]Yll]flagflg
l`]<EÌkhgjljYqYdg^l`]FH;Ìkegg\$\aYdg_m]$Yf\h]jkgfYdalq&Qgmea_`lZ]YZd]lg\]l]jeaf]YfFH;Ìkh]jkgfYdalqljYalk$a\]Ydk$ÖYok$Yf\Zgf\k$l`]fhdYqgfl`]elgafÖm]f[]l`]FH;ÌkYllalm\]&
 Afl]jY[lagfkaf<<Yj]em[`dac]afl]jY[lagfkafj]Ydda^]&A^qgm[Yfg‫]ץ‬jFH;kkge]l`af_l`]qoYfl$l`j]Yl]fl`]eoal`kge]l`af_l`]q^]Yj$gjhdYqgfl`]ajkqehYl`a]kYf\_gYdk$qgm[Yfmk]ogj\klg_]lYdegklYfql`af_
qgmoYfl&Gfl`]gl`]j`Yf\$a^qgmafkmdlYhjgm\oYjjagj
gjkh]Ycaddg^YfgZd]ÌkYdda]k$qgmj]‫ץ‬gjlklg[gfnaf[]gj
deceive will fall short.

Ability Checks
AfY\\alagflgjgd]hdYqaf_$YZadalq[`][ck[YfZ]c]qaf\]termining the outcome of an interaction.
 Qgmjjgd]hdYqaf_]‫ץ‬gjlk[YfYdl]jYfFH;ÌkYllalm\]$Zml
there might still be an element of chance in the situation.
>gj]pYehd]$qgmj<E[Yf[Ydd^gjY;`YjakeY[`][c
at any point during an interaction if they want the dicelghdYqYjgd]af\]l]jeafaf_YfFH;Ìkj]Y[lagfk&Gl`]j[`][ckea_`lZ]YhhjghjaYl]af[]jlYafkalmYlagfk$Ylqgmj
<EÌk\ak[j]lagf&
 HYqYll]flagflgqgmjkcaddhjgÕ[a]f[a]ko`]fl`afcaf_g^`goqgmoYfllgafl]jY[loal`YfFH;$Yf\klY[cl`]
deck in your favor by using an approach that relies on
your skills. If the group needs to trick a guard into lettingl`]eaflgY[Ykld]$l`]jg_m]o`gakhjgÕ[a]flaf<][]htion is the best bet to lead the discussion. When negotiYlaf_^gjY`gklY_]Ìkj]d]Yk]$l`][d]ja[oal`H]jkmYkagf
should do most of the talking.

Resting
9\n]flmj]jk$Yko]ddYkgl`]j[j]Ylmj]k$[YflYc]k`gjl
rests in the midst of a day and a long rest to end it.

Short Rest
9k`gjlj]klakYh]jag\g^\goflae]$Yld]Ykl)`gmjdgf_$
during which a character does nothing more strenuousl`Yf]Ylaf_$\jafcaf_$j]Y\af_$Yf\l]f\af_lgogmf\k&
A character can spend one or more Hit Dice at the endg^Yk`gjlj]kl$mhlgl`][`YjY[l]jÌkeYpaemefmeZ]jg^@al<a[]$o`a[`ak]imYdlgl`][`YjY[l]jÌkd]n]d&>gj]Y[`@al<a]kh]flafl`akoYq$l`]hdYq]jjgddkl`]\a]Yf\Y\\kl`][`YjY[l]jÌk;gfklalmlagfeg\aÕ]jlgal&L`][`YjY[l]j
regains hit points equal to the total (minimum of 0). The
player can decide to spend an additional Hit Die after
each roll. A character regains some spent Hit Dice uponÕfak`af_Ydgf_j]kl$Yk]phdYaf]\Z]dgo&

Long Rest
9dgf_j]klakYh]jag\g^]pl]f\]\\goflae]$Yld]Ykl0`gmjkdgf_$\mjaf_o`a[`Y[`YjY[l]jkd]]hk^gjYld]Ykl
6 hours and performs no more than 2 hours of light aclanalq$km[`Ykj]Y\af_$lYdcaf_$]Ylaf_$gjklYf\af_oYl[`&
If the rest is interrupted by a period of strenuous activalqÈYld]Ykl)`gmjg^oYdcaf_$Õ_`laf_$[Yklaf_kh]ddk$gj
kaeadYjY\n]flmjaf_Y[lanalqÈl`][`YjY[l]jkemklZ]_afl`]j]klY_Yaflg_YafYfqZ]f]Õl^jgeal& 9ll`]]f\g^Ydgf_j]kl$Y[`YjY[l]jj]_YafkYdddgkl
`alhgaflk&L`][`YjY[l]jYdkgj]_Yafkkh]fl@al<a[]$mhlgYfmeZ]jg^\a[]]imYdlg`Yd^g^l`][`YjY[l]jÌklglYd
fmeZ]jg^l`]e eafaemeg^gf]\a]!&>gj]pYehd]$a^Y
[`YjY[l]j`Yk]a_`l@al<a[]$`]gjk`][Yfj]_Yaf^gmj
kh]fl@al<a[]mhgfÕfak`af_Ydgf_j]kl&
 9[`YjY[l]j[YfÌlZ]f]Õl^jgeegj]l`Yfgf]dgf_j]kl
afY*,%`gmjh]jag\$Yf\Y[`YjY[l]jemkl`Yn]Yld]Ykl)`alhgaflYll`]klYjlg^l`]j]kllg_YafalkZ]f]Õlk&Chapter 2: Playing the Game33

CombatThis section provides the rules you need for your characters and monsters to engage in combat. The rules ad\j]kkqgm$l`]hdYq]jgj<mf_]gfEYkl]j&ÉQgmÊ[YfYdkg
mean the character or monster that you control.

The Order of Combat
9lqha[Yd[geZYl]f[gmfl]jakY[dYk`Z]lo]]flogka\]k$YÖmjjqg^o]Yhgfkoaf_k$^]aflk$hYjja]k$^gglogjc$Yf\spellcasting. The game organizes combat into a cycle ofrounds and turns. A round represents about 6 seconds
afl`]_Ye]ogjd\&<mjaf_Yjgmf\$]Y[`hYjla[ahYflafY
battle takes a turn. The order of turns is determined atl`]Z]_affaf_g^Y[geZYl]f[gmfl]j$o`]f]n]jqgf]jgddk
afalaYlan]&Gf[]]n]jqgf]`YklYc]fYlmjf$l`]Õ_`l[gftinues to the next round if neither side is defeated.

Combat Step by Step
1. Determine surprise. The DM determines whether
anyone involved in the combat encounter is surprised.
2. Establish positions. The DM decides where all thecharacters and monsters are located. Given the advenlmj]jkÌeYj[`af_gj\]jgjl`]ajklYl]\hgkalagfkafl`]
jggegjgl`]jdg[Ylagf$l`]<EÕ_mj]kgmlo`]j]l`]Y\n]jkYja]kYj]È`go^YjYoYqYf\afo`Yl\aj][lagf&
3. Roll initiative. Everyone involved in the combat en[gmfl]jjgddkafalaYlan]$\]l]jeafaf_l`]gj\]jg^[geZYlYflkÌlmjfk&
4. Take turns. Each participant in the battle takes a turnin initiative order.
5. Begin the next round. When everyone involved in the[geZYl`Yk`Y\Ylmjf$l`]jgmf\]f\k&J]h]Ylkl]h,
mfladl`]Õ_`laf_klghk&

Surprise
9ZYf\g^Y\n]flmj]jkkf]YckmhgfYZYf\al[Yeh$
springing from the trees to attack them. A gelatinous[mZ]_da\]k\gofY`YddoYq$mffgla[]\Zql`]Y\n]flmj]jk
mfladl`][mZ]]f_md^kgf]g^l`]e&Afl`]k]kalmYlagfk$
one side of the battle gains surprise over the other.
The DM determines who might be surprised. If neil`]jka\]lja]klgZ]kl]Ydl`q$l`]qYmlgeYla[Yddqfgla[]]Y[`gl`]j&Gl`]joak]$l`]<E[gehYj]kl`]<]pl]jalq
(Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposingka\]&9fq[`YjY[l]jgjegfkl]jl`Yl\g]kfÌlfgla[]Ythreat is surprised at the start of the encounter.
 A^qgmÌj]kmjhjak]\$qgm[YfÌlegn]gjlYc]YfY[lagf
gfqgmjÕjkllmjfg^l`][geZYl$Yf\qgm[YfÌllYc]Yj]action until that turn ends. A member of a group can be
kmjhjak]\]n]fa^l`]gl`]je]eZ]jkYj]fÌl&Initiative
Initiative determines the order of turns during combat.
O`]f[geZYlklYjlk$]n]jqhYjla[ahYfleYc]kY<]pl]jalq
check to determine their place in the initiative order. The[`][clglYdak[Ydd]\Y[geZYlYflÌkafalaYlan][gmfl$gj
initiative for short. The DM makes one roll for a group ofa\]fla[Yd[j]Ylmj]k$kg]Y[`e]eZ]jg^l`]_jgmhY[lkYl
the same time.
 L`]<EjYfckl`][geZYlYflkafgj\]j$^jgel`]gf]
with the highest initiative to the one with the lowest. This
34

Chapter 2: Playing the Gameis the order in which they act during each round. The initiative order remains the same from round to round.
 A^Yla]g[[mjk$l`]<E\][a\]kl`]gj\]jYegf_la]\<E%[gfljgdd]\[j]Ylmj]k$Yf\l`]hdYq]jk\][a\]l`]
order among their tied characters. The DM decides theorder if the tie is between a monster and a player characl]j$gjl`]<E[Yf`Yn]l`]la]\[`YjY[l]jkYf\egfkl]jk
each roll a die and go in order from highest roll to lowest.

Your Turn
Gfqgmjlmjf$qgm[Yf move a distance up to your speed
and take one action&Qgm\][a\]o`]l`]jlgegn]Õjklgj
lYc]qgmjY[lagfÕjkl&Qgmjkh]]\Èkge]lae]k[Ydd]\qgmj
oYdcaf_kh]]\Èakfgl]\gfqgmj[`YjY[l]jk`]]l&
The actions you can take are described in the “Actions
af;geZYlÊk][lagfdYl]jafl`ak[`Yhl]j&L`]ÉEgn]e]fl
Yf\HgkalagfÊk][lagfdYl]jafl`ak[`Yhl]j_an]kl`]jmd]k
for your move.
 Qgm[Yf^gj_gegnaf_$lYcaf_YfY[lagf$gj\gaf_Yfql`af_YlYddgfqgmjlmjf&A^qgm[YfÌl\][a\]o`Yllg\ggf
qgmjlmjf$[gfka\]jlYcaf_l`]<g\_]gjJ]Y\qY[lagf$Yk\]k[jaZ]\afÉ9[lagfkaf;geZYl&Ê:gfmk9[lagfk&NYjagmk[dYkk^]Ylmj]k$kh]ddk$Yf\other abilities let you take an additional action on yourlmjf[Ydd]\YZgfmkY[lagf&L`];mffaf_9[lagf^]Ylmj]$
^gj]pYehd]$YddgokYjg_m]lglYc]YZgfmkY[lagf&Qgm
[YflYc]YZgfmkY[lagfgfdqo`]fYkh][aYdYZadalq$kh]dd$
or other feature of the game states that you can do somel`af_YkYZgfmkY[lagf&Qgmgl`]joak]\gfÌl`Yn]YZgfmk
action to take.
 Qgm[YflYc]gfdqgf]ZgfmkY[lagfgfqgmjlmjf$kgqgm
must choose which bonus action to use when you havemore than one available.
 Qgm[`ggk]o`]flglYc]YZgfmkY[lagf\mjaf_qgmj
lmjf$mfd]kkl`]ZgfmkY[lagfÌklaeaf_akkh][aÕ]\$Yf\anything that deprives you of your ability to take actions
also prevents you from taking a bonus action.
Gl`]j9[lanalqgfQgmjLmjf&Qgmjlmjf[Yfaf[dm\]Y
nYja]lqg^Ögmjak`]kl`Ylj]imaj]f]al`]jqgmjY[lagffgj
your move.
 Qgm[Yf[geemfa[Yl]`go]n]jqgmYj]YZd]$l`jgm_`Zja]^mll]jYf[]kYf\_]klmj]k$YkqgmlYc]qgmjlmjf&
 Qgm[YfYdkgafl]jY[loal`gf]gZb][lgj^]Ylmj]g^l`]]fnajgfe]fl^gj^j]]$\mjaf_]al`]jqgmjegn]gjqgmj
Y[lagf&>gj]pYehd]$qgm[gmd\gh]fY\ggj\mjaf_qgmj
egn]Ykqgmklja\]lgoYj\Y^g]$gjqgm[gmd\\jYoqgmj
weapon as part of the same action you use to attack.
 A^qgmoYfllgafl]jY[loal`Yk][gf\gZb][l$qgmf]]\
to use your action. Some magic items and other special
gZb][lkYdoYqkj]imaj]YfY[lagflgmk]$YkklYl]\afl`]aj
descriptions.
The DM might require you to use an action for any ofthese activities when it needs special care or when ithj]k]flkYfmfmkmYdgZklY[d]&>gjafklYf[]$l`]<E[gmd\reasonably expect you to use an action to open a stuck
door or turn a crank to lower a drawbridge.

Reactions;]jlYafkh][aYdYZadala]k$kh]ddk$Yf\kalmYlagfkYddgoqgm
to take a special action called a reaction. A reaction is
YfafklYflj]khgfk]lgYlja__]jg^kge]caf\$o`a[`[Yf
g[[mjgfqgmjlmjfgjgfkge]gf]]dk]Ìk&L`]ghhgjlmfalq
YllY[c$\]k[jaZ]\dYl]jafl`ak[`Yhl]j$akl`]egkl[gemon type of reaction.

 O`]fqgmlYc]Yj]Y[lagf$qgm[YfÌllYc]Yfgl`]jgf]
until the start of your next turn. If the reaction interrupts
Yfgl`]j[j]Ylmj]Ìklmjf$l`Yl[j]Ylmj][Yf[gflafm]alk
turn right after the reaction.

Movement and PositionGfqgmjlmjf$qgm[Yfegn]Y\aklYf[]mhlgqgmjkh]]\&
Qgm[Yfmk]Ykem[`gjYkdalld]g^qgmjkh]]\Ykqgmdac]
gfqgmjlmjf$^gddgoaf_l`]jmd]k`]j]& Qgmjegn]e]fl[Yfaf[dm\]bmehaf_$[daeZaf_$Yf\koaeeaf_ k]]ÉKh][aYdLqh]kg^Egn]e]fl$ÊhY_]
+*!&L`]k]\a‫]ץ‬j]fleg\]kg^egn]e]fl[YfZ][geZaf]\oal`oYdcaf_$gjl`]q[Yf[gfklalml]qgmj]flaj]
egn]&@go]n]jqgmÌj]egnaf_$qgm\]\m[ll`]\aklYf[]g^each part of your move from your speed until it is used up
or until you are done moving.

Moving Around Other Creatures
Qgm[Yfegn]l`jgm_`Y^ja]f\ÌkkhY[]&Af[gfljYkl$qgm
[Yfegn]l`jgm_`Yf]f]eqÌkkhY[]gfdqa^l`]^g]akYlleast two sizes larger or smaller than you. Rememberl`YlYfgl`]j[j]Ylmj]ÌkkhY[]ak\a‫[׹‬mdll]jjYaf^gjqgm&
 O`]l`]jY[j]Ylmj]akY^ja]f\gjYf]f]eq$qgm[YfÌl
willingly end your move in its space.
 A^qgmd]Yn]Yf]f]eqÌkj]Y[`\mjaf_qgmjegn]$qgm
provoke an opportunity attack (see page 37).

Flying Movement>dqaf_[j]Ylmj]k]fbgqeYfqZ]f]Õlkg^egZadalq$Zml
l`]qemklYdkg\]Ydoal`l`]\Yf_]jg^^Yddaf_&A^YÖqaf_[j]Ylmj]akcfg[c]\hjgf]$`Ykalkkh]]\j]\m[]\lg($gjakgl`]joak]\]hjan]\g^l`]YZadalqlgegn]$l`][j]Ylmj]
^Yddk$mfd]kkal`Ykl`]YZadalqlg`gn]jgjalakZ]af_`]d\Ydg^lZqeY_a[$km[`YkZql`]Öq spell.

Breaking Up Your Move
Qgm[YfZj]Ycmhqgmjegn]e]flgfqgmjlmjf$mkaf_
some of your speed before and after your action. For]pYehd]$a^qgm`Yn]Ykh]]\g^+(^]]l$qgm[Yfegn]
)(^]]l$lYc]qgmjY[lagf$Yf\l`]fegn]*(^]]l& KaeadYjdq$a^qgmlYc]YfY[lagfl`Ylaf[dm\]kegj]l`Yfgf]o]YhgfYllY[c$qgm[YfZj]Ycmhqgmjegn]e]fleven further by moving between those attacks.
 A^qgm`Yn]egj]l`Yfgf]kh]]\$km[`YkqgmjoYdcaf_kh]]\Yf\YÖqaf_kh]]\$qgm[Yfkoal[`ZY[cYf\^gjl`
between your speeds during your move. Whenever you
koal[`$kmZljY[ll`]\aklYf[]qgmÌn]Ydj]Y\qegn]\^jge
the new speed. The result determines how much farther
qgm[Yfegn]&A^l`]j]kmdlak(gjd]kk$qgm[YfÌlmk]l`]
new speed during the current move.
 >gj]pYehd]$a^qgm`Yn]Ykh]]\g^+(Yf\YÖqaf_
speed of 60 because a wizard cast the Öqkh]ddgfqgm$
qgm[gmd\Öq*(^]]l$l`]foYdc)(^]]l$Yf\l`]fd]Yhaflg
l`]YajlgÖq+(^]]legj]&

Actions in Combat

Difficult TerrainO`]fqgmlYc]l`]<Yk`Y[lagf$qgm_Yaf]pljYegn]e]fl^gjl`][mjj]fllmjf&L`]af[j]Yk]]imYdkqgmjkh]]\$Y^l]jYhhdqaf_Yfqeg\aÕ]jk&Oal`Ykh]]\g^+(^]]l$^gj]pYehd]$qgm[Yfegn]mhlg.(^]]lgfqgmjlmjfa^qgm\Yk`&
Any increase or decrease to your speed changes thisadditional movement by the same amount.

;geZYlYflkYj]g^l]fkdgo]\\gofZq\a‫[׹‬mdll]jjYaf&
Dgo^mjfalmj]$jmZZd]$mf\]j_jgol`$kl]]hklYajk$kfgo$
Yf\k`YddgoZg_kYj]]pYehd]kg^\a‫[׹‬mdll]jjYaf&L`]khY[]g^Yfgl`]j[j]Ylmj]$o`]l`]j`gklad]gjfgl$Ydkg
[gmflkYk\a‫[׹‬mdll]jjYaf&
 =n]jq^gglg^egn]e]flaf\a‫[׹‬mdll]jjYaf[gklk)
extra foot. This rule is true even if multiple things inYkhY[][gmflYk\a‫[׹‬mdll]jjYaf&

O`]fqgmlYc]qgmjY[lagfgfqgmjlmjf$qgm[YflYc]gf]
of the actions presented here. When you describe an aclagffgl\]lYad]\`]j]$l`]<El]ddko`Ylcaf\g^jgddqgm
f]]\lgeYc]$a^Yfq$lg\]l]jeaf]km[[]kkgj^Yadmj]&

Attack
The most common action to take in combat is the Attack
Y[lagf$o`]l`]jqgmYj]koaf_af_Ykogj\$Õjaf_YfYjjgo^jgeYZgo$gjZjYodaf_oal`qgmjÕklk& Oal`l`akY[lagf$qgmeYc]gf]e]d]]gjjYf_]\YllY[c&K]]l`]ÉEYcaf_Yf9llY[cÊk][lagf^gjl`]jmd]kl`Yl_gnern attacks.

Cast a Spell
Most spells require an action to cast. See chapter 4 forthe rules on casting a spell.

Dash

DisengageA^qgmlYc]l`]<ak]f_Y_]Y[lagf$qgmjegn]e]fl\g]kfÌlprovoke opportunity attacks for the rest of the turn.

Being Prone;geZYlYflkg^l]fÕf\l`]ek]dn]kdqaf_gfl`]_jgmf\$
either because they are knocked down or because theyl`jgol`]ek]dn]k\gof&Afl`]_Ye]$l`]qYj]hjgf]$
a condition described in appendix B.
 Qgm[Yfdrop prone without using any of your speed.
Standing uplYc]kegj]]‫ץ‬gjl3\gaf_kg[gklkYfYegmfl
g^egn]e]fl]imYdlg`Yd^qgmjkh]]\&>gj]pYehd]$a^
qgmjkh]]\ak+(^]]l$qgmemklkh]f\)-^]]lg^egn]e]fllgklYf\mh&Qgm[YfÌlklYf\mha^qgm\gfÌl`Yn]
enough movement left or if your speed is 0.
 Lgegn]o`ad]hjgf]$qgmemklcrawl (see page 32)
or use magic such as teleportation.

Dodge
O`]fqgmlYc]l`]<g\_]Y[lagf$qgm^g[mkgfYnga\af_YllY[ck&Mfladl`]klYjlg^qgmjf]pllmjf$YfqYllY[cjgdd
made against you has disadvantage if you can see theYllY[c]j$Yf\qgmeYc]<]pl]jalqkYnaf_l`jgokoal`Y\nYflY_]&Qgmdgk]l`akZ]f]Õla^qgmYj]af[YhY[alYl]\ Yk
explained in appendix B) or if your speed drops to 0.

Help
Qgm[Yfd]f\qgmjYa\lgYfgl`]j[j]Ylmj]afl`][gehd]lagfg^YlYkc&O`]fqgmlYc]l`]@]dhY[lagf$l`][j]Yture you aid gains advantage on the next ability check it
eYc]klgh]j^gjel`]lYkcqgmYj]`]dhaf_oal`$hjgna\]\that it makes the check before the start of your next turn.
 9dl]jfYlan]dq$qgm[YfYa\YfYddqafYllY[caf_Y[j]Ylmj]
oal`af-^]]lg^qgm&Qgm^]afl$\akljY[ll`]lYj_]l$gjaf

Chapter 2: Playing the Game35

kge]gl`]joYql]YemhlgeYc]qgmjYddqÌkYllY[cegj]
]‫[]ץ‬lan]&A^qgmjYddqYllY[ckl`]lYj_]lZ]^gj]qgmjf]pl
lmjf$l`]ÕjklYllY[cjgddakeY\]oal`Y\nYflY_]&

HideO`]fqgmlYc]l`]@a\]Y[lagf$qgmeYc]Y<]pl]jalq
Kl]Ydl`![`][cafYfYll]ehllg`a\]$^gddgoaf_l`]jmd]kgfhY_]+(^gj`a\af_&A^qgmkm[[]]\$qgm_Yaf[]jlYaf
Z]f]Õlk$Yk\]k[jaZ]\afl`]ÉMfk]]f9llY[c]jkYf\LYj_]lkÊk][lagfZ]dgo&

ReadySometimes you want to get the jump on a foe or wait for ahYjla[mdYj[aj[meklYf[]Z]^gj]qgmY[l&Lg\gkg$qgm[YflYc]l`]J]Y\qY[lagfgfqgmjlmjf$o`a[`d]lkqgmY[lmking your reaction before the start of your next turn.
 >ajkl$qgm\][a\]o`Ylh]j[]anYZd][aj[meklYf[]oadd
lja__]jqgmjj]Y[lagf&L`]f$qgm[`ggk]l`]Y[lagfqgm
oaddlYc]afj]khgfk]lgl`Yllja__]j$gjqgm[`ggk]lg
move up to your speed in response to it. Examples in[dm\]ÉA^l`][mdlaklkl]hkgfl`]ljYh\ggj$AÌddhmddl`]
d]n]jl`Ylgh]fkal$ÊYf\ÉA^l`]_gZdafkl]hkf]pllge]$A
egn]YoYq&Ê O`]fl`]lja__]jg[[mjk$qgm[Yf]al`]jlYc]qgmjj]Y[lagfja_`lY^l]jl`]lja__]jÕfak`]kgja_fgj]l`]lja__]j& O`]fqgmj]Y\qYkh]dd$qgm[YklalYkfgjeYdZml`gd\alk]f]j_q$o`a[`qgmj]d]Yk]oal`qgmjj]Y[lagfo`]fl`]
lja__]jg[[mjk&LgZ]j]Y\a]\$Ykh]ddemkl`Yn]Y[Yklaf_lae]g^)Y[lagf$Yf\`gd\af_gflgl`]kh]ddÌkeY_a[j]quires concentration (explained in chapter 4). If your con[]fljYlagfakZjgc]f$l`]kh]dd\akkahYl]koal`gmllYcaf_]‫[]ץ‬l&>gj]pYehd]$a^qgmYj][gf[]fljYlaf_gfl`]webspell and ready magic missile$qgmjwebkh]dd]f\k$Yf\
if you take damage before you release magic missile withqgmjj]Y[lagf$qgmj[gf[]fljYlagfea_`lZ]Zjgc]f&

SearchO`]fqgmlYc]l`]K]Yj[`Y[lagf$qgm\]ngl]qgmjYll]flagflgÕf\af_kge]l`af_$Yf\l`]<Eea_`l`Yn]qgm
make a Wisdom (Perception) check or an Intelligence(Investigation) check.

Use a Magic ItemA^qgm`Yn]YeY_a[al]el`Ylj]imaj]kYfY[lagflgmk]$
you take the Use a Magic Item action.

 A^l`]j]Ìk]n]jYfqim]klagfo`]l`]jkge]l`af_qgmÌj]
\gaf_[gmflkYkYfYllY[c$l`]jmd]akkaehd]2a^qgmÌj]
eYcaf_YfYllY[cjgdd$qgmÌj]eYcaf_YfYllY[c&Attack Rolls
O`]fqgmeYc]YfYllY[c$qgmjYllY[cjgdd\]l]jeaf]ko`]l`]jl`]YllY[c`alkgjeakk]k&LgeYc]YfYllY[cjgdd$
jgddY\*(Yf\Y\\l`]YhhjghjaYl]eg\aÕ]jk&A^l`]lglYd
g^l`]jgddhdmkeg\aÕ]jk]imYdkgj]p[]]\kl`]lYj_]lÌk
9jegj;dYkk 9;!$l`]YllY[c`alk& O`]fY[`YjY[l]jeYc]kYfYllY[cjgdd$l`]logegkl
[geegfeg\aÕ]jklgl`]jgddYj]YfYZadalqeg\aÕ]j
Yf\l`][`YjY[l]jÌkhjgÕ[a]f[qZgfmk&O`]fYegfkl]j
eYc]kYfYllY[cjgdd$almk]ko`Yl]n]jeg\aÕ]jakhjgvided in its stat block.
9ZadalqEg\aÕ]j&L`]YZadalqeg\aÕ]jmk]\^gjYe]d]]
o]YhgfYllY[cakKlj]f_l`$Yf\l`]YZadalqeg\aÕ]jmk]\
for a ranged weapon attack is Dexterity.
Some spells also require an attack roll. The abilityeg\aÕ]jmk]\^gjYkh]ddYllY[c\]h]f\kgfl`]kh]dd[Yklaf_YZadalqg^l`]kh]dd[Ykl]j$Yk]phdYaf]\af[`Yhl]j,&HjgÕ[a]f[q:gfmk&QgmY\\qgmjhjgÕ[a]f[qZgfmk
to your attack roll when you attack using a weapon witho`a[`qgm`Yn]hjgÕ[a]f[q$Yko]ddYko`]fqgmYllY[c
with a spell.

Rolling 1 or 20A^l`]\*(jgdd^gjYfYllY[cakY*($l`]YllY[c`alkj]_Yj\d]kkg^Yfqeg\aÕ]jkgjl`]lYj_]lÌk9;&L`akak[Ydd]\Y[jala[Yd`al$o`a[`ak]phdYaf]\dYl]jafl`ak[`Yhl]j& A^l`]\*(jgdd^gjYfYllY[cakY)$l`]YllY[ceakk]kj]_Yj\d]kkg^Yfqeg\aÕ]jkgjl`]lYj_]lÌk9;&

Unseen Attackers and Targets

Many class features give you special ways to use yourY[lagf&Egfkl]jkYdkg`Yn]l`]ajgofkh][aYdY[lagfk$Ykdetailed in their stat blocks.

O`]fqgmeYc]YfYllY[cjgddY_YafklYlYj_]lqgm[YfÌlk]]$qgm`Yn]\akY\nYflY_]gfl`]jgdd&L`akakljm]
o`]l`]jqgmÌj]_m]kkaf_l`]lYj_]lÌkdg[YlagfgjqgmÌj]
targeting a creature you can hear but not see. If the targetakfÌlafl`]dg[YlagfqgmlYj_]l]\$qgmYmlgeYla[Yddqeakk$Zmll`]<Elqha[YddqbmklkYqkl`Yll`]YllY[ceakk]\$fgl
o`]l`]jqgm_m]kk]\l`]lYj_]lÌkdg[Ylagf[gjj][ldq& O`]fY[j]Ylmj][YfÌlk]]qgm$qgm`Yn]Y\nYflY_]gf
attack rolls against it.
 A^qgmYj]`a\\]fÈZgl`mfk]]fYf\mf`]Yj\Èo`]f
qgmeYc]YfYllY[c$qgm_an]YoYqqgmjdg[Ylagfo`]fl`]
attack hits or misses.

Making an Attack

CoverO`]l`]jqgmÌj]kljacaf_oal`Ye]d]]o]Yhgf$Õjaf_Yo]YhgfYljYf_]$gjeYcaf_YfYllY[cjgddYkhYjlg^Ykh]dd$YfYllY[c`Ykl`]^gddgoaf_kljm[lmj]2

OYddk$lj]]k$[j]Ylmj]k$Yf\gl`]jgZklY[d]k[Yfhjgna\]
[gn]j$eYcaf_YlYj_]legj]\a‫[׹‬mdllg`Yje&9lYj_]l[YfZ]f]Õl^jge[gn]jgfdqo`]fYfYllY[cgjgl`]j]‫[]ץ‬l
originates on the opposite side of the cover.

Use an Object
QgmfgjeYddqafl]jY[loal`YfgZb][lo`ad]\gaf_kge]l`af_]dk]$km[`Yko`]fqgm\jYoYkogj\YkhYjlg^Yf
YllY[c&O`]fYfgfeY_a[YdgZb][lj]imaj]kqgmjY[lagf$
you take the Use an Object action. This action is also useful when you want to interact with more than one object
on your turn.

Use a Special Ability

36

1. Choose a target.Ha[cYlYj_]loal`afqgmjYllY[cÌkjYf_]2Y[j]Ylmj]$YfgZb][l$gjYdg[Ylagf&*&<]l]jeaf]eg\aÕ]jk&The DM determines whether
the target has cover and whether you have advantage
gj\akY\nYflY_]Y_Yafkll`]lYj_]l&AfY\\alagf$kh]ddk$
kh][aYdYZadala]k$Yf\gl`]j]‫[]ץ‬lk[YfYhhdqh]fYdla]kor bonuses to your attack roll.
3. Resolve the attack. QgmeYc]l`]YllY[cjgdd&GfY`al$
qgmjgdd\YeY_]$mfd]kkl`]hYjla[mdYjYllY[c`Ykjmd]kthat specify otherwise. Some attacks cause special]‫[]ץ‬lkafY\\alagflggjafkl]Y\g^\YeY_]&

Chapter 2: Playing the Game

Ranged Attacks in Close Combat
9aeaf_YjYf_]\YllY[cakegj]\a‫[׹‬mdlo`]fY^g]
is next to you. When you make a ranged attack with ao]Yhgf$Ykh]dd$gjkge]gl`]je]Yfk$qgm`Yn]\akY\nYftage on the attack roll if you are within 5 feet of an enemyo`g[Yfk]]qgmYf\o`gakfÌlaf[YhY[alYl]\&

Melee Attacks

Half Cover and Three-Quarters Cover

There are three degrees of cover. If a target is behind
emdlahd]kgmj[]kg^[gn]j$gfdql`]egklhjgl][lan]\]_j]]
g^[gn]jYhhda]k3l`]\]_j]]kYj]fÌlY\\]\lg_]l`]j&>gj
]pYehd]$a^YlYj_]lakZ]`af\Y[j]Ylmj]l`Yl_an]k`Yd^[gn]jYf\Ylj]]ljmfcl`Yl_an]kl`j]]%imYjl]jk[gn]j$l`]
target has three-quarters cover.
A target with half cover`YkY#*Zgfmklg9;Yf\Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might
Z]YdgooYdd$YdYj_]ha][]g^^mjfalmj]$YfYjjgolj]]
ljmfc$gjY[j]Ylmj]$o`]l`]jl`Yl[j]Ylmj]akYf]f]eq
or a friend.
A target with three-quarters cover`YkY#-Zgfmklg
AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obklY[d]&L`]gZklY[d]ea_`lZ]Yhgjl[mddak$YfYjjgokdal$
or a thick tree trunk.
A target with total cover[YfÌlZ]lYj_]l]\\aj][ldqZq
YfYllY[cgjYkh]dd$Ydl`gm_`kge]kh]ddk[Yfj]Y[`km[`YlYj_]lZqaf[dm\af_alafYfYj]Yg^]‫[]ץ‬l&9lYj_]l`Yk
total cover if it is completely concealed by an obstacle.

Ranged Attacks
O`]fqgmeYc]YjYf_]\YllY[c$qgmÕj]YZgogjY[jgkkZgo$`mjdY`Yf\Yp]$gjgl`]joak]k]f\hjgb][lad]kto strike a foe at a distance. Many spells also involve making a ranged attack.

RICHARD WHITTERS

Range
Qgm[YfeYc]jYf_]\YllY[ckgfdqY_YafkllYj_]lkoal`af
Ykh][aÕ]\jYf_]&A^YjYf_]\YllY[c$km[`Ykgf]eY\]
oal`Ykh]dd$`YkYkaf_d]jYf_]$qgm[YfÌlYllY[cYlYj_]lbeyond this range.
 Kge]jYf_]\YllY[ck$km[`Ykl`gk]eY\]oal`Ydgf_ZgogjYk`gjlZgo$`Yn]logjYf_]k&L`]keYdd]jfmeZ]jakl`]fgjeYdjYf_]$Yf\l`]dYj_]jfmeZ]jakl`]dgf_jYf_]&QgmjYllY[cjgdd`Yk\akY\nYflY_]o`]fqgmjlYj_]lakZ]qgf\fgjeYdjYf_]$Yf\qgm[YfÌlYllY[cYlYj_]lZ]yond the long range.

Mk]\af`Yf\%lg%`Yf\[geZYl$Ye]d]]YllY[cYddgokqgm
to attack a foe within your reach. A melee attack typicallyuses a handheld weapon. A typical monster makes ae]d]]YllY[co`]falkljac]koal`alk[dYok$`gjfk$l]]l`$
l]flY[d]k$gjgl`]jZg\qhYjl&9^]okh]ddkYdkgafngdn]
making a melee attack.
Most creatures have a 5-foot reach and can thus attack
targets within 5 feet of them when making a melee attack. Certain creatures have melee attacks with a greaterj]Y[`l`Yf-^]]l$Ykfgl]\afl`]aj\]k[jahlagfk&
Instead of using a weapon to make a melee weapon
YllY[c$qgm[Yfmk]Yfunarmed strike2Yhmf[`$ca[c$`]Y\%Zmll$gjkaeadYj^gj[]^mdZdgo&GfY`al$YfmfYje]\
kljac]\]YdkZdm\_]gfaf_\YeY_]]imYdlg)#qgmj
Klj]f_l`eg\aÕ]j&QgmYj]hjgÕ[a]floal`qgmjmfYje]\
kljac]k&L`]qYj]fÌl[gfka\]j]\o]YhgfkZql`]jmd]k$Zml
they nonetheless work for melee weapon attacks.

Opportunity Attacks
AfYÕ_`l$]n]jqgf]ak[gfklYfldqoYl[`af_^gj]f]ea]klg\jghl`]aj_mYj\&Qgm[YfjYj]dqegn]`]]\d]kkdqhYkl
your foes without putting yourself in danger; doing so
provokes an opportunity attack.
 Qgm[YfeYc]YfghhgjlmfalqYllY[co`]fYf]f]eq
that you can see moves out of your reach. To make theghhgjlmfalqYllY[c$qgmmk]qgmjj]Y[lagflgeYc]gf]
melee attack against the provoking creature. The attack
occurs right before the creature leaves your reach.
 Qgm[YfYnga\hjgngcaf_YfghhgjlmfalqYllY[cZq
lYcaf_l`]<ak]f_Y_]Y[lagf&QgmYdkg\gfÌlhjgngc]Yf
opportunity attack when you teleport or when someone
gjkge]l`af_egn]kqgmoal`gmlmkaf_qgmjegn]e]fl$
Y[lagf$gjj]Y[lagf&>gj]pYehd]$qgm\gfÌlhjgngc]Yf
ghhgjlmfalqYllY[ca^Yf]phdgkagf`mjdkqgmgmlg^Y^g]Ìkreach or if gravity causes you to fall past an enemy.

Two-Weapon Fighting
When you take the Attack action and attack with a lighte]d]]o]Yhgfl`YlqgmÌj]`gd\af_afgf]`Yf\$qgm[Yfmk]YZgfmkY[lagflgYllY[coal`Y\a‫]ץ‬j]flda_`le]d]]
o]Yhgfl`YlqgmÌj]`gd\af_afl`]gl`]j`Yf\&Qgm\gfÌlY\\qgmjYZadalqeg\aÕ]jlgl`]\YeY_]g^l`]ZgfmkYllY[c$mfd]kkl`Yleg\aÕ]jakf]_Ylan]& A^]al`]jo]Yhgf`Ykl`]l`jgofhjgh]jlq$qgm[Yfl`jgol`]o]Yhgf$afkl]Y\g^eYcaf_Ye]d]]Yltack with it.

GrapplingO`]fqgmoYfllg_jYZY[j]Ylmj]gjoj]kld]oal`al$qgm
[Yfmk]l`]9llY[cY[lagflgeYc]Ykh][aYde]d]]YllY[c$Y_jYhhd]&A^qgmÌj]YZd]lgeYc]emdlahd]YllY[ckoal`l`]
9llY[cY[lagf$l`akYllY[cj]hdY[]kgf]g^l`]e&
The target of your grapple must be no more than onekar]dYj_]jl`Yfqgm$Yf\alemklZ]oal`afqgmjj]Y[`&
Mkaf_Yld]Yklgf]^j]]`Yf\$qgmljqlgk]ar]l`]lYj_]l

Chapter 2: Playing the Game37

ZqeYcaf_Y_jYhhd][`][c$YKlj]f_l` 9l`d]la[k![`][c[gfl]kl]\Zql`]lYj_]lÌkKlj]f_l` 9l`d]la[k!gj<]pl]jalq
(Acrobatics) check (the target chooses the ability to use).
Qgmkm[[]]\YmlgeYla[Yddqa^l`]lYj_]lakaf[YhY[alYl]\&A^
qgmkm[[]]\$qgmkmZb][ll`]lYj_]llgl`]_jYhhd]\[gf\alagf k]]Yhh]f\ap:!&L`][gf\alagfkh][aÕ]kl`]l`af_kl`Yl]f\al$Yf\qgm[Yfj]d]Yk]l`]lYj_]lo`]f]n]jqgm
like (no action required).
=k[Yhaf_Y?jYhhd]&A grappled creature can use its
Y[lagflg]k[Yh]&Lg\gkg$alemklkm[[]]\gfYKlj]f_l`(Athletics) or Dexterity (Acrobatics) check contested byyour Strength (Athletics) check.
Egnaf_Y?jYhhd]\;j]Ylmj]&O`]fqgmegn]$qgm
[Yf\jY_gj[Yjjql`]_jYhhd]\[j]Ylmj]oal`qgm$Zml
qgmjkh]]\ak`Ydn]\$mfd]kkl`][j]Ylmj]akloggjegj]
sizes smaller than you.

Shoving a Creature
Mkaf_l`]9llY[cY[lagf$qgm[YfeYc]Ykh][aYde]d]]YllY[clgk`gn]Y[j]Ylmj]$]al`]jlgcfg[calhjgf]gjhmk`alYoYq^jgeqgm&A^qgmÌj]YZd]lgeYc]emdlahd]YllY[ckoal`l`]9llY[cY[lagf$l`akYllY[cj]hdY[]kgf]g^l`]e&
The target of your shove must be no more than onekar]dYj_]jl`Yfqgm$Yf\alemklZ]oal`afqgmjj]Y[`&
QgmeYc]YKlj]f_l` 9l`d]la[k![`][c[gfl]kl]\Zql`]lYj_]lÌkKlj]f_l` 9l`d]la[k!gj<]pl]jalq 9[jgZYla[k![`][c l`]lYj_]l[`ggk]kl`]YZadalqlgmk]!&Qgm
succeed automatically if the target is incapacitated. If
qgmkm[[]]\$qgm]al`]jcfg[cl`]lYj_]lhjgf]gjhmk`
it 5 feet away from you.

Damage and Healing
GfY\n]flmj]k$afbmjqYf\\]Yl`Yj][gfklYfll`j]Ylk&

Hit Points
Hit points represent a combination of physical and menlYd\mjYZadalq$l`]oaddlgdan]$Yf\dm[c&;j]Ylmj]koal`
egj]`alhgaflkYj]egj]\a‫[׹‬mdllgcadd&L`gk]oal`
fewer hit points are more fragile.
 9[j]Ylmj]Ìk[mjj]fl`alhgaflk mkmYddqbmkl[Ydd]\`al
hgaflk![YfZ]YfqfmeZ]j^jgel`][j]Ylmj]Ìk`alhgafl
maximum down to 0. This number changes frequently as
a creature takes damage or receives healing.
 O`]f]n]jY[j]Ylmj]lYc]k\YeY_]$l`Yl\YeY_]ak
subtracted from its hit points. The loss of hit points has
fg]‫[]ץ‬lgfY[j]Ylmj]Ìk[YhYZadala]kmfladl`][j]Ylmj]
drops to 0 hit points.

Damage Rolls=Y[`o]Yhgf$kh]dd$Yf\`Yje^mdegfkl]jYZadalqkh][aÕ]kl`]\YeY_]al\]Ydk&Qgmjgddl`]\YeY_]\a]gj\a[]$
Y\\Yfqeg\aÕ]jk$Yf\Yhhdql`]\YeY_]lgqgmjlYj_]l&
EY_a[o]Yhgfk$kh][aYdYZadala]k$Yf\gl`]j^Y[lgjk[Yf
grant a bonus to damage.
When attacking with a weapon$qgmY\\qgmjYZadalq
eg\aÕ]jÈl`]kYe]eg\aÕ]jmk]\^gjl`]YllY[cjgddÈlgthe damage. A spell tells you which dice to roll for damY_]Yf\o`]l`]jlgY\\Yfqeg\aÕ]jk&
 A^Ykh]ddgjgl`]j]‫[]ץ‬l\]Ydk\YeY_]lgmore than
one targetYll`]kYe]lae]$jgddl`]\YeY_]gf[]^gjYdd
g^l`]e&>gj]pYehd]$o`]fYoarYj\[YklkÕj]ZYdd or acleric casts ÖYe]kljac]$l`]kh]ddÌk\YeY_]akjgdd]\gf[]
for all creatures caught in the blast.
38

Chapter 2: Playing the Game

Critical Hits
O`]fqgmk[gj]Y[jala[Yd`al$qgm_]llgjgdd]pljY\a[]
^gjl`]YllY[cÌk\YeY_]Y_Yafkll`]lYj_]l&JgddYddg^l`]
YllY[cÌk\YeY_]\a[]loa[]Yf\Y\\l`]elg_]l`]j&L`]f
Y\\Yfqj]d]nYfleg\aÕ]jkYkfgjeYd&Lgkh]]\mhhdYq$
you can roll all the damage dice at once.
 >gj]pYehd]$a^qgmk[gj]Y[jala[Yd`aloal`Y\Y__]j$
jgdd*\,^gjl`]\YeY_]$jYl`]jl`Yf)\,$Yf\l`]fY\\
qgmjj]d]nYflYZadalqeg\aÕ]j&A^l`]YllY[cafngdn]kgl`]j
\YeY_]\a[]$km[`Yk^jgel`]jg_m]ÌkKf]Yc9llY[c^]Ylmj]$qgmjgddl`gk]\a[]loa[]Yko]dd&

Damage Types<a‫]ץ‬j]flYllY[ckYf\\YeY_af_kh]ddk\]Yd\a‫]ץ‬j]fllqh]kg^\YeY_]&<YeY_]lqh]k`Yn]fgjmd]kg^l`]ajgof$Zml
gl`]jjmd]k$km[`Yk\YeY_]j]kaklYf[]$j]dqgfl`]lqh]k& L`]lqh]kYj]Y[a\$Zdm\_]gfaf_$[gd\$Õj]$^gj[]$da_`lfaf_$f][jgla[$ha]j[af_$hgakgf$hkq[`a[$jY\aYfl$kdYk`af_$
and thunder.

Damage Resistance and Vulnerability
Kge][j]Ylmj]kYf\gZb][lkYj]]p[]]\af_dq\a‫[׹‬mdlgj
unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damagelqh]$\YeY_]g^l`Yllqh]ak`Ydn]\Y_Yafklal&A^Y[j]Yture or an object has vulnerabilitylgY\YeY_]lqh]$
damage of that type is doubled against it.
Resistance and then vulnerability are applied after all
gl`]jeg\aÕ]jklg\YeY_]&>gj]pYehd]$Y[j]Ylmj]`Yk
resistance to bludgeoning damage and is hit by an attack
that deals 25 bludgeoning damage. The creature is also
within a magical aura that reduces all damage by 5. The*-\YeY_]akÕjklj]\m[]\Zq-Yf\l`]f`Ydn]\$kgl`]
creature takes 10 damage.
Multiple instances of resistance or vulnerability thatY‫[]ץ‬ll`]kYe]\YeY_]lqh][gmflYkgfdqgf]afklYf[]&>gj]pYehd]$a^Y[j]Ylmj]`Ykj]kaklYf[]lgÕj]\YeY_]
Yko]ddYkj]kaklYf[]lgYddfgfeY_a[Yd\YeY_]$l`]\YeY_]g^YfgfeY_a[YdÕj]akj]\m[]\Zq`Yd^Y_Yafkll`][j]Ylmj]$fglj]\m[]\Zql`j]]%imYjl]jk&

Healing
Mfd]kkalj]kmdlkaf\]Yl`$\YeY_]akfÌlh]jeYf]fl&=n]fdeath is reversible through powerful magic. Rest can reklgj]Y[j]Ylmj]Ìk`alhgaflk k]]hY_]++!$Yf\eY_a[Yd
methods such as a cure wounds spell or a potion of healing can remove damage in an instant.
 O`]fY[j]Ylmj]j][]an]k`]Ydaf_g^Yfqcaf\$`alhgaflk
j]_Yaf]\Yj]Y\\]\lgalk[mjj]fl`alhgaflk&9[j]Ylmj]Ìk`alhgaflk[YfÌl]p[]]\alk`alhgafleYpaeme$kgYfq`al
points regained in excess of this number are lost. For]pYehd]$Y\jma\_jYflkYjYf_]j0`alhgaflkg^`]Ydaf_&
If the ranger has 14 current hit points and has a hit pointeYpaemeg^*($l`]jYf_]jj]_Yafk.`alhgaflk^jgel`]\jma\$fgl0& 9[j]Ylmj]l`Yl`Yk\a]\[YfÌlj]_Yaf`alhgaflkmfladmagic such as the revivify spell has restored it to life.

Dropping to 0 Hit PointsO`]fqgm\jghlg(`alhgaflk$qgm]al`]j\a]gmlja_`lgj
^Yddmf[gfk[agmk$Yk]phdYaf]\afl`]^gddgoaf_k][lagfk&
AfklYfl<]Yl`& Massive damage can kill you instantly.
When damage reduces you to 0 hit points and there is

\YeY_]j]eYafaf_$qgm\a]a^l`]j]eYafaf_\YeY_]
equals or exceeds your hit point maximum.
 >gj]pYehd]$Y[d]ja[oal`YeYpaemeg^)*`alhgaflk
currently has 6 hit points. If she takes 18 damage fromYfYllY[c$k`]akj]\m[]\lg(`alhgaflk$Zml)*\YeY_]
remains. Because the remaining damage equals her hit
hgafleYpaeme$l`][d]ja[\a]k&>Yddaf_Mf[gfk[agmk& If damage reduces you to 0 hit
hgaflkYf\^Yadklgcaddqgm$qgm^Yddmf[gfk[agmk k]]Yhpendix B). This unconsciousness ends if you regain any
hit points.
<]Yl`KYnaf_L`jgok& Whenever you start your turnoal`(`alhgaflk$qgmemkleYc]Ykh][aYdkYnaf_l`jgo$
[Ydd]\Y\]Yl`kYnaf_l`jgo$lg\]l]jeaf]o`]l`]jqgm
creep closer to death or hang onto life. Unlike other savaf_l`jgok$l`akgf]akfÌlla]\lgYfqYZadalqk[gj]&Qgm
Yj]afl`]`Yf\kg^^Yl]fgo$Ya\]\gfdqZqkh]ddkYf\
features that improve your chances of succeeding on asaving throw.
 JgddY\*(&A^l`]jgddak)(gj`a_`]j$qgmkm[[]]\&Gl`]joak]$qgm^Yad&9km[[]kkgj^Yadmj]`Ykfg]‫[]ץ‬lZqalk]d^&Gfqgmjl`aj\km[[]kk$qgmZ][ge]klYZd] k]]Z]dgo!&Gfqgmjl`aj\^Yadmj]$qgm\a]&L`]km[[]kk]kYf\^Yadmj]k\gfÌlf]]\lgZ][gfk][mlan]3c]]hljY[cg^Zgl`mfladqgm
collect three of a kind. The number of both is reset to zero
when you regain any hit points or become stable.
When you make a death saving throw and roll a 1 onl`]\*($al[gmflkYklog^Yadmj]k& If you roll a 20 on the\*($qgmj]_Yaf)`alhgafl&<YeY_]Yl(@alHgaflk& If you take any damage whileqgm`Yn](`alhgaflk$qgmkm‫]ץ‬jY\]Yl`kYnaf_l`jgo
^Yadmj]&A^l`]\YeY_]ak^jgeY[jala[Yd`al$qgmkm‫]ץ‬jlog
failures instead. If the damage equals or exceeds your hit
hgafleYpaeme$qgmkm‫]ץ‬jafklYfl\]Yl`&KlYZadaraf_Y;j]Ylmj]& The best way to save a creatureoal`(`alhgaflkaklg`]Ydal&A^`]Ydaf_akmfYnYadYZd]$l`][j]Ylmj][YfYld]YklZ]klYZadar]\kgl`YlalakfÌlcadd]\ZqY
failed death saving throw.
 Qgm[Yfmk]qgmjY[lagflgY\eafakl]jÕjklYa\lgYfmf[gfk[agmk[j]Ylmj]Yf\Yll]ehllgklYZadar]al$o`a[`
requires a successful DC 10 Wisdom (Medicine) check.
A stable[j]Ylmj]\g]kfÌleYc]\]Yl`kYnaf_l`jgok$
]n]fl`gm_`al`Yk(`alhgaflk$Zmlal\g]kj]eYafmf[gfk[agmk&L`][j]Ylmj]klghkZ]af_klYZd]$Yf\emkl
klYjleYcaf_\]Yl`kYnaf_l`jgokY_Yaf$a^allYc]kYfq
\YeY_]&9klYZd][j]Ylmj]l`YlakfÌl`]Yd]\j]_Yafk
1 hit point after 1d4 hours.

Monsters and Death
Most DMs have a monster die the instant it drops to 0 hit
hgaflk$jYl`]jl`Yf`Ynaf_al^Yddmf[gfk[agmkYf\eYc]
death saving throws.
Mighty villains and special nonplayer characters arecommon exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out
Kge]lae]kYfYllY[c]joYflklgaf[YhY[alYl]Y^g]$jYl`]jthan deal a killing blow. When an attacker reduces a[j]Ylmj]lg(`alhgaflkoal`Ye]d]]YllY[c$l`]YllY[c]j
can knock the creature out. The attacker can make thischoice the instant the damage is dealt. The creature falls
unconscious and is stable.

Mounted Combat
A willing creature that is at least one size larger than
you and that has an appropriate anatomy can serve as aegmfl$mkaf_l`]^gddgoaf_jmd]k&Mounting and Dismounting
Gf[]\mjaf_qgmjegn]$qgm[YfegmflY[j]Ylmj]l`Yl
is within 5 feet of you or dismount. Doing so costs anamount of movement equal to half your speed. For exYehd]$a^qgmjkh]]\ak+(^]]l$qgmemklkh]f\)-^]]lg^egn]e]fllgegmflY`gjk]&L`]j]^gj]$qgm[YfÌlegmfl
ala^qgm\gfÌl`Yn])-^]]lg^egn]e]fld]^lgja^qgmj
speed is 0.
 A^Yf]‫[]ץ‬legn]kqgmjegmflY_Yafklalkoaddo`ad]
qgmÌj]gfal$qgmemklkm[[]]\gfY<;)(<]pl]jalqkYnaf_l`jgogj^Yddg‫ץ‬l`]egmfl$dYf\af_hjgf]afYkhY[]
oal`af-^]]lg^al&A^qgmÌj]cfg[c]\hjgf]o`ad]egmfl]\$
you must make the same saving throw.
 A^qgmjegmflakcfg[c]\hjgf]$qgm[Yfmk]qgmjj]Y[tion to dismount it as it falls and land on your feet. Otheroak]$qgmYj]\akegmfl]\Yf\^Yddhjgf]afYkhY[]oal`af
5 feet it.

Controlling a MountO`ad]qgmÌj]egmfl]\$qgm`Yn]logghlagfk&Qgm[Yf
either control the mount or allow it to act independently.
Afl]dda_]fl[j]Ylmj]k$km[`Yk\jY_gfk$Y[laf\]h]f\]fldq&
 Qgm[Yf[gfljgdYegmflgfdqa^al`YkZ]]fljYaf]\lgY[[]hlYja\]j&<ge]kla[Yl]\`gjk]k$\gfc]qk$Yf\kaeilar creatures are assumed to have such training. The
initiative of a controlled mount changes to match yourso`]fqgmegmflal&Alegn]kYkqgm\aj][lal$Yf\al`Yk
gfdql`j]]Y[lagfghlagfk2<Yk`$<ak]f_Y_]$Yf\<g\_]&9
controlled mount can move and act even on the turn thatyou mount it.
An independent mount retains its place in the initiative
order. Bearing a rider puts no restrictions on the actionsl`]egmfl[YflYc]$Yf\alegn]kYf\Y[lkYkaloak`]k&Al
ea_`lÖ]]^jge[geZYl$jmk`lgYllY[cYf\\]ngmjYZY\dq
afbmj]\^g]$gjgl`]joak]Y[lY_Yafklqgmjoak`]k& Af]al`]j[Yk]$a^l`]egmflhjgngc]kYfghhgjlmfalq
YllY[co`ad]qgmÌj]gfal$l`]YllY[c]j[YflYj_]lqgmgj
the mount.

Underwater Combat
When adventurers pursue sahuagin back to their underk]Y`ge]k$Õ_`lg‫ץ‬k`YjckafYfYf[a]flk`ahoj][c$gjÕf\l`]ek]dn]kafYÖgg\]\\mf_]gfjgge$l`]qemkl
Õ_`lafY[`Ydd]f_af_]fnajgfe]fl&Mf\]joYl]jl`]^gdlowing rules apply.
When making a melee weapon attack$Y[j]Ylmj]l`Yl\g]kfÌl`Yn]Ykoaeeaf_kh]]\ ]al`]jfYlmjYdgj_jYfl]\by magic) has disadvantage on the attack roll unless theo]YhgfakY\Y__]j$bYn]daf$k`gjlkogj\$kh]Yj$gjlja\]fl&A ranged weapon attack automatically misses a target
Z]qgf\l`]o]YhgfÌkfgjeYdjYf_]&=n]fY_YafklYlYj_]loal`affgjeYdjYf_]$l`]YllY[cjgdd`Yk\akY\nYflY_]mfless the weapon is a crossbow or a weapon that is throwndac]YbYn]daf af[dm\af_Ykh]Yj$lja\]fl$gj\Yjl!&
Creatures and objects that are fully immersed in water`Yn]j]kaklYf[]lgÕj]\YeY_]&

Chapter 2: Playing the Game

39

Chapter 3: Equipment

Coinage;geegf[gafk[ge]afk]n]jYd\a‫]ץ‬j]fl\]fgeafYlagfk
based on the relative worth of the metal from which they
are made. The three most common coins are the goldha][] _h!$l`]kadn]jha][] kh!$Yf\l`][ghh]jha][] [h!&L`]_gd\ha][]akl`]klYf\Yj\mfalg^e]Ykmj]^gjo]Ydl`$]n]fa^l`][gafalk]d^akfgl[geegfdqmk]\&AfY\\alagf$
unusual coins made of other precious metals sometimes
appear in treasure hoards. The electrum piece (ep) andthe platinum piece (pp) originate from fallen empires anddgklcaf_\gek$Yf\l`]qkge]lae]kYjgmk]kmkha[agfYf\skepticism when used in transactions.
 9klYf\Yj\[gafo]a_`kYZgmlYl`aj\g^Yfgmf[]$kgÕ^lq[gafko]a_`Yhgmf\&

Standard Exchange Rates
Coin&RSSHU FS
6LOYHU VS(OHFWUXP HS*ROG JS3ODWLQXP SS

40

cp
1
10

100
1,000

sp
1/10
1

10
100

Chapter 3: Equipment

ep


1
2
20

gp
1/100
1/10
1/2
1
10

pp
1/1,000
1/100
1/20
1/10
1

Selling Treasure
9kY_]f]jYdjmd]$mf\YeY_]\o]Yhgfk$Yjegj$Yf\gl`]j
equipment fetch half their cost when sold in a market.
Weapons and armor used by monsters are rarely in goodenough condition to sell.
 ?]ek$b]o]djq$Yf\YjlgZb][lkj]lYafl`]aj^mddnYdm]af
the marketplace.
 AfegklhdY[]k$eY_a[al]ekYj]hja[]d]kk&

Armor and Shields
The Armor table collects types of armor found in thegame and separates them into three categories:
Light Armor.A^qgmo]Yjda_`lYjegj$qgmY\\qgmj<]pl]jalqeg\aÕ]jlgl`]ZYk]fmeZ]j^jgeqgmjYjegj
type to determine your Armor Class.
Medium Armor.A^qgmo]Yje]\ameYjegj$qgmY\\
qgmj<]pl]jalqeg\aÕ]j$lgYeYpaemeg^#*$lgl`]
base number from your armor type to determine yourArmor Class.
Heavy Armor.@]YnqYjegj\g]kfÌld]lqgmY\\qgmj<]pl]jalqeg\aÕ]jlgqgmj9jegj;dYkk$ZmlalYdkg\g]kfÌlh]fYdar]qgma^qgmj<]pl]jalqeg\aÕ]jakf]_Ylan]& A^l`]9jegjlYZd]k`gokÉKlj)+ÊgjÉKlj)-Êafl`]Klj]f_l`[gdmef^gjYfYjegjlqh]$l`]Yjegjj]\m[]kl`]o]Yj]jÌkkh]]\Zq)(^]]lmfd]kkl`]o]Yj]j`YkYStrength score equal to or higher than the listed score.

JESPER EJSING

Lরঽ૳ࣼরߣ્ଚळ૙दळଚߣঽ৴૳ଚরळ੅୉੘दߣ੘ळߣ੘दळளકଚঽࣼ
e]j[`Yf\ak]l`YlY\n]flmj]jk[geegfdqÕf\mk]^mdafl`]^Y[]g^l`]l`j]Ylkl`Yll`]ogjd\kg^<<hj]k]fl&ArmorArmor
Light Armor
Leather
Studded leather
Medium Armor
Hide
Chain shirt
Scale mailBreastplate
Half plate
Heavy Armor
Ring mail
Chain mailSplintPlate
ShieldShieldCost

Armor Class (AC)Strength

StealthWeight

10 gp
JS

'H[PRGLśHU
'H[PRGLśHU

—
—

—
—

10 lb.
13 lb.

10 gp
JS
JS
JSJS'H[PRGLśHU PD['H[PRGLśHU PD['H[PRGLśHU PD['H[PRGLśHU PD['H[PRGLśHU PD[

—
—
—
—
—

—
—
Disadvantage—
Disadvantage

12 lb.
20 lb.
OE
20 lb.
OE

30 gp
JS
200 gpJS


16
17
18

—
Str 13
6WU
6WU

Disadvantage
Disadvantage
Disadvantage
Disadvantage

OE
OE
60 lb.
OE

10 gp

+2

—

—

6 lb.

Armor Proficiency
Anyone can put on a suit of armor or strap a shield to an
Yje&Gfdql`gk]hjgÕ[a]flafl`]YjegjÌkmk]cfgo`golgo]Yjal]‫[]ץ‬lan]dq$`go]n]j&Qgmj[dYkk_an]kqgmhjgÕ[a]f[qoal`[]jlYaflqh]kg^Yjegj&A^qgmo]YjYjegjl`YlqgmdY[chjgÕ[a]f[qoal`$qgm`Yn]\akY\nYflY_]gf
YfqYZadalq[`][c$kYnaf_l`jgo$gjYllY[cjgddl`Ylafngdn]k
Klj]f_l`gj<]pl]jalq$Yf\qgm[YfÌl[Yklkh]ddk&

StealthA^l`]9jegjlYZd]k`gokÉ<akY\nYflY_]Êafl`]Kl]Ydl`[gdmef$l`]o]Yj]j`Yk\akY\nYflY_]gf<]pl]jalq
(Stealth) checks.

Shields
Many warriors supplement their armor with a shield.
A shield is made from wood or metal and is carried in
one hand. Wielding a shield increases your Armor Class
Zq*&Qgm[YfZ]f]Õl^jgegfdqgf]k`a]d\YlYlae]&

Weapons
L`]O]YhgfklYZd]k`goko]Yhgfk$l`]ajhja[]Yf\o]a_`l$l`]\YeY_]l`]q\]Ydo`]fl`]q`al$Yf\Yfqkh][aYdhjgh]jla]kl`]qhgkk]kk&=n]jqo]Yhgfak[dYkkaÕ]\
as either melee or ranged. A melee weapon is used toYllY[cYlYj_]loal`af-^]]lg^qgm$o`]j]YkYranged
weapon is used to attack a target at a distance.

Weapon Proficiency
QgmjjY[]Yf\[dYkk[Yf_jYflqgmhjgÕ[a]f[qoal`[]jtain weapons or categories of weapons. The two categories are simple and martial.
 HjgÕ[a]f[qoal`Yo]YhgfYddgokqgmlgY\\qgmjhjgÕ[a]f[qZgfmklgl`]YllY[cjgdd^gjYfqYllY[cqgmeYc]
with that weapon.

Weapon Properties
EYfqo]Yhgfk`Yn]kh][aYdhjgh]jla]kj]dYl]\lgl`]ajmk]$
as shown in the Weapons table.

9eemfalagf&Qgm[Yfmk]Yo]Yhgfl`Yl`Ykl`]Yemunition property to make a ranged attack only if you`Yn]YeemfalagflgÕj]^jgel`]o]Yhgf&=Y[`lae]qgm
YllY[coal`l`]o]Yhgf$qgm]ph]f\gf]ha][]g^Yeemfalagf&<jYoaf_l`]Yeemfalagf^jgeYiman]j$[Yk]$gj
other container is part of the attack (you need a free handlgdgY\Ygf]%`Yf\]\o]Yhgf!&9ll`]]f\g^l`]ZYlld]$
you can recover half your expended ammunition by takaf_Yeafml]lgk]Yj[`l`]ZYlld]Õ]d\&If you use a weapon that has the ammunition property toeYc]Ye]d]]YllY[c$qgmlj]Yll`]o]YhgfYkYfaehjgnak]\o]Yhgf k]]ÉAehjgnak]\O]YhgfkÊdYl]jafl`]k][lagf!&
A sling must be loaded to deal any damage when usedin this way.
>af]kk]&O`]feYcaf_YfYllY[coal`YÕf]kk]
o]Yhgf$qgmmk]qgmj[`ga[]g^qgmjKlj]f_l`gj<]pl]jalqeg\aÕ]j^gjl`]YllY[cYf\\YeY_]jgddk&Qgmemklmk]
l`]kYe]eg\aÕ]j^gjZgl`jgddk&@]Ynq& Small creatures have disadvantage on attack
jgddkoal``]Ynqo]Yhgfk&9`]Ynqo]YhgfÌkkar]Yf\bulk make it too large for a Small creature to use effectively.
Da_`l&9da_`lo]YhgfakkeYddYf\]Ykqlg`Yf\d]$eYcaf_ala\]Yd^gjmk]o`]fÕ_`laf_oal`logo]Yhgfk&K]]
l`]jmd]k^gjlog%o]YhgfÕ_`laf_af[`Yhl]j*&DgY\af_& Because of the time required to load thiso]Yhgf$qgm[YfÕj]gfdqgf]ha][]g^Yeemfalagf^jgealo`]fqgmmk]YfY[lagf$ZgfmkY[lagf$gjj]Y[lagflg
Õj]al$j]_Yj\d]kkg^l`]fmeZ]jg^YllY[ckqgm[Yffgjmally make.
JYf_]& A weapon that can be used to make a ranged
attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers.
L`]Õjklakl`]o]YhgfÌkfgjeYdjYf_]af^]]l$Yf\l`]k][gf\af\a[Yl]kl`]o]YhgfÌkdgf_jYf_]&O`]fYllY[caf_YlYj_]lZ]qgf\fgjeYdjYf_]$qgm`Yn]\akY\nYflY_]
gfl`]YllY[cjgdd&Qgm[YfÌlYllY[cYlYj_]lZ]qgf\l`]o]YhgfÌkdgf_jYf_]&J]Y[`& This weapon adds 5 feet to your reach whenqgmYllY[coal`al$Yko]ddYko`]f\]l]jeafaf_qgmj
reach for opportunity attacks with it (see chapter 2).

Chapter 3: Equipment41

L`jgof&A^Yo]Yhgf`Ykl`]l`jgofhjgh]jlq$qgm[Yf
throw the weapon to make a ranged attack. If the weaponakYe]d]]o]Yhgf$qgmmk]l`]kYe]YZadalqeg\aÕ]j^gj
that attack roll and damage roll that you would use for ae]d]]YllY[coal`l`]o]Yhgf&>gj]pYehd]$a^qgml`jgo
Y`Yf\Yp]$qgmmk]qgmjKlj]f_l`$Zmla^qgml`jgoY\Y__]j$qgm[Yfmk]]al`]jqgmjKlj]f_l`gjqgmj<]pl]jalq$
kaf[]l`]\Y__]j`Ykl`]Õf]kk]hjgh]jlq&
Log%@Yf\]\&This weapon requires two hands when
you attack with it.
N]jkYlad]& This weapon can be used with one or two
hands. A damage value in parentheses appears with thehjgh]jlqÈl`]\YeY_]o`]fl`]o]Yhgfakmk]\oal`log
hands to make a melee attack.

lYZd]d]_akYcaflgY[dmZ&9ll`]<EÌkghlagf$Y[`YjY[l]jhjgÕ[a]floal`Yo]Yhgf[Yfmk]YkaeadYjgZb][lYka^alo]j]l`Ylo]YhgfYf\mk]`akgj`]jhjgÕ[a]f[qZgfmk&
An object that bears no resemblance to a weapon deals
1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weaponlgeYc]Ye]d]]YllY[c$gjl`jgokYe]d]]o]Yhgfl`Yl
\g]kfgl`Yn]l`]l`jgofhjgh]jlq$alYdkg\]Ydk)\,\Yeage. An improvised thrown weapon has a normal rangeof 20 feet and a long range of 60 feet.

Adventuring Gear
The Adventuring Gear table lists various useful items.

Equipment Packs

Improvised WeaponsKge]lae]k[`YjY[l]jk\gfÌl`Yn]l`]ajo]YhgfkYf\`Yn]
to attack with whatever is close at hand. An improvised
weapon includes any object you can wield in one or two`Yf\k$km[`YkZjgc]f_dYkk$YlYZd]d]_$Y^jqaf_hYf$Y
oY_gfo`]]d$gjY\]Y\_gZdaf& AfeYfq[Yk]k$Yfaehjgnak]\o]YhgfakkaeadYjlgYf
Y[lmYdo]YhgfYf\[YfZ]lj]Yl]\Ykkm[`&>gj]pYehd]$Y

The starting equipment of each class includes a special
pack. The contents of these packs are listed here:
Burglar’s Pack:Af[dm\]kYZY[chY[c$YZY_g^)$(((ZYdd
Z]Yjaf_k$)(^]]lg^kljaf_$YZ]dd$-[Yf\d]k$Y[jgoZYj$Y`Yee]j$)(halgfk$Y`gg\]\dYfl]jf$*ÖYkckg^gad$-\YqkjYlagfk$Ylaf\]jZgp$Yf\YoYl]jkcaf&L`]hY[calso has 50 feet of hempen rope strapped to it.

Weapons
Name
Simple Melee Weapons
Club
DaggerGreatclub
Handaxe
JavelinLight hammer
Mace
4XDUWHUVWDŚ
Spear
Simple Ranged Weapons
Crossbow, light
Dart
ShortbowSling
Martial Melee Weapons
Battleaxe
FlailGreataxe
Greatsword
HalberdLongsword
Maul
Morningstar
RapierScimitar
Shortsword
Trident
Warhammer
Martial Ranged Weapons
Crossbow, hand
Crossbow, heavy
Longbow

42

Chapter 3: Equipment

Cost

DamageWeightProperties

1 sp
2 gp
2 sp
JS
VS
2 gp
JS
2 sp
1 gp

GEOXGJHRQLQJGSLHUFLQJ
1d8 bludgeoning
1d6 slashing
1d6 piercing
GEOXGJHRQLQJ
1d6 bludgeoning
1d6 bludgeoning
1d6 piercing

2 lb.
1 lb.
10 lb.
2 lb.
2 lb.
2 lb.
OE
OE
3 lb.

Light
)LQHVVHOLJKWWKURZQ UDQJH
Two-handed/LJKWWKURZQ UDQJH
7KURZQ UDQJH/LJKWWKURZQ UDQJH
—9HUVDWLOH G
7KURZQ UDQJH YHUVDWLOH G

JS
FS
JS
1 sp

1d8 piercing
GSLHUFLQJ
1d6 piercing
GEOXGJHRQLQJOEOE
2 lb.
—$PPXQLWLRQ UDQJH ORDGLQJWZRKDQGHG)LQHVVHWKURZQ UDQJH$PPXQLWLRQ UDQJH WZRKDQGHG$PPXQLWLRQ UDQJH

10 gp
10 gp
30 gp
JS
20 gp
JS
10 gp
JS
JS
JS
10 gp
JS
JS

1d8 slashing
1d8 bludgeoning
1d12 slashing
2d6 slashing
1d10 slashing
1d8 slashing
2d6 bludgeoning
1d8 piercing
1d8 piercing
1d6 slashing
1d6 piercing
1d6 piercing
1d8 bludgeoning

OE
2 lb.
7 lb.
6 lb.
6 lb.
3 lb.
10 lb.
OE
2 lb.
3 lb.
2 lb.
OE
2 lb.

9HUVDWLOH G—
Heavy, two-handed
Heavy, two-handed
Heavy, reach, two-handed
9HUVDWLOH G
Heavy, two-handed—
FinesseFinesse, lightFinesse, light
7KURZQ UDQJH YHUVDWLOH G
9HUVDWLOH G

JS
JS
JS

1d6 piercing
1d10 piercing
1d8 piercing

3 lb.
18 lb.
2 lb.

$PPXQLWLRQ UDQJH OLJKWORDGLQJ$PPXQLWLRQ UDQJH KHDY\ORDGLQJWZRKDQGHG$PPXQLWLRQ UDQJH KHDY\WZRKDQGHG

Adventuring Gear
Item
AbacusAmmunition$UURZV &URVVERZEROWV 
6OLQJEXOOHWV 
Arcane focus
Crystal
Orb
Rod
6WDŚ
Wand
Artisan’s tools
Brewer’s supplies&DOOLJUDSKHU VVXSSOLHV
Carpenter’s tools
Cartographer’s tools
Cobbler’s tools
Cook’s utensils
Jeweler’s tools
Leatherworker’s tools
Mason’s tools
Painter’s supplies
Smith’s tools
Tinker’s tools
Weaver’s tools
Woodcarver’s tools
Backpack%DOOEHDULQJV EDJRI
BarrelBarding
BasketBedroll
Bell
BlanketBook
Bottle, glass
BucketCandle&DVHFURVVERZEROW XSWR
Case, map or scroll&KDON SLHFH
Chest
Clothes, common
Clothes, costume&ORWKHVśQH
Clothes, traveler’s
Component pouch
Crowbar
Disguise kit
Gaming set
Dice setDragonchess set
Playing card set
Three-Dragon Ante set
HammerCost
2 gp

Weight
2 lb.

1 gp
1 gp
FS

1 lb.
1½ lb.
1½ lb.

10 gp
20 gp
10 gp
JS
10 gp

1 lb.
3 lb.
2 lb.
OE
1 lb.

20 gp
10 gp
8 gp
JS
JS
1 gp
JS
JS
10 gp
10 gp
20 gp
JS
1 gp
1 gp
2 gp
1 gp
2 gp

VS
1 gp
1 gp
VS
JS
2 gp
FS
1 cp
1 gp
1 gp
1 cp
JS
VS
JS
JS
2 gp
JS
2 gp
JS

9 lb.
OE
6 lb.
6 lb.
OE
8 lb.
2 lb.
OE
8 lb.
OE
8 lb.
10 lb.
OE
OE
OE
2 lb.
70 lb.
×2
2 lb.
7 lb.
—
3 lb.
OE
2 lb.
2 lb.
—
1 lb.
1 lb.
—
OE
3 lb.
OE
6 lb.
OE
2 lb.
OE
3 lb.

1 sp
1 gp
VS
1 gp
1 gp

—
1/2 lb.
—
—
3 lb.

Item
Healer’s kit
Holy symbol
AmuletEmblemReliquary+RO\ZDWHU ŜDVNHourglass,QN RXQFHERWWOH
Ink pen/DGGHU IRRW
Lamp
Lantern, bullseye
Lantern, hooded
Lock
Mess kit
Mirror, steel
Musical instrument
Bagpipes
Drum
Flute
Lute
Lyre
Horn
3DQŜXWH
2LO ŜDVN
3DSHU RQHVKHHW
3DUFKPHQW RQHVKHHW
3HUIXPH YLDO
Pick, miner’s
Piton
3ROH IRRW
Potion of healing VHHSDJH
Pouch
Quiver
5DWLRQV GD\
Saddle, riding
Robes
5RSHKHPSHQ IHHW
5RSHVLON IHHW
Sack
Sealing wax
ShovelSignal whistle
Signet ring
Soap
Spellbook
6SLNHVLURQ 
Tent, two-person
Thieves’ tools
Tinderbox
Torch
Vial
Waterskin
Whetstone

Cost
JS

Weight
3 lb.

JS
JS
JS
JS
JS
10 gp
2 cp
1 sp
VS
10 gp
JS
10 gp
2 sp
JS

1 lb.
—
2 lb.
1 lb.
1 lb.
—
—
OE
1 lb.
2 lb.
2 lb.
1 lb.
1 lb.
1/2 lb.

30 gp
6 gp
2 gp
JS
30 gp
3 gp
12 gp
1 sp
2 sp
1 sp
JS
2 gp
FS
FS
JS
VS
1 gp
VS
10 gp
1 gp
1 gp
10 gp
1 cp
VS
2 gp
FS
JS
2 cp
JS
1 gp
2 gp
JS
VS
1 cp
1 gp
2 sp
1 cp

6 lb.
3 lb.
1 lb.
2 lb.
2 lb.
2 lb.
2 lb.
1 lb.
—
—
—
10 lb.
OE
7 lb.
1/2 lb.
1 lb.
1 lb.
2 lb.
OE
OE
10 lb.
OE
1/2 lb.
—
OE
—
—
—
3 lb.
OE
20 lb.
1 lb.
1 lb.
1 lb.
—
OE IXOO
1 lb.

Chapter 3: Equipment

43

Special Items
Here items that have special rules or need explanation.
9j[Yf]>g[mk&9fYj[Yf]^g[mkakYkh][aYdal]eÈYf
gjZ$Y[jqklYd$Yjg\$Ykh][aYddq[gfkljm[l]\klY‫ץ‬$YoYf\%dac]d]f_l`g^ogg\$gjkge]kaeadYjal]eÈ\]ka_f]\lgchannel the power of arcane spells. A wizard can use
such an item as a spellcasting focus.
9jlakYfÌkLggdk&These special tools include the items
needed to pursue a craft or trade. The table shows examhd]kg^lqh]kg^lggdk$]Y[`hjgna\af_al]ekj]dYl]\lgY
kaf_d][jY^l&HjgÕ[a]f[qoal`Yk]lg^YjlakYfÌklggdkd]lk
qgmY\\qgmjhjgÕ[a]f[qZgfmklgYfqYZadalq[`][ckqgm
eYc]mkaf_l`]lggdkafqgmj[jY^l&=Y[`lqh]g^YjlakYfÌk
lggdkj]imaj]kYk]hYjYl]hjgÕ[a]f[q&:Ydd:]Yjaf_k&9kYfY[lagf$qgm[Yfkhaddl`]k]lafq
e]lYdZYddk^jgel`]ajhgm[`lg[gn]jYd]n]d$kimYj]Yj]Ythat is 10 feet on a side. A creature moving across thecovered area must succeed on a DC 10 Dexterity saving
throw or fall prone. A creature moving through the area
Yl`Yd^kh]]\\g]kfÌlf]]\lgeYc]l`]kYnaf_l`jgo&:Yj\af_&Barding is armor designed to protect an
YfaeYdÌk`]Y\$f][c$[`]kl$Yf\Zg\q&9fqlqh]g^Yjegj
shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent
YjegjeY\]^gj`meYfga\k$Yf\alo]a_`kloa[]Ykem[`&;Yf\d]&>gj)`gmj$Y[Yf\d]k`]\kZja_`lda_`lafY
5-foot radius and dim light for an additional 5 feet.
;gehgf]flHgm[`&9[gehgf]flhgm[`akYkeYdd$oYtertight leather belt pouch that has compartments to holdall the material components and other special items you
f]]\lg[Yklqgmjkh]ddk$]p[]hl^gjl`gk][gehgf]flkl`Yl`Yn]Ykh][aÕ[[gkl Ykaf\a[Yl]\afYkh]ddÌk\]k[jahlagf!&;jgoZYj&Using a crowbar grants advantage to Strength[`][cko`]j]l`][jgoZYjÌkd]n]jY_][YfZ]Yhhda]\&<ak_mak]Cal&L`akhgm[`g^[gke]la[k$`Yaj\q]$Yf\small props lets you create disguises that change yourh`qka[YdYhh]YjYf[]&HjgÕ[a]f[qoal`l`akcald]lkqgm
Y\\qgmjhjgÕ[a]f[qZgfmklgYfqYZadalq[`][ckqgm
make to create a visual disguise.

44

Chapter 3: Equipment?Yeaf_K]l&This item encompasses a wide rangeg^_Ye]ha][]k$af[dm\af_\a[]Yf\\][ckg^[Yj\k ^gj
games such as Three-Dragon Ante). A few common]pYehd]kYhh]Yjgfl`]LggdklYZd]$Zmlgl`]jcaf\kg^_Yeaf_k]lk]pakl&A^qgmYj]hjgÕ[a]floal`Y_Yeaf_k]l$
qgm[YfY\\qgmjhjgÕ[a]f[qZgfmklgYZadalq[`][ckqgm
make to play a game with that set. Each type of gamingk]lj]imaj]kYk]hYjYl]hjgÕ[a]f[q&@]Yd]jÌkCal&This kit is a leather pouch containing
ZYf\Y_]k$kYdn]k$Yf\khdaflk&L`]cal`Ykl]fmk]k&9k
YfY[lagf$qgm[Yf]ph]f\gf]mk]g^l`]callgklYZadar]Y
[j]Ylmj]l`Yl`Yk(`alhgaflk$oal`gmlf]]\af_lgeYc]Y
Wisdom (Medicine) check.
@gdqKqeZgd&A holy symbol is a representation ofa god or pantheon. It might be an amulet depicting akqeZgdj]hj]k]flaf_Y\]alq$l`]kYe]kqeZgd[Yj]^mddq
]f_jYn]\gjafdYa\YkYf]eZd]egfYk`a]d\$gjYlafqZgp
holding a fragment of a sacred relic. The Player’s Handbook lists many gods in the multiverse and their typicalsymbols. A cleric can use a holy symbol as a spellcasting^g[mk&Lgmk]l`]kqeZgdafl`akoYq$l`][Ykl]jemkl`gd\alaf`Yf\$o]YjalnakaZdq$gjZ]YjalgfYk`a]d\&@gdqOYl]j&9kYfY[lagf$qgm[YfkhdYk`l`][gfl]flkg^l`akÖYkcgflgY[j]Ylmj]oal`af-^]]lg^qgmgjl`jgoalmhlg*(^]]l$k`Yll]jaf_algfaehY[l&Af]al`]j[Yk]$
eYc]YjYf_]\YllY[cY_YafklYlYj_]l[j]Ylmj]$lj]Ylaf_
the holy water as an improvised weapon. If the target is aÕ]f\gjmf\]Y\$allYc]k*\.jY\aYfl\YeY_]&
A cleric can create holy water by performing a special
jalmYd&L`]jalmYdlYc]k)`gmjlgh]j^gje$mk]k*-_hogjl`g^hgo\]j]\kadn]j$Yf\j]imaj]kl`][Ykl]jlg]ppend a 1st-level spell slot.
DYeh&A lamp casts bright light in a 15-foot radius and\aeda_`l^gjYfY\\alagfYd+(^]]l&Gf[]dal$alZmjfk^gj.
`gmjkgfYÖYkc )hafl!g^gad&
DYfl]jf$:mddk]q]&A bullseye lantern casts bright lightin a 60-foot cone and dim light for an additional 60 feet.
Gf[]dal$alZmjfk^gj.`gmjkgfYÖYkc )hafl!g^gad&
DYfl]jf$@gg\]\&A hooded lantern casts bright lightin a 30-foot radius and dim light for an additional 30 feet.
Gf[]dal$alZmjfk^gj.`gmjkgfYÖYkc )hafl!g^gad&9k
YfY[lagf$qgm[Yfdgo]jl`]`gg\$j]\m[af_l`]da_`llg
dim light in a 5-foot radius.

SHAWN WOOD

Diplomat’s Pack: Af[dm\]kY[`]kl$*[Yk]k^gjeYhkYf\k[jgddk$Yk]lg^Õf][dgl`]k$YZglld]g^afc$Yfafch]f$
YdYeh$*ÖYkckg^gad$-k`]]lkg^hYh]j$YnaYdg^h]j^me]$k]Ydaf_oYp$Yf\kgYh&
Dungeoneer’s Pack:Af[dm\]kYZY[chY[c$Y[jgoZYj$Y`Yee]j$)(halgfk$)(lgj[`]k$Ylaf\]jZgp$)(\Yqkg^
jYlagfk$Yf\YoYl]jkcaf&L`]hY[cYdkg`Yk-(^]]lg^hempen rope strapped to the side of it.
Entertainer’s Pack: Af[dm\]kYZY[chY[c$YZ]\jgdd$*
[gklme]k$-[Yf\d]k$-\Yqkg^jYlagfk$YoYl]jkcaf$Yf\
a disguise kit.
Explorer’s Pack: Af[dm\]kYZY[chY[c$YZ]\jgdd$Ye]kk
cal$Ylaf\]jZgp$)(lgj[`]k$)(\Yqkg^jYlagfk$Yf\Ywaterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.
Priest’s Pack: Af[dm\]kYZY[chY[c$YZdYfc]l$)([Yf\d]k$Ylaf\]jZgp$YfYdekZgp$*Zdg[ckg^af[]fk]$Y[]fk]j$n]kle]flk$*\Yqkg^jYlagfk$Yf\YoYl]jkcaf&
Scholar’s Pack: Af[dm\]kYZY[chY[c$YZggcg^dgj]$Y
Zglld]g^afc$Yfafch]f$)(k`]]lkg^hYj[`e]fl$Ydalld]
ZY_g^kYf\$Yf\YkeYddcfa^]&Dg[c&9c]qakhjgna\]\oal`l`akdg[c&Oal`gmll`]c]q$
Y[j]Ylmj]hjgÕ[a]floal`l`a]n]kÌlggdk[Yfha[cl`akdg[cwith a successful DC 15 Dexterity check.
E]kkCal&This tin box contains a cup and simple cutd]jq&L`]Zgp[dYehklg_]l`]j$Yf\gf]ka\][YfZ]mk]\
as a cooking pan and the other as a plate or shallow bowl.
Emka[YdAfkljme]fl&Several of the most common
types of musical instruments are shown on the table as]pYehd]k&A^qgm`Yn]hjgÕ[a]f[qoal`Y_an]femka[Ydafkljme]fl$qgm[YfY\\qgmjhjgÕ[a]f[qZgfmklgYfqYZadity checks you make to play music with the instrument.
Each type of musical instrument requires a separate
hjgÕ[a]f[q&Gad&GadmkmYddq[ge]kafY[dYqÖYkcl`Yl`gd\k)hafl&
9kYfY[lagf$qgm[YfkhdYk`l`]gadafl`akÖYkcgflgY[j]Ylmj]oal`af-^]]lg^qgmgjl`jgoalmhlg*(^]]l$
shattering it on impact. Make a ranged attack against alYj_]l[j]Ylmj]gjgZb][l$lj]Ylaf_l`]gadYkYfaehjgnak]\o]Yhgf&GfY`al$l`]lYj_]lak[gn]j]\afgad&A^l`]lYj_]llYc]kYfqÕj]\YeY_]Z]^gj]l`]gad\ja]k Y^l]j)eafml]!$l`]lYj_]llYc]kYfY\\alagfYd-Õj]\YeY_]^jgel`]
Zmjfaf_gad&Qgm[YfYdkghgmjYÖYkcg^gadgfl`]_jgmf\lg[gn]jY-%^ggl%kimYj]Yj]Y$hjgna\]\l`Yll`]kmj^Y[]
akd]n]d&A^dal$l`]gadZmjfk^gj*jgmf\kYf\\]Ydk-Õj]
damage to any creature that enters the area or ends its
turn in the area. A creature can take this damage only
once per turn.
Iman]j&A quiver can hold up to 20 arrows.
JYlagfk&Rations consist of dry foods suitable for]pl]f\]\ljYn]d$af[dm\af_b]jcq$\ja]\^jmal$`Yj\lY[c$Yf\fmlk&
Jgh]&Jgh]$o`]l`]jeY\]g^`]ehgjkadc$`Yk*`al
points and can be burst with a DC 17 Strength check.
Kh]ddZggc&=kk]flaYd^gjoarYj\k$Ykh]ddZggcakYleather-bound tome with 100 blank vellum pages suitable
for recording spells.
L`a]n]kÌLggdk&L`akk]lg^lggdkaf[dm\]kYkeYddÕd]$Yk]lg^dg[cha[ck$YkeYddeajjgjegmfl]\gfYe]lYd`Yf\d]$Yk]lg^fYjjgo%ZdY\]\k[akkgjk$Yf\YhYajg^hda]jk&HjgÕ[a]f[qoal`l`]k]lggdkd]lkqgmY\\qgmjhjgÕ[a]f[qbonus to any ability checks you make to disarm traps or
open locks.
Laf\]jZgp&L`akkeYdd[gflYaf]j`gd\kÖafl$Õj]kl]]d$
and tinder (usually dry cloth soaked in light oil) used to
caf\d]YÕj]&Mkaf_allgda_`lYlgj[`ÈgjYfql`af_]dk]
oal`YZmf\Yfl$]phgk]\^m]dÈlYc]kYfY[lagf&Da_`laf_Yfqgl`]jÕj]lYc]k)eafml]&
Lgj[`&9lgj[`Zmjfk^gj)`gmj$hjgna\af_Zja_`lda_`l
in a 20-foot radius and dim light for an additional 20 feet.
A^qgmeYc]Ye]d]]YllY[coal`YZmjfaf_lgj[`Yf\`al$al\]Ydk)Õj]\YeY_]&

Mounts and Services
MountsItem
Donkey or muleHorse, draft
Horse, riding
Pony
Warhorse

Cost
8 gp
JS
JS
30 gp
JS

Speed
IW
IW
60 ft.
IW
60 ft.

Carrying
Capacity
OEOEOEOEOE

Food, Drink, and Lodging
Item
Ale
GallonMug
Inn stay (per day)
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic
Meals (per day)
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic
6WDEOLQJ SHUGD\
Wine&RPPRQ SLWFKHU)LQH ERWWOH

Cost
2 sp
FS
7 cp
1 sp
VS
8 sp
2 gp
JS
3 cp
6 cp
3 sp
VS
8 sp
2 gp
VS
2 sp
10 gp

Other Services
Service
Coach cab
Between towns
Within a city
Hireling
Skilled
Untrained
Messenger
Road or gate toll
Ship’s passage

Pay
3 cp per mile
1 cp
2 gp per day
2 sp per day
2 cp per mile
1 cp
1 sp per mile

Magic Items=n]jqY\n]flmj]`gd\kl`]hjgeak]ÈZmlfglY_mYjYfl]]Èg^Õf\af_gf]gjegj]eY_a[al]ek&L`]<E\][a\]ko`]fkm[`al]ek^Yddaflgl`][`YjY[l]jkÌ`Yf\k&K]]l`]
Dungeon Master’s Guide for many more items.

Using a Magic Item9eY_a[al]eÌk\]k[jahlagf]phdYafk`gol`]al]eogjck&Handling a magic item is enough to give a character asense that something is extraordinary about the item.
Casting the identify spell on the item then reveals itshjgh]jla]k&9dl]jfYlan]dq$Y[`YjY[l]j[Yf[gf[]fljYl]
gfl`]al]e\mjaf_Yk`gjlj]kl$o`ad]Z]af_afh`qka[Yd[gflY[loal`l`]al]e&9ll`]]f\g^l`]j]kl$l`][`YjY[l]jd]Yjfkl`]al]eÌkhjgh]jla]k&HglagfkYj]Yf]p[]htion; a little taste is enough to tell the taster what the
potion does.
Certain magic items require a user to attune to them
before their magical properties can be used. Attuning toa magic item requires that you spend an entire short rest
[gf[]fljYlaf_gfal l`ak[YfÌlZ]l`]kYe]k`gjlj]klmk]\lgd]YjfYfal]eÌkhjgh]jla]k!&Gf[]qgmYj]Yllmf]\lgYfal]e$qgm[Yfmk]alkeY_a[Ydhjgh]jla]k&Chapter 3: Equipment45

An item can be attuned to only one creature at a time.
A creature can be attuned to no more than three magical]ekYlYfq_an]flae]$Yf\qgm[YfYllmf]qgmjk]d^lg
only one item during a short rest.
 QgmjYllmf]e]fllgYfal]e]f\ka^al`YkZ]]fegj]
than 100 feet away from you for 24 hours or if you die.
Qgm[YfYdkgngdmflYjadq]f\qgmjYllmf]e]fllgYfal]ewith another short rest.

Item Descriptions
L`]k]al]ekYj]afYdh`YZ]la[Ydgj\]j&Mf\]jYfal]eÌk
fYe]akYdaf]l`Yll]ddkqgml`]lqh]g^l`]al]e$alkjYjalq$
and whether you must attune to it.

Boots of Elvenkind
Wondrous item, uncommon
O`ad]qgmo]Yjl`]k]Zgglk$qgmjkl]hkeYc]fgkgmf\$
j]_Yj\d]kkg^l`]kmj^Y[]qgmYj]egnaf_Y[jgkk&QgmYdkg
have advantage on Dexterity (Stealth) checks that rely on
moving silently.

Cloak of Billowing
Wondrous item, common

Wondrous item, uncommon>gmf\afYkeYddhY[c]l$l`akhgo\]jj]k]eZd]kn]jqÕf]
sand. There is enough of it for one use. When you use an
Y[lagflgl`jgol`]\mklaflgl`]Yaj$qgmYf\]Y[`[j]Yture and object within 10 feet of you become invisible for*\,eafml]k&L`]\mjYlagfakl`]kYe]^gjYddkmZb][lk$
Yf\l`]\mklak[gfkme]\o`]falkeY_a[lYc]k]‫[]ץ‬l&A^Y[j]Ylmj]Y‫[]ץ‬l]\Zql`]\mklYllY[ckgj[YklkYkh]dd$l`]
invisibility ends for that creature.

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
QgmjKlj]f_l`k[gj]ak)1o`ad]qgmo]Yjl`]k]_Ymfld]lk&L`]q`Yn]fg]‫[]ץ‬lgfqgma^qgmjKlj]f_l`ak)1gj
higher without them.

Goggles of Night
Wondrous item, uncommon
O`ad]o]Yjaf_l`]k]\Yjcd]fk]k$qgm`Yn]\Yjcnakagfgml
lgYjYf_]g^.(^]]l&A^qgmYdj]Y\q`Yn]\Yjcnakagf$o]Yjing the goggles increases its range by 60 feet.

O`ad]o]Yjaf_l`ak[dgYc$qgm[Yfmk]YZgfmkY[lagflg
make it billow dramatically.

Hat of Wizardry

Cloak of Many Fashions

O`ad]qgmYj]o]Yjaf_l`ak`Yl$qgm_Yafl`]^gddgoaf_Z]f]Õlk2

Wondrous item, common
O`ad]o]Yjaf_l`ak[dgYc$qgm[Yfmk]YZgfmkY[lagflg
[`Yf_]l`]klqd]$[gdgj$Yf\YhhYj]flimYdalqg^l`]_Yje]fl&L`][dgYcÌko]a_`l\g]kfÌl[`Yf_]&J]_Yj\d]kkg^
alkYhh]YjYf[]$l`][dgYc[YfÌlZ]Yfql`af_ZmlY[dgYc&
Although it can duplicate the appearance of other magic[dgYck$al\g]kfÌl_Yafl`]ajeY_a[Ydhjgh]jla]k&

Clockwork Amulet
Wondrous item, common
This copper amulet contains tiny interlocking gears andakhgo]j]\ZqeY_a[^jgeE][`Yfmk$YhdYf]g^[dg[cwork predictability. A creature that puts an ear to theamulet can hear faint ticking and whirring noises comingfrom within.
When you make an attack roll while wearing the ammd]l$qgm[Yf^gj_gjgddaf_l`]\*(lg_]lY)(gfl`]\a]&
Gf[]mk]\$l`akhjgh]jlq[YfÌlZ]mk]\Y_Yafmfladl`]next dawn.

Dragon Slayer
Weapon (any sword), rareQgm_YafY#)ZgfmklgYllY[cYf\\YeY_]jgddkeY\]
with this magic weapon.
 O`]fqgm`alY\jY_gfoal`l`ako]Yhgf$l`]\jY_gf
lYc]kYf]pljY+\.\YeY_]g^l`]o]YhgfÌklqh]&>gjl`]
hmjhgk]g^l`ako]Yhgf$É\jY_gfÊj]^]jklgYfq[j]Ylmj]
with the dragon type.

Dread Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow red while
you wear it.

46

Dust of Disappearance

Chapter 3: Equipment

Wondrous item, common (requires attunement by a
wizard)• Qgm[Yfmk]l`]`YlYkYkh]dd[Yklaf_^g[mk^gjqgmj
wizard spells.
• Qgm[Yfljqlg[YklY[Yfljahl`Ylqgm\gfÌlcfgo&L`]
[YfljahemklZ]gfl`]oarYj\kh]dddakl$Yf\qgmemkl
make a DC 10 Intelligence (Arcana) check. If the checkkm[[]]\k$qgm[Ykll`]kh]dd&A^l`][`][c^Yadk$kg
\g]kl`]kh]dd$Yf\l`]Y[lagfmk]\lg[Ykll`]kh]ddak
oYkl]\&Af]al`]j[Yk]$qgm[YfÌlmk]l`akhjgh]jlqY_YafmfladqgmÕfak`Ydgf_j]kl&

Immovable Rod
Rod, uncommonL`akÖYlajgfjg\`YkYZmllgfgfgf]]f\&Qgm[Yfmk]
YfY[lagflghj]kkl`]Zmllgf$o`a[`[Ymk]kl`]jg\lgZ][ge]eY_a[YddqÕp]\afhdY[]&MfladqgmgjYfgl`]j[j]Ylmj]mk]kYfY[lagflghmk`l`]ZmllgfY_Yaf$l`]jg\\g]kfÌlegn]$]n]fa^alak\]^qaf__jYnalq&L`]jg\[Yf`gd\mhlg0$(((hgmf\kg^o]a_`l&Egj]o]a_`l[Ymk]k
the rod to deactivate and fall. A creature can use an aclagflgeYc]Y<;+(Klj]f_l`[`][c$egnaf_l`]Õp]\
rod up to 10 feet on a success.

Instrument of Illusions
Wondrous item, common (requires attunement)O`ad]qgmYj]hdYqaf_l`akemka[Ydafkljme]fl$qgm
[Yf[j]Yl]`Yjed]kk$addmkgjqnakmYd]‫[]ץ‬lkoal`afY
5-foot-radius sphere centered on the instrument. If you
Yj]YZYj\$l`]jY\amkaf[j]Yk]klg)-^]]l&KYehd]nakmYd
]‫[]ץ‬lkaf[dm\]dmeafgmkemka[Ydfgl]k$Ykh][ljYd\Yf[]j$
Zmll]jÖa]k$Yf\_]fldq^Yddaf_kfgo&L`]eY_a[]‫[]ץ‬lk
`Yn]f]al`]jkmZklYf[]fgjkgmf\$Yf\l`]qYj]gZnagmkdq
addmkgjq&L`]]‫[]ץ‬lk]f\o`]fqgmklghhdYqaf_&

Mithral Armor

Sending Stones

Armor (medium or heavy, but not hide), uncommon

Wondrous item, uncommon

Eal`jYdakYda_`l$Ö]paZd]e]lYd&9eal`jYd[`Yafk`ajl
or breastplate can be worn under normal clothes. If thearmor normally imposes disadvantage on DexterityKl]Ydl`![`][ckgj`YkYKlj]f_l`j]imaj]e]fl$l`]eal`jYdn]jkagfg^l`]Yjegj\g]kfÌl&Sending stones[ge]afhYajk$oal`]Y[`keggl`klgf]
carved to match the other so the pairing is easily recogfar]\&O`ad]qgmlgm[`gf]klgf]$qgm[Yfmk]YfY[lagf
to cast the sending spell from it. The target is the bearerg^l`]gl`]jklgf]&A^fg[j]Ylmj]Z]Yjkl`]gl`]jklgf]$
qgmcfgol`Yl^Y[lYkkggfYkqgmmk]l`]klgf]Yf\\gfÌlcast the spell.
Once sendingak[Ykll`jgm_`l`]klgf]k$l`]q[YfÌlZ]
used again until the next dawn. If one of the stones in a
hYajak\]kljgq]\$l`]gl`]jgf]Z][ge]kfgfeY_a[Yd&Mystery Key
Wondrous item, common
A question mark is worked into the head of this key. The
key has a 5 percent chance of unlocking any lock intoo`a[`alÌkafk]jl]\&Gf[]almfdg[ckkge]l`af_$l`]c]q
disappears.

Shield, +1
Armor (shield), uncommon

Necklace of Fireballs
Wondrous item, rareL`akf][cdY[]`Yk)\.#+Z]Y\k`Yf_af_^jgeal&Qgm[Yf
use an action to detach a bead and throw it up to 60 feet
YoYq&O`]falj]Y[`]kl`]]f\g^alkljYb][lgjq$l`]Z]Y\detonates as a 3rd-level Õj]ZYdd spell (save DC 15).
 Qgm[Yf`mjdemdlahd]Z]Y\k$gj]n]fl`]o`gd]f][cdY[]$Ykgf]Y[lagf&O`]fqgm\gkg$af[j]Yk]l`]d]n]dg^the Õj]ZYddZq)^gj]Y[`Z]Y\Z]qgf\l`]Õjkl&Pole of Collapsing
Wondrous item, common
O`ad]`gd\af_l`ak)(%^gglhgd]$qgm[Yfmk]YfY[lagf
to speak a command word and cause it to collapse intoY)%^ggl%dgf_jg\$^gj]Yk]g^klgjY_]&L`]hgd]Ìko]a_`l\g]kfÌl[`Yf_]&Qgm[Yfmk]YfY[lagflgkh]YcY\a‫]ץ‬jent command word and cause the rod to revert to a pole;`go]n]j$l`]jg\oadd]dgf_Yl]gfdqYk^YjYkl`]kmjrounding space allows.

O`ad]`gd\af_l`akk`a]d\$qgm`Yn]Y#)Zgfmklg
9;&L`akZgfmkakafY\\alagflgl`]k`a]d\ÌkfgjeYd
bonus to AC.

Staff of Birdcalls
KlY‫ץ‬$[geegfL`akogg\]fklY‫ץ‬ak\][gjYl]\oal`Zaj\[Yjnaf_k&Al`Yk)([`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk]YfY[lagflg
]ph]f\)[`Yj_]^jgel`]klY‫ץ‬Yf\[Ymk]allg[j]Yl]gf]
g^l`]^gddgoaf_kgmf\kgmllgYjYf_]g^.(^]]l2YÕf[`Ìk[`ajh$YjYn]fÌk[Yo$Y\m[cÌkimY[c$Y[`a[c]fÌk[dm[c$Y_ggk]Ìk`gfc$YdggfÌk[Ydd$Ylmjc]qÌk_gZZd]$Yk]Y_mddÌk[jq$YfgodÌk`ggl$gjYf]Y_d]Ìkk`ja]c&
 L`]klY‫ץ‬j]_Yafk)\.#,]ph]f\]\[`Yj_]k\YadqYl\Yof&A^qgm]ph]f\l`]dYkl[`Yj_]$jgddY\*(&GfY)$l`]klY‫]ץ‬phdg\]kafY`Yjed]kk[dgm\g^Zaj\^]Yl`]jk
and is lost forever.

Wand of Pyrotechnics
Wand, common

Potion of Healing
Potion, rarity varies
Qgmj]_Yaf`alhgaflko`]fqgm\jafcl`akhglagf&L`]fmeZ]jg^`alhgaflk\]h]f\kgfl`]hglagfÌkjYjalq$Ykshown in the Potions of Healing table. Whatever its pol]f[q$l`]hglagfÌkj]\daima\_daee]jko`]fY_alYl]\&

Potions of Healing
Potion of …
Healing
Greater healing
Superior healing

RarityCommonUncommonRare

HP RegainedG
G
G

L`akoYf\`Yk/[`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk]
an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see
up to 60 feet away. The burst of light is accompanied
by a crackling noise that can be heard up to 300 feet
YoYq&L`]da_`lakYkZja_`lYkYlgj[`ÖYe]ZmldYklk
only a second.
The wand regains all expended charges daily at dawn.
A^qgm]ph]f\l`]oYf\ÌkdYkl[`Yj_]$jgddY\*(&GfY)$
the wand erupts in a harmless pyrotechnic display and isdestroyed.

Wand of Secrets
Wand, uncommon

Potion of Invulnerability>gj)eafml]Y^l]jqgm\jafcl`akhglagf$qgm`Yn]j]kaklYf[]lgYdd\YeY_]&L`]hglagfÌkkqjmhqdaima\dggckdac]
daimaÕ]\ajgf&

L`]oYf\`Yk+[`Yj_]k&O`ad]`gd\af_al$qgm[Yfmk]
YfY[lagflg]ph]f\)g^alk[`Yj_]k$Yf\a^Yk][j]l\ggjgjljYhakoal`af+(^]]lg^qgm$l`]oYf\hmdk]kYf\points at the one nearest to you. The wand regains 1d3
expended charges daily at dawn.

Potion of Water Breathing

Weapon, +1

Potion, uncommon

Weapon (any), uncommon

Qgm[YfZj]Yl`]mf\]joYl]j^gj)`gmjY^l]j\jafcaf_l`ak
hglagf&Alk[dgm\q_j]]fÖma\ke]ddkg^l`]k]YYf\`YkYb]ddqÕk`%dac]ZmZZd]ÖgYlaf_afal&

Qgm`Yn]Y#)ZgfmklgYllY[cYf\\YeY_]jgddkeY\]
with this magic weapon.

Potion, rare

Chapter 3: Equipment

47Chapter 4: SpellsEߣজঽࣼ્ळ૙੅ळߣଚळ૳ଚরळஔક૙৴द૳કক<<ߣ੘द੅ક૳ଚ
often appears in the form of a spell. This chapter providesl`]jmd]k^gj[Yklaf_kh]ddk&Kh]ddk[YfZ]n]jkYlad]lggdk$
o]Yhgfk$gjhjgl][lan]oYj\k&L`]q[Yf\]Yd\YeY_]gj
mf\gal$aehgk]gjj]egn][gf\alagfk k]]Yhh]f\ap:!$\jYafda^]]f]j_qYoYq$Yf\j]klgj]da^]lgl`]\]Y\&]jk$afÖm]f[af_gj[gfljgddaf_l`]ajZ]`Ynagj&Evocation
spells tap mystical sources of energy to create a varietyg^]‫[]ץ‬lk$af[dm\af_ZdYklkg^Õj]Yf\[`Yff]daf_hgkalan]
energy to heal wounds. Illusion spells deceive the senses
or minds of others. Necromancy spells manipulate theenergies of life and death. Transmutation spells change
the properties or physical form of a creature or object.

What Is a Spell?
Spell Level

Schools of Magic
Scholars who study the workings of magic group spells
into eight categories called schools of magic. The schools
help describe spells; the schools have no game rules ofl`]ajgof$Ydl`gm_`kge]gl`]jjmd]kj]^]jlgl`]e&
Abjurationkh]ddkYj]hjgl][lan]$g^l]f[j]Ylaf_ZYjja]jkgjoYj\af_g‫ץ‬lj]khYkk]jk&Conjuration spells
transport objects or creatures from one location to another. Divinationkh]ddkj]n]Yd_daehk]kg^l`]^mlmj]$l`]dg[Ylagfkg^`a\\]fl`af_k$gjnakagfkg^\aklYflh]ghd]
or places. Enchantmentkh]ddkY‫[]ץ‬ll`]eaf\kg^gl`48

Chapter 4: Spells=n]jqkh]dd`YkYd]n]d^jge(lg1&9kh]ddÌkd]n]dakY_]f]jYdaf\a[Ylgjg^`gohgo]j^mdalak$oal`l`]dgodq Zmlstill impressive) magic missile at 1st level and the incredible time stopYl1l`&;YfljahkÈkaehd]Zmlhgo]j^mdkh]ddk
l`Yl[`YjY[l]jk[Yf[YklYdegklZqjgl]ÈYj]d]n]d(&L`]
`a_`]jYkh]ddÌkd]n]d$l`]`a_`]jd]n]dYkh]dd[Ykl]jemkl
be to use that spell.
 Kh]ddd]n]dYf\[`YjY[l]jd]n]d\gfÌl[gjj]khgf\\aj][ldq&Lqha[Yddq$Y[`YjY[l]j`YklgZ]Yld]Ykl)/l`d]n]d$
fgl1l`d]n]d$lg[YklY1l`%d]n]dkh]dd&

Known and Prepared Spells:]^gj]Ykh]dd[Ykl]j[Yfmk]Ykh]dd$`]gjk`]emkl`Yn]
l`]kh]ddÕjedqÕp]\afeaf\$gjemkl`Yn]Y[[]kklgl`]
spell in a magic item. Members of a few classes have adaeal]\daklg^kh]ddkl`]qcfgol`YlYj]YdoYqkÕp]\af
mind. The same thing is true of many magic-using monkl]jk&Gl`]jkh]dd[Ykl]jk$km[`Yk[d]ja[kYf\oarYj\k$mfdergo a process of preparing spells. This process varies^gj\a‫]ץ‬j]fl[dYkk]k$Yk\]lYad]\afl`]aj\]k[jahlagfk&

CRAIG ELLIOTT

9kh]ddakY\ak[j]l]eY_a[Yd]‫[]ץ‬l$Ykaf_d]k`Yhaf_g^l`]eY_a[Yd]f]j_a]kl`Ylkm‫ץ‬mk]l`]emdlan]jk]aflgYkh][aÕ[$daeal]\]phj]kkagf&Af[Yklaf_Ykh]dd$Y[`YjY[ter carefully plucks at the invisible strands of raw magickm‫ץ‬mkaf_l`]ogjd\$hafkl`]eafhdY[]afYhYjla[mdYj
hYll]jf$k]lkl`]enaZjYlaf_afYkh][aÕ[oYq$Yf\l`]fj]d]Yk]kl`]elgmfd]Yk`l`]\]kaj]\]‫[]ץ‬lÈafegkl[Yk]k$
all in the span of seconds.

Spell Slots
Regardless of how many spells a caster knows or prehYj]k$`]gjk`][Yf[YklgfdqYdaeal]\fmeZ]jg^kh]ddk
before resting. Manipulating the fabric of magic andchanneling its energy into even a simple spell is physa[YddqYf\e]flYddqlYpaf_$Yf\`a_`]j%d]n]dkh]ddkYj]
]n]fegj]kg&L`mk$]Y[`kh]dd[Yklaf_[dYkkÌk\]k[jahlagf
includes a table showing how many spell slots of eachspell level a character can use at each character level. For]pYehd]$l`]+j\%d]n]doarYj\MeYjY`Yk^gmj)kl%d]n]d
spell slots and two 2nd-level slots.
 O`]fY[`YjY[l]j[YklkYkh]dd$`]gjk`]]ph]f\kYkdglg^l`Ylkh]ddÌkd]n]dgj`a_`]j$]‫[]ץ‬lan]dqÉÕddaf_ÊYkdgl
oal`l`]kh]dd&Qgm[Yfl`afcg^Ykh]ddkdglYkY_jggn]
g^Y[]jlYafkar]ÈkeYdd^gjY)kl%d]n]dkdgl$dYj_]j^gjYkh]ddg^`a_`]jd]n]d&9)kl%d]n]dkh]ddÕlkaflgYkdglg^Yfq
kar]$ZmlY+j\%d]n]dkh]ddÕlkgfdqafYkdgll`YlÌkYld]Ykl
3rd level. So when Umara casts magic missile, a 1st-levelkh]dd$k`]kh]f\kgf]g^`]j^gmj)kl%d]n]dkdglkYf\`Yk
three remaining.
Finishing a long rest restores any expended spell slots(see page 33 for the rules on resting).
Some characters and monsters have special abilities
that let them cast spells without using spell slots.

Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of a`a_`]jd]n]dl`Yfl`]kh]dd$l`]kh]ddYkkme]kl`]`a_`]jd]n]d^gjl`Yl[Yklaf_&>gjafklYf[]$a^MeYjY[Yklkmagic
missilemkaf_gf]g^`]j*f\%d]n]dkdglk$l`Ylmagic missileak*f\d]n]d&=‫[]ץ‬lan]dq$l`]kh]dd]phYf\klgÕddl`]
slot it is put into.
 Kge]kh]ddk$km[`Ykmagic missile and cure wounds$
`Yn]egj]hgo]j^md]‫[]ץ‬lko`]f[YklYlY`a_`]jd]n]d$Yk
\]lYad]\afYkh]ddÌk\]k[jahlagf&

Cantrips
A cantrip is a spell that can be cast without using a spell
slot and without being prepared in advance. RepeatedhjY[la[]`YkÕp]\l`]kh]ddafl`][Ykl]jÌkeaf\Yf\affused the caster with the magic needed to produce the]‫[]ץ‬lgn]jYf\gn]j&9[YfljahÌkkh]ddd]n]dak(&

Rituals;]jlYafkh]ddk`Yn]Ykh][aYdlY_2ÉjalmYd&ÊKm[`Ykh]dd
[YfZ][Ykl^gddgoaf_l`]fgjeYdjmd]k^gjkh]dd[Yklaf_$
or the spell can be cast as a ritual. The ritual version of aspell takes 10 minutes longer to cast than normal. It also\g]kfÌl]ph]f\Ykh]ddkdgl$o`a[`e]Yfkl`]jalmYdn]jkagfg^Ykh]dd[YfÌlZ][YklYlY`a_`]jd]n]d& Lg[YklYkh]ddYkYjalmYd$Ykh]dd[Ykl]jemkl`Yn]Yfeature that grants the ability to do so. The cleric and the\jma\$^gj]pYehd]$`Yn]km[`Y^]Ylmj]&L`][Ykl]jemkl
also have the spell prepared or on his or her list of spells
cfgof$mfd]kkl`][`YjY[l]jÌkjalmYd^]Ylmj]kh][aÕ]kgl`]joak]$Ykl`]oarYj\Ìk\g]k&Each spell description in this chapter begins with a
Zdg[cg^af^gjeYlagf$af[dm\af_l`]kh]ddÌkfYe]$d]n]d$
k[`ggdg^eY_a[$[Yklaf_lae]$jYf_]$[gehgf]flk$Yf\\mjYlagf&L`]j]klg^Ykh]dd]fljq\]k[jaZ]kl`]kh]ddÌk]‫[]ץ‬l&Casting in Armor
Because of the mental focus and precise gestures reimaj]\^gjkh]dd[Yklaf_$qgmemklZ]hjgÕ[a]floal`l`]
YjegjqgmYj]o]Yjaf_lg[YklYkh]dd&QgmYj]gl`]joak]
too distracted and physically hampered by your armor forspellcasting.

Casting Time
Egklkh]ddkj]imaj]Ykaf_d]Y[lagflg[Ykl$Zmlkge]
kh]ddkj]imaj]YZgfmkY[lagf$Yj]Y[lagf$gjem[`egj]
time to cast.

Bonus Action
9kh]dd[Ykloal`YZgfmkY[lagfak]kh][aYddqkoa^l&Qgm
emklmk]YZgfmkY[lagfgfqgmjlmjflg[Ykll`]kh]dd$
hjgna\]\l`Ylqgm`Yn]fÌlYdj]Y\qlYc]fYZgfmkY[lagfl`aklmjf&Qgm[YfÌl[YklYfgl`]jkh]dd\mjaf_l`]kYe]
lmjf$]p[]hl^gjY[Yfljahoal`Y[Yklaf_lae]g^)Y[lagf&

Reactions
Some spells can be cast as reactions. These spells takea fraction of a second to bring about and are cast in rekhgfk]lgkge]]n]fl&A^Ykh]dd[YfZ][YklYkYj]Y[lagf$
the spell description tells you exactly when you can do so.

Longer Casting Times
Certain spells (including spells cast as rituals) require
more time to cast: minutes or even hours. When you casta spell with a casting time longer than a single action orj]Y[lagf$qgmemklkh]f\qgmjY[lagf]Y[`lmjf[Yklaf_l`]kh]dd$Yf\qgmemkleYaflYafqgmj[gf[]fljYlagf
o`ad]qgm\gkg k]]É;gf[]fljYlagfÊZ]dgo!&A^qgmj[gf[]fljYlagfakZjgc]f$l`]kh]dd^Yadk$Zmlqgm\gfÌl]ph]f\Ykh]ddkdgl&A^qgmoYfllgljq[Yklaf_l`]kh]ddY_Yaf$qgm
must start over.

Range
L`]lYj_]lg^Ykh]ddemklZ]oal`afl`]kh]ddÌkjYf_]&>gj
a spell like magic missile$l`]lYj_]lakY[j]Ylmj]&>gjYspell like Õj]ZYdd$l`]lYj_]lakl`]hgaflafkhY[]o`]j]
l`]ZYddg^Õj]]jmhlk&
Most spells have ranges expressed in feet. Some spells
can target only a creature (including you) that you touch.
Gl`]jkh]ddk$km[`Ykl`]shieldkh]dd$Y‫[]ץ‬lgfdqqgm&
These spells have a range of self.
 Kh]ddkl`Yl[j]Yl][gf]kgjdaf]kg^]‫[]ץ‬ll`Ylgja_afYl]
^jgeqgmYdkg`Yn]YjYf_]g^k]d^$af\a[Ylaf_l`Yll`]gja_afhgaflg^l`]kh]ddÌk]‫[]ץ‬lemklZ]qgm k]]É9j]Ykg^=‫[]ץ‬lÊdYl]jafl`]l`ak[`Yhl]j!& Gf[]Ykh]ddak[Ykl$alk]‫[]ץ‬lkYj]fÌldaeal]\ZqalkjYf_]$
mfd]kkl`]kh]ddÌk\]k[jahlagfkYqkgl`]joak]&Components

Casting a SpellO`]fY[`YjY[l]j[YklkYfqkh]dd$l`]kYe]ZYka[jmd]k
Yj]^gddgo]\$j]_Yj\d]kkg^l`][`YjY[l]jÌk[dYkkgjl`]
kh]ddÌk]‫[]ץ‬lk&

9kh]ddÌk[gehgf]flkYj]l`]h`qka[Ydj]imaj]e]flkqgm
emkle]]lafgj\]jlg[Yklal&=Y[`kh]ddÌk\]k[jahlagfaf\a[Yl]ko`]l`]jalj]imaj]kn]jZYd N!$kgeYla[ K!$gjeYl]jaYd E![gehgf]flk&A^qgm[YfÌlhjgna\]gf]gjegj]g^Ykh]ddÌk[gehgf]flk$qgmYj]mfYZd]lg[Ykll`]kh]dd&

Chapter 4: Spells

49Verbal (V)Most spells require the chanting of mystic words. The
ogj\kl`]ek]dn]kYj]fÌll`]kgmj[]g^l`]kh]ddÌkhgo]j3
jYl`]j$l`]hYjla[mdYj[geZafYlagfg^kgmf\k$oal`kh][aÕ[hal[`Yf\j]kgfYf[]$k]lkl`]l`j]Y\kg^eY_a[af
eglagf&L`mk$Y[`YjY[l]jo`gak_Y__]\gjafYfYj]Yg^kad]f[]$km[`Ykgf][j]Yl]\Zql`]silencekh]dd$[YfÌlcast a spell with a verbal component.

Somatic (S)Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a soeYla[[gehgf]fl$l`][Ykl]jemkl`Yn]^j]]mk]g^Yld]Ykl
one hand to perform these gestures.

Material (M);Yklaf_kge]kh]ddkj]imaj]khYjla[mdYjgZb][lk$kh][aÕ]\
in parentheses in the component entry. A character canuse a component pouch or a spellcasting focus (foundaf[`Yhl]j+!afhdY[]g^l`][gehgf]flkkh][aÕ]\^gjYkh]dd&:mla^Y[gklakaf\a[Yl]\^gjY[gehgf]fl$Y[`YjY[l]jemkl`Yn]l`Ylkh][aÕ[[gehgf]flZ]^gj]`]gjk`]
can cast the spell.
If a spell states that a material component is consumed
Zql`]kh]dd$l`][Ykl]jemklhjgna\]l`ak[gehgf]fl^gj
each casting of the spell.
A spellcaster must have a hand free to access these[gehgf]flkÈgjlg`gd\Ykh]dd[Yklaf_^g[mkÈZmlal[Yf
be the same hand that he or she uses to perform somaticcomponents.

Duration
9kh]ddÌk\mjYlagfakl`]d]f_l`g^lae]l`]kh]ddh]jkaklk&
9\mjYlagf[YfZ]]phj]kk]\afjgmf\k$eafml]k$`gmjk$
gj]n]fq]Yjk&Kge]kh]ddkkh][a^ql`Yll`]aj]‫[]ץ‬lkdYkl
until the spells are dispelled or destroyed.

kgmj[]k$km[`YkYfYjjgoYf\Y\jY_gfÌkZj]Yl`$
you make a separate saving throw for each sourceof damage.
• Being incapacitated or killed.Qgmdgk][gf[]fljYlagf
on a spell if you are incapacitated or if you die.
The DM might also decide that certain environmentalh`]fge]fY$km[`YkYoYn][jYk`af_gn]jqgmo`ad]
qgmÌj]gfYklgje%lgkk]\k`ah$j]imaj]qgmlgkm[[]]\gfY
DC 10 Constitution saving throw to maintain concentration on a spell.

Targets
A typical spell requires you to pick one or more targetslgZ]Y‫[]ץ‬l]\Zql`]kh]ddÌkeY_a[&9kh]ddÌk\]k[jahlagf
l]ddkqgmo`]l`]jl`]kh]ddlYj_]lk[j]Ylmj]k$gZb][lk$gjYhgaflg^gja_af^gjYfYj]Yg^]‫[]ץ‬l \]k[jaZ]\Z]dgo!& Mfd]kkYkh]dd`YkYh]j[]hlaZd]]‫[]ץ‬l$Y[j]Ylmj]ea_`l
fglcfgoaloYklYj_]l]\ZqYkh]ddYlYdd&9f]‫[]ץ‬ldac]
[jY[cdaf_da_`lfaf_akgZnagmk$ZmlYegj]kmZld]]‫[]ץ‬l$
km[`YkYfYll]ehllgj]Y\Y[j]Ylmj]Ìkl`gm_`lk$lqha[Yddq
_g]kmffgla[]\$mfd]kkYkh]ddkYqkgl`]joak]&A Clear Path to the Target
LglYj_]lkge]l`af_$qgmemkl`Yn]Y[d]YjhYl`lgal$
kgal[YfÌlZ]Z]`af\lglYd[gn]j& A^qgmhdY[]YfYj]Yg^]‫[]ץ‬lYlYhgafll`Ylqgm[YfÌlk]]Yf\YfgZkljm[lagf$km[`YkYoYdd$akZ]lo]]fqgm
Yf\l`Ylhgafl$l`]hgaflg^gja_af[ge]kaflgZ]af_gfl`]
near side of that obstruction.

Targeting Yourself
A^Ykh]ddlYj_]lkY[j]Ylmj]g^qgmj[`ga[]$qgm[Yf[`ggk]qgmjk]d^$mfd]kkl`][j]Ylmj]emklZ]`gklad]gj
kh][aÕ[YddqY[j]Ylmj]gl`]jl`Yfqgm&A^qgmYj]afl`]
Yj]Yg^]‫[]ץ‬lg^Ykh]ddqgm[Ykl$qgm[YflYj_]lqgmjk]d^&Areas of EffectInstantaneous
EYfqkh]ddkYj]afklYflYf]gmk&L`]kh]dd`Yjek$`]Ydk$
[j]Yl]k$gjYdl]jkY[j]Ylmj]gjYfgZb][lafYoYql`Yl[YfÌlZ]\akh]dd]\$Z][Ymk]alkeY_a[]paklkgfdq^gj
an instant.

Concentration
Some spells require you to maintain concentration in or\]jlgc]]hl`]ajeY_a[Y[lan]&A^qgmdgk][gf[]fljYlagf$such a spell ends.
 A^Ykh]ddemklZ]eYaflYaf]\oal`[gf[]fljYlagf$l`Yl^Y[lYhh]Yjkafalk<mjYlagf]fljq$Yf\l`]kh]ddkh][aÕ]k`godgf_qgm[Yf[gf[]fljYl]gfal&Qgm[Yf]f\[gf[]ftration at any time (no action required).
 FgjeYdY[lanalq$km[`Ykegnaf_Yf\YllY[caf_$\g]kfÌlinterfere with concentration. The following factors canbreak concentration:• Casting another spell that requires concentration.
Qgmdgk][gf[]fljYlagfgfYkh]dda^qgm[YklYfgl`]j
kh]ddl`Ylj]imaj]k[gf[]fljYlagf&Qgm[YfÌl[gf[]fljYl]
on two spells at once.
• Taking damage. Whenever you take damage while you
Yj][gf[]fljYlaf_gfYkh]dd$qgmemkleYc]Y;gfklalmtion saving throw to maintain your concentration. The<;]imYdk)(gj`Yd^l`]\YeY_]qgmlYc]$o`a[`]n]j
number is higher. If you take damage from multiple
50

Chapter 4: Spells

Spells such as burning hands and cone of cold cover an
Yj]Y$Yddgoaf_l`]elgY‫[]ץ‬lemdlahd][j]Ylmj]kYlgf[]&
 9kh]ddÌk\]k[jahlagfkh][aÕ]kalkYj]Yg^]‫[]ץ‬l$o`a[`lqha[Yddq`Ykgf]g^Õn]\a‫]ץ‬j]flk`Yh]k2[gf]$[mZ]$[qdaf\]j$daf]$gjkh`]j]&=n]jqYj]Yg^]‫[]ץ‬l`YkYpoint oforigin$Ydg[Ylagf^jgeo`a[`l`]kh]ddÌk]f]j_q]jmhlk&
The rules for each shape specify how you position its
hgaflg^gja_af&Lqha[Yddq$Yhgaflg^gja_afakYhgaflaf
khY[]$Zmlkge]kh]ddk`Yn]YfYj]Yo`gk]gja_afakYcreature or an object.
 9kh]ddÌk]‫[]ץ‬l]phYf\kafkljYa_`ldaf]k^jgel`]hgafl
of origin. If no unblocked straight line extends from thehgaflg^gja_aflgYdg[Ylagfoal`afl`]Yj]Yg^]‫[]ץ‬l$l`Yl
dg[YlagfakfÌlaf[dm\]\afl`]kh]ddÌkYj]Y&LgZdg[cgf]g^l`]k]aeY_afYjqdaf]k$YfgZkljm[lagfemklhjgna\]lglYd
cover (see page 36).

Cone
A cone extends in a direction you choose from its point of
gja_af&9[gf]Ìkoa\l`YlY_an]fhgaflYdgf_alkd]f_l`ak
]imYdlgl`YlhgaflÌk\aklYf[]^jgel`]hgaflg^gja_af&9
[gf]ÌkYj]Yg^]‫[]ץ‬lkh][aÕ]kalkeYpaemed]f_l`& 9[gf]Ìkhgaflg^gja_afakfglaf[dm\]\afl`][gf]Ìk
Yj]Yg^]‫[]ץ‬l$mfd]kkqgm\][a\]gl`]joak]&Cube
Qgmk]d][lY[mZ]Ìkhgaflg^gja_af$o`a[`da]kYfqo`]j]
gfY^Y[]g^l`][mZa[]‫[]ץ‬l&L`][mZ]Ìkkar]ak]phj]kk]\
as the length of each side.
 9[mZ]Ìkhgaflg^gja_afakfglaf[dm\]\afl`][mZ]Ìk
Yj]Yg^]‫[]ץ‬l$mfd]kkqgm\][a\]gl`]joak]&be within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
 L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\.o`]fqgmj]Y[`-l`d]n]d *\.!$))l`d]n]d +\.!$Yf\)/l`d]n]d ,\.!&

Aid
2nd-level abjuration

Cylinder9[qdaf\]jÌkhgaflg^gja_afakl`][]fl]jg^Y[aj[d]g^Y
hYjla[mdYjjY\amk$Yk_an]fafl`]kh]dd\]k[jahlagf&L`]
circle must either be on the ground or at the height of thekh]dd]‫[]ץ‬l&L`]]f]j_qafY[qdaf\]j]phYf\kafkljYa_`llines from the point of origin to the perimeter of the cir[d]$^gjeaf_l`]ZYk]g^l`][qdaf\]j&L`]kh]ddÌk]‫[]ץ‬ll`]fk`gglkmh^jgel`]ZYk]gj\gof^jgel`]lgh$lgY
distance equal to the height of the cylinder.
 9[qdaf\]jÌkhgaflg^gja_afakaf[dm\]\afl`][qdaf\]jÌk
Yj]Yg^]‫[]ץ‬l&Casting Time: 1 action
Range: 30 feet
Components:N$K$E Ylafqkljahg^o`al][dgl`!
Duration: 8 hours
Qgmjkh]ddZgdkl]jkqgmjYdda]koal`lgm_`f]kkYf\j]solve. Choose up to three creatures within range. EachlYj_]lÌk`alhgafleYpaemeYf\[mjj]fl`alhgaflkafcrease by 5 for the duration.
 9l@a_`]jD]n]dk&When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$YlYj_]lÌk`alhgaflkafcrease by an additional 5 for each slot level above 2nd.

Line
Arcane Lock
A line extends from its point of origin in a straight pathmhlgalkd]f_l`Yf\[gn]jkYfYj]Y\]Õf]\Zqalkoa\l`& 9daf]Ìkhgaflg^gja_afakfglaf[dm\]\afl`]daf]ÌkYj]Yg^]‫[]ץ‬l$mfd]kkqgm\][a\]gl`]joak]&SphereQgmk]d][lYkh`]j]Ìkhgaflg^gja_af$Yf\l`]kh`]j]
]pl]f\kgmloYj\^jgel`Ylhgafl&L`]kh`]j]Ìkkar]ak]ppressed as a radius in feet that extends from the point.
 9kh`]j]Ìkhgaflg^gja_afakaf[dm\]\afl`]kh`]j]Ìk
Yj]Yg^]‫[]ץ‬l&

Saving Throws
Many spells specify that a target can make a savingl`jgolgYnga\kge]gjYddg^Ykh]ddÌk]‫[]ץ‬lk&L`]kh]dd
kh][aÕ]kl`]YZadalql`Yll`]lYj_]lmk]k^gjl`]kYn]Yf\what happens on a success or failure.
Spell save DC = \RXUSURśFLHQF\ERQXV\RXUVSHOOFDVWLQJDELOLW\PRGLśHU

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components:N$K$E _gd\\mklogjl`Yld]Ykl*-_h$
which the spell consumes)
Duration: Until dispelled
Qgmlgm[`Y[dgk]\\ggj$oaf\go$_Yl]$[`]kl$gjgl`]j]fljqoYq$Yf\alZ][ge]kdg[c]\^gjl`]\mjYlagf&QgmYf\
the creatures you designate when you cast this spell cangh]fl`]gZb][lfgjeYddq&Qgm[YfYdkgk]lYhYkkogj\l`Yl$o`]fkhgc]foal`af-^]]lg^l`]gZb][l$kmhhj]kk]kl`akkh]dd^gj)eafml]&Gl`]joak]$alakaehYkkYZd]mftil it is broken or the spell is dispelled or suppressed.
Casting knock on the object suppresses arcane lock for
10 minutes.
 O`ad]Y‫[]ץ‬l]\Zql`akkh]dd$l`]gZb][lakegj]\a‫[׹‬mdl
to break or force open; the DC to break it or pick any
locks on it increases by 10.

AuguryAttack Rolls

2nd-level divination (ritual)

Some spells require the caster to make an attack
jgddlg\]l]jeaf]o`]l`]jl`]kh]dd]‫[]ץ‬l`alkl`]aftended target.

Casting Time: 1 minute
Range: Self
Components:N$K$E kh][aYddqeYjc]\kla[ck$Zgf]k$gj
similar tokens worth at least 25 gp)
Duration: Instantaneous

6SHOODWWDFNPRGLśHU= your proficiency bonus +your spellcasting ability modifier

Spell Descriptions
The spells are presented in alphabetical order.

Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components:N$K
Duration: Instantaneous
Qgm`mjdYZmZZd]g^Y[a\&;`ggk]gf]gjlog[j]Ylmj]k
qgm[Yfk]]oal`afjYf_]&A^qgm[`ggk]log$l`]qemkl

:q[Yklaf__]e%afdYa\kla[ck$jgddaf_\jY_gfZgf]k$dYqaf_
gmlgjfYl][Yj\k$gj]ehdgqaf_kge]gl`]j\anafaf_lggd$
you receive an omen from an otherworldly entity aboutl`]j]kmdlkg^Ykh][aÕ[[gmjk]g^Y[lagfl`YlqgmhdYflg
take within the next 30 minutes. The DM chooses fromthe following possible omens:
Weal$^gj_gg\j]kmdlk
Woe$^gjZY\j]kmdlk
Weal and woe$^gjZgl`_gg\Yf\ZY\j]kmdlk
Nothing$^gjj]kmdlkl`YlYj]fÌl]kh][aYddq_gg\gjZY\
L`]kh]dd\g]kfÌllYc]aflgY[[gmflYfqhgkkaZd][aj[meklYf[]kl`Ylea_`l[`Yf_]l`]gml[ge]$km[`Ykl`][Ykling of additional spells or the loss or gain of a companion.

Chapter 4: Spells

51

Blur
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration:;gf[]fljYlagf$mhlg)eafml]
QgmjZg\qZ][ge]kZdmjj]\$k`a^laf_Yf\oYn]jaf_lgYddo`g[Yfk]]qgm&>gjl`]\mjYlagf$Yfq[j]Ylmj]`Yk
disadvantage on attack rolls against you. An attacker isaeemf]lgl`ak]‫[]ץ‬la^al\g]kfÌlj]dqgfka_`l$Ykoal`
Zdaf\ka_`l$gj[Yfk]]l`jgm_`addmkagfk$Ykoal`ljm]ka_`l&

Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components:N$K
Duration: Instantaneous

If you cast the spell two or more times before completaf_qgmjf]pldgf_j]kl$l`]j]akY[memdYlan]*-h]j[]fl[`Yf[]^gj]Y[`[Yklaf_Y^l]jl`]Õjkll`Ylqgm_]lYjYfdom reading. The DM makes this roll in secret.

Beacon of Hope
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: N$K
Duration: ;gf[]fljYlagf$mhlg)eafml]
This spell bestows hope and vitality. Choose any numberg^[j]Ylmj]koal`afjYf_]&>gjl`]\mjYlagf$]Y[`lYj_]l
has advantage on Wisdom saving throws and deathkYnaf_l`jgok$Yf\j]_Yafkl`]eYpaemefmeZ]jg^`al
points possible from any healing.

Bless1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components:N$K$E Ykhjafcdaf_g^`gdqoYl]j!
Duration:;gf[]fljYlagf$mhlg)eafml]
QgmZd]kkmhlgl`j]][j]Ylmj]kg^qgmj[`ga[]oal`af
range. Whenever a target makes an attack roll or a savingl`jgoZ]^gj]l`]kh]dd]f\k$l`]lYj_]l[YfjgddY\,Yf\
add the number rolled to the attack roll or saving throw.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\ational creature for each slot level above 1st.
52

Chapter 4: Spells

9kqgm`gd\qgmj`Yf\koal`l`meZklgm[`af_Yf\Õf_]jk
khj]Y\$Yl`afk`]]lg^ÖYe]kk`gglk^gjl`^jgeqgmjgmlklj]l[`]\Õf_]jlahk&=Y[`[j]Ylmj]afY)-%^ggl[gf]emkl
eYc]Y<]pl]jalqkYnaf_l`jgo&9[j]Ylmj]lYc]k+\.Õj]
\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_]gfY
successful one.
 L`]Õj]a_fal]kYfqÖYeeYZd]gZb][lkafl`]Yj]Yl`YlYj]fÌlZ]af_ogjfgj[Yjja]\&
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d6 for each slot level above 1st.

Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components:N$K
Duration: 1 hour
QgmYll]ehllg[`YjeY`meYfga\qgm[Yfk]]oal`af
jYf_]&AlemkleYc]YOak\gekYnaf_l`jgo$Yf\\g]kkgoal`Y\nYflY_]a^qgmgjqgmj[gehYfagfkYj]Õ_`laf_al&
A^al^Yadkl`]kYnaf_l`jgo$alak[`Yje]\Zqqgmmfladl`]
spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a^ja]f\dqY[imYaflYf[]&O`]fl`]kh]dd]f\k$l`][j]Ylmj]
knows it was charmed by you.
9l@a_`]jD]n]dk& When you cast this spell using
Ykh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf]
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.

Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 roundQgmkh]YcYgf]%ogj\[geeYf\lgY[j]Ylmj]qgm[Yf
see within range. The target must succeed on a Wisdomsaving throw or follow the command on its next turn.
L`]kh]dd`Ykfg]‫[]ץ‬la^l`]lYj_]lakmf\]Y\$a^al\g]kfÌlSHAWN WOOD

Augurymf\]jklYf\qgmjdYf_mY_]$gja^qgmj[geeYf\ak\aj][ldq
harmful to it.
 Kge]lqha[Yd[geeYf\kYf\l`]aj]‫[]ץ‬lk^gddgo&Qgm
might issue a command other than one described here. If
qgm\gkg$l`]<E\]l]jeaf]k`gol`]lYj_]lZ]`Yn]k&A^l`]lYj_]l[YfÌl^gddgoqgmj[geeYf\$l`]kh]dd]f\k&9hhjgY[`& The target moves toward you by the short]klYf\egkl\aj][ljgml]$]f\af_alklmjfa^alegn]kwithin 5 feet of you.
<jgh& The target drops whatever it is holding and thenends its turn.
>d]]& The target spends its turn moving away from youby the fastest available means.
?jgn]d& The target falls prone and then ends its turn.
@Ydl&L`]lYj_]l\g]kfÌlegn]Yf\lYc]kfgY[lagfk&9Öqaf_[j]Ylmj]klYqkYdg^l$hjgna\]\l`YlalakYZd]lg\gkg&A^alemklegn]lgklYqYdg^l$alÖa]kl`]eafaeme\aklYf[]
needed to remain in the air.
9l@a_`]jD]n]dk& When you cast this spell using
Ykh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YfY‫[]ץ‬lgf]
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.

9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]`]Ydaf_af[j]Yk]kZq
1d8 for each slot level above 1st.

Comprehend Languages

2nd-level evocation

1st-level divination (ritual)

Casting Time: 1 action
Range: 60 feet
Components:N$E ZYl^mjYf\Y\jghg^hal[`gj
piece of coal)
Duration:;gf[]fljYlagf$mhlg)(eafml]kCasting Time: 1 action
Range: Self
Components:N$K$E Yhaf[`g^kgglYf\kYdl!
Duration: 1 hour>gjl`]\mjYlagf$qgmmf\]jklYf\l`]dal]jYde]Yfaf_g^Yfqkhgc]fdYf_mY_]l`Ylqgm`]Yj&QgmYdkgmf\]jklYf\Yfqojall]fdYf_mY_]l`Ylqgmk]]$ZmlqgmemklZ]lgm[`ing the surface on which the words are written. It takes
about 1 minute to read one page of text.
 L`akkh]dd\g]kfÌl\][g\]k][j]le]kkY_]kafYl]plgj
Y_dqh`$km[`YkYfYj[Yf]ka_ad$l`YlakfÌlhYjlg^Yojalten language.

Crusader’s Mantle
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration:;gf[]fljYlagf$mhlg)eafml]
Holy power radiates from you in an aura with a 30-footjY\amk$YoYc]faf_Zgd\f]kkaf^ja]f\dq[j]Ylmj]k&Mfladl`]kh]dd]f\k$l`]YmjYegn]koal`qgm$[]fl]j]\gfqgm&O`ad]afl`]YmjY$]Y[`fgf`gklad][j]Ylmj]afl`]YmjY
(including you) deals an extra 1d4 radiant damage when
it hits with a weapon attack.

Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: N$K
Duration: Instantaneous

Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components:N$K$E YZalg^h`gkh`gjmkgjoq[`ogg\$
or a glowworm)
Duration:;gf[]fljYlagf$mhlg)eafml]
Qgm[j]Yl]mhlg^gmjlgj[`%kar]\da_`lkoal`afjYf_]$
eYcaf_l`]eYhh]YjYklgj[`]k$dYfl]jfk$gj_dgoaf_
gjZkl`Yl`gn]jafl`]Yaj^gjl`]\mjYlagf&Qgm[YfYdkg
combine the four lights into one glowing vaguely humanga\^gjeg^E]\amekar]&O`a[`]n]j^gjeqgm[`ggk]$each light sheds dim light in a 10-foot radius.
 9kYZgfmkY[lagfgfqgmjlmjf$qgm[Yfegn]l`]da_`lk
up to 60 feet to a new spot within range. A light must beoal`af*(^]]lg^Yfgl`]jda_`l[j]Yl]\Zql`akkh]dd$Yf\Yda_`loafckgmla^al]p[]]\kl`]kh]ddÌkjYf_]&

Darkness

Magical darkness spreads from a point you chooseoal`afjYf_]lgÕddY)-%^ggl%jY\amkkh`]j]^gjl`]\mjYtion. The darkness spreads around corners. A creatureoal`\Yjcnakagf[YfÌlk]]l`jgm_`l`ak\Yjcf]kk$Yf\fgfeY_a[Ydda_`l[YfÌladdmeafYl]al&
If the point you choose is on an object you are holding
gjgf]l`YlakfÌlZ]af_ogjfgj[Yjja]\$l`]\Yjcf]kk]eanates from the object and moves with it. Completely cov]jaf_l`]kgmj[]g^l`]\Yjcf]kkoal`YfghYim]gZb][l$km[`YkYZgodgjY`]de$Zdg[ckl`]\Yjcf]kk&
 A^Yfqg^l`akkh]ddÌkYj]Ygn]jdYhkoal`YfYj]Yg^da_`l
[j]Yl]\ZqYkh]ddg^*f\d]n]dgjdgo]j$l`]kh]ddl`Yl[j]ated the light is dispelled.

Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components:N$K
Duration: ;gf[]fljYlagf$mhlg)(eafml]k>gjl`]\mjYlagf$qgmk]fk]l`]hj]k]f[]g^eY_a[oal`af+(^]]lg^qgm&A^qgmk]fk]eY_a[afl`akoYq$qgm[Yfmk]
your action to see a faint aura around any visible creature
gjgZb][lafl`]Yj]Yl`YlZ]YjkeY_a[$Yf\qgmd]Yjfalk
k[`ggdg^eY_a[$a^Yfq&
 L`]kh]dd[Yfh]f]ljYl]egklZYjja]jk$ZmlalakZdg[c]\Zq)^gglg^klgf]$)af[`g^[geegfe]lYd$Yl`afk`]]lg^d]Y\$gj+^]]lg^ogg\gj\ajl&

A creature you touch regains a number of hit points equallg)\0#qgmjkh]dd[Yklaf_YZadalqeg\aÕ]j&L`akkh]dd`Yk
fg]‫[]ץ‬lgfmf\]Y\gj[gfkljm[lk&Chapter 4: Spells

53

Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components:N$K
Duration: 1 hourQgmeYc]qgmjk]d^Èaf[dm\af_qgmj[dgl`af_$Yjegj$o]Yhgfk$Yf\gl`]jZ]dgf_af_kgfqgmjh]jkgfÈdggc\a‫]ץ‬j]fl
until the spell ends or until you use your action to dismiss
al&Qgm[Yfk]]e)^gglk`gjl]jgjlYdd]jYf\[YfYhh]Yj
l`af$^Yl$gjafZ]lo]]f&Qgm[YfÌl[`Yf_]qgmjZg\qlqh]$
so you must adopt a form that has the same basic arjYf_]e]flg^daeZk&Gl`]joak]$l`]]pl]flg^l`]addmkagf
is up to you.
The changes wrought by this spell fail to hold up toh`qka[Ydafkh][lagf&>gj]pYehd]$a^qgmmk]l`akkh]ddlg
Y\\Y`YllgqgmjgmlÕl$gZb][lkhYkkl`jgm_`l`]`Yl$Yf\anyone who touches it would feel nothing or would feelyour head and hair. If you use this spell to appear thinnerl`YfqgmYj]$l`]`Yf\g^kge]gf]o`gj]Y[`]kgmllg
touch you would bump into you while it was seemingly
still in midair.
 Lg\ak[]jfl`YlqgmYj]\ak_mak]\$Y[j]Ylmj][Yfmk]
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against yourspell save DC.

Each object in a 20-foot cube within range is outlined in
Zdm]$_j]]f$gjnagd]lda_`l qgmj[`ga[]!&9fq[j]Ylmj]af
the area when the spell is cast is also outlined in light ifal^YadkY<]pl]jalqkYnaf_l`jgo&>gjl`]\mjYlagf$gZb][lk
Yf\Y‫[]ץ‬l]\[j]Ylmj]kk`]\\aeda_`lafY)(%^ggljY\amk& 9fqYllY[cjgddY_YafklYfY‫[]ץ‬l]\[j]Ylmj]gjgZb][l`YkY\nYflY_]a^l`]YllY[c]j[Yfk]]al$Yf\l`]Y‫[]ץ‬l]\
[j]Ylmj]gjgZb][l[YfÌlZ]f]Õl^jgeZ]af_afnakaZd]&

Fear
3rd-level illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components:N$K$E Yo`al]^]Yl`]jgjl`]heart of a hen)Duration:;gf[]fljYlagf$mhlg)eafml]
Qgmhjgb][lYh`YflYkeYdaeY_]g^Y[j]Ylmj]Ìkogjkl
fears. Each creature in a 30-foot cone must succeed on a
Wisdom saving throw or drop whatever it is holding andbecome frightened for the duration.
 O`ad]^ja_`l]f]\Zql`akkh]dd$Y[j]Ylmj]emkllYc]l`]
Dash action and move away from you by the safest availYZd]jgml]gf]Y[`g^alklmjfk$mfd]kkl`]j]akfgo`]j]
to move. If the creature ends its turn in a location whereal\g]kfÌl`Yn]daf]g^ka_`llgqgm$l`][j]Ylmj][YfeYc]
YOak\gekYnaf_l`jgo&GfYkm[[]kk^mdkYn]$l`]kh]dd
ends for that creature.

Dispel Magic
3rd-level abjuration

Feather Fall
1st-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: N$K
Duration: Instantaneous;`ggk]gf][j]Ylmj]$gZb][l$gjeY_a[Yd]‫[]ץ‬loal`af
range. Any spell of 3rd level or lower on the target ends.
>gj]Y[`kh]ddg^,l`d]n]dgj`a_`]jgfl`]lYj_]l$eYc]
an ability check using your spellcasting ability. The DC]imYdk)(#l`]kh]ddÌkd]n]d&GfYkm[[]kk^md[`][c$l`]
spell ends.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$qgmYmlgeYla[Yddq]f\l`]]‫[]ץ‬lkg^Ykh]ddgfl`]lYj_]la^l`]kh]ddÌkd]n]dak]imYdlg
or less than the level of the spell slot you used.

Divine Favor
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components:N$K
Duration:;gf[]fljYlagf$mhlg)eafml]
QgmjhjYq]j]ehgo]jkqgmoal`\anaf]jY\aYf[]&Mfladl`]
kh]dd]f\k$qgmjo]YhgfYllY[ck\]YdYf]pljY)\,jY\aYfl
damage on a hit.

Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration:;gf[]fljYlagf$mhlg)eafml]

54

Chapter 4: Spells

Casting Time:)j]Y[lagf$o`a[`qgmlYc]o`]fqgmgjYcreature within 60 feet of you falls
Range: 60 feet
Components:N$E YkeYdd^]Yl`]jgjha][]g^\gof!
Duration: 1 minute;`ggk]mhlgÕn]^Yddaf_[j]Ylmj]koal`afjYf_]&9^Yddaf_[j]Ylmj]ÌkjYl]g^\]k[]flkdgoklg.(^]]lh]jjgmf\mfladl`]kh]dd]f\k&A^l`][j]Ylmj]dYf\kZ]^gj]l`]kh]dd]f\k$
allYc]kfg^Yddaf_\YeY_]Yf\[YfdYf\gfalk^]]l$Yf\
the spell ends for that creature.

Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components:N$K$E YlafqZYddg^ZYl_mYfgYf\kmd^mj!
Duration: Instantaneous
9Zja_`lklj]YcÖYk`]k^jgeqgmjhgaflaf_Õf_]jlgYpoint you choose within range and then blossoms withYdgojgYjaflgYf]phdgkagfg^ÖYe]&=Y[`[j]Ylmj]
in a 20-foot-radius sphere centered on that point must
eYc]Y<]pl]jalqkYnaf_l`jgo&9lYj_]llYc]k0\.Õj]
\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_]gfY
successful one.
 L`]Õj]khj]Y\kYjgmf\[gjf]jk&Ala_fal]kÖYeeYZd]
gZb][lkafl`]Yj]Yl`YlYj]fÌlZ]af_ogjfgj[Yjja]\& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d6 for each slot level above 3rd.

Fire Bolt

Fly

Evocation cantrip

3rd-level transmutation

Casting Time: 1 action
Range: 120 feet
Components:N$K
Duration: Instantaneous

Casting Time: 1 action
Range: Touch
Components:N$K$E Yoaf_^]Yl`]j^jgeYfqZaj\!
Duration: ;gf[]fljYlagf$mhlg)(eafml]k

Qgm`mjdYegl]g^Õj]YlY[j]Ylmj]gjgZb][loal`af
range. Make a ranged spell attack against the target. On a
`al$l`]lYj_]llYc]k)\)(Õj]\YeY_]&9ÖYeeYZd]gZb][l`alZql`akkh]dda_fal]ka^alakfÌlZ]af_ogjfgj[Yjja]\& L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\)(o`]fqgmj]Y[`-l`d]n]d *\)(!$))l`d]n]d +\)(!$Yf\)/l`d]n]d ,\)(!&

Qgmlgm[`Yoaddaf_[j]Ylmj]&L`]lYj_]l_YafkYÖqaf_kh]]\g^.(^]]l^gjl`]\mjYlagf&O`]fl`]kh]dd]f\k$l`]lYj_]l^Yddka^alakkladdYdg^l$mfd]kkal[Yfklghl`]^Ydd&
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\ational creature for each slot level above 3rd.

Flaming Sphere

Guidance

2nd-level conjuration

Divination cantrip

Casting Time: 1 action
Range: 60 feet
Components:N$K$E YZalg^lYddgo$Yhaf[`g^Zjaeklgf]$Yf\Y\mklaf_g^hgo\]j]\ajgf!
Duration: ;gf[]fljYlagf$mhlg)eafml]

Casting Time: 1 action
Range: Touch
Components: N$K
Duration: ;gf[]fljYlagf$mhlg)eafml]

9-%^ggl%\aYe]l]jkh`]j]g^Õj]Yhh]YjkafYfmfg[[mha]\
space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of thesphere must make a Dexterity saving throw. The creaturelYc]k*\.Õj]\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`damage on a successful one.
 9kYZgfmkY[lagf$qgm[Yfegn]l`]kh`]j]mhlg+(^]]l&A^qgmjYel`]kh`]j]aflgY[j]Ylmj]$l`Yl[j]Ylmj]
emkleYc]l`]kYnaf_l`jgoY_Yafkll`]kh`]j]Ìk\YeY_]$Yf\l`]kh`]j]klghkegnaf_l`aklmjf&
 O`]fqgmegn]l`]kh`]j]$qgm[Yf\aj][lalgn]jZYjriers up to 5 feet tall and jump it across pits up to 10 feetoa\]&L`]kh`]j]a_fal]kÖYeeYZd]gZb][lkfglZ]af_
ogjfgj[Yjja]\$Yf\alk`]\kZja_`lda_`lafY*(%^ggljYdius and dim light for an additional 20 feet.
 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d6 for each slot level above 2nd.

Qgmlgm[`gf]oaddaf_[j]Ylmj]&Gf[]Z]^gj]l`]kh]dd
]f\k$l`]lYj_]l[YfjgddY\,Yf\Y\\l`]fmeZ]jjgdd]\
to one ability check of its choice. It can roll the die before
or after making the ability check. The spell then ends.

Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: N$K
Duration: 1 round9ÖYk`g^da_`lklj]YcklgoYj\Y[j]Ylmj]g^qgmj[`ga[]
within range. Make a ranged spell attack against the tar_]l&GfY`al$l`]lYj_]llYc]k,\.jY\aYfl\YeY_]$Yf\
the next attack roll made against this target before the]f\g^qgmjf]pllmjf`YkY\nYflY_]$l`Yfcklgl`]eqklacal dim light glittering on the target until then.
 9l@a_`]jD]n]dk&When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d6 for each slot level above 1st.

SHAWN WOOD

Flaming Sphere

Chapter 44: Spells

55

Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components:N$K$E Yk`Ynaf_g^da[gja[]jggl!
Duration:;gf[]fljYlagf$mhlg)eafml]

Inflict Wounds
1st-level necromancy

Choose a willing creature that you can see within range.
Mfladl`]kh]dd]f\k$l`]lYj_]lÌkkh]]\ak\gmZd]\$al_Yafk
Y#*Zgfmklg9;$al`YkY\nYflY_]gf<]pl]jalqkYnaf_l`jgok$Yf\al_YafkYfY\\alagfYdY[lagfgf]Y[`g^alk
turns. That action can be used only to take the Attackgf]o]YhgfYllY[cgfdq!$<Yk`$<ak]f_Y_]$@a\]$gjMk]
an Object action.
 O`]fl`]kh]dd]f\k$l`]lYj_]l[YfÌlegn]gjlYc]
Y[lagfkmfladY^l]jalkf]pllmjf$YkYoYn]g^d]l`Yj_q
sweeps over it.

Casting Time: 1 action
Range: Touch
Components: N$K
Duration: Instantaneous

Healing Word

Invisibility

1st-level evocation

2nd-level illusion

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

Casting Time: 1 action
Range: Touch
Components: N$K$E Yf]q]dYk`]f[Yk]\af_meYjYZa[!
Duration:;gf[]fljYlagf$mhlg)`gmj

A creature of your choice that you can see within rangej]_Yafk`alhgaflk]imYdlg)\,#qgmjkh]dd[Yklaf_
YZadalqeg\aÕ]j&L`akkh]dd`Ykfg]‫[]ץ‬lgfmf\]Y\gj
constructs.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]`]Ydaf_af[j]Yk]kZq
1d4 for each slot level above 1st.

A creature you touch becomes invisible until the spellends. Anything the target is wearing or carrying is invisaZd]Ykdgf_Ykalakgfl`]lYj_]lÌkh]jkgf&L`]kh]dd]f\k
for a target that attacks or casts a spell.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\ational creature for each slot level above 2nd.

Hold Person

Knock

2nd-level enchantment

2nd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: N$K$E YkeYdd$kljYa_`lha][]g^ajgf!
Duration: ;gf[]fljYlagf$mhlg)eafml]

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose a humanoid that you can see within range. The
target must succeed on a Wisdom saving throw or be
hYjYdqr]\^gjl`]\mjYlagf&9ll`]]f\g^]Y[`g^alklmjfk$
the target can make another Wisdom saving throw. On akm[[]kk$l`]kh]dd]f\kgfl`]lYj_]l&9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\ational humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you
target them.

Choose an object that you can see within range. The
gZb][l[YfZ]Y\ggj$YZgp$Y[`]kl$Yk]lg^eYfY[d]k$Y
hY\dg[c$gjYfgl`]jgZb][ll`Yl[gflYafkYemf\Yf]gj
magical means that prevents access.
A target that is held shut by a mundane lock or thatakklm[cgjZYjj]\Z][ge]kmfdg[c]\$mfklm[c$gjmfZYjj]\&A^l`]gZb][l`Ykemdlahd]dg[ck$gfdqgf]g^l`]e
is unlocked.
If you choose a target that is held shut with arcane lock$
l`Ylkh]ddakkmhhj]kk]\^gj)(eafml]k$\mjaf_o`a[`
time the target can be opened and shut normally.
 O`]fqgm[Ykll`]kh]dd$Ydgm\cfg[c$Ym\aZd]^jgeYk
^YjYoYqYk+((^]]l$]eYfYl]k^jgel`]lYj_]lgZb][l&Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: N$K$E Yh]Yjdogjl`Yld]Ykl)((_hYf\
an owl feather)
Duration: Instantaneous
Qgm[`ggk]gf]gZb][ll`Ylqgmemkllgm[`l`jgm_`gml
the casting of the spell. If it is a magic item or some other
eY_a[%aeZm]\gZb][l$qgmd]Yjfalkhjgh]jla]kYf\`golg
mk]l`]e$o`]l`]jalj]imaj]kYllmf]e]fllgmk]$Yf\`go
eYfq[`Yj_]kal`Yk$a^Yfq&Qgmd]Yjfo`]l`]jYfqkh]ddk
56

Yj]Y‫[]ץ‬laf_l`]al]eYf\o`Yll`]qYj]&A^l`]al]eoYk
[j]Yl]\ZqYkh]dd$qgmd]Yjfo`a[`kh]dd[j]Yl]\al& A^qgmafkl]Y\lgm[`Y[j]Ylmj]l`jgm_`gmll`][Yklaf_$
qgmd]Yjfo`Ylkh]ddk$a^Yfq$Yj][mjj]fldqY‫[]ץ‬laf_al&

Chapter 4: Spells

Make a melee spell attack against a creature you canj]Y[`&GfY`al$l`]lYj_]llYc]k+\)(f][jgla[\YeY_]& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d10 for each slot level above 1st.

Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components:N$K
Duration: Instantaneous
Qgmlgm[`Y[j]Ylmj]Yf\[Yf]f\]al`]jgf]\ak]Yk]gjgf][gf\alagfY‫؁‬a[laf_al&L`][gf\alagf[YfZ]Zdaf\]\$\]Y^]f]\$hYjYdqr]\$gjhgakgf]\&

Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components:N$K$E ]al`]jYkeYddd]Yl`]jdgghgjYpiece of golden wire bent into a cup shape with a longshank on one end)
Duration:;gf[]fljYlagf$mhlg)(eafml]kOne creature or loose object of your choice that you[Yfk]]oal`afjYf_]jak]kn]jla[Yddq$mhlg*(^]]l$Yf\remains suspended there for the duration. The spell
can levitate a target that weighs up to 500 pounds. An
unwilling creature that succeeds on a Constitution savingl`jgoakmfY‫[]ץ‬l]\&
The target can move only by pushing or pulling againstYÕp]\gZb][lgjkmj^Y[]oal`afj]Y[` km[`YkYoYddgj
Y[]adaf_!$o`a[`Yddgokallgegn]Yka^alo]j][daeZaf_&
Qgm[Yf[`Yf_]l`]lYj_]lÌkYdlalm\]Zqmhlg*(^]]laf]al`]j\aj][lagfgfqgmjlmjf&A^qgmYj]l`]lYj_]l$qgm
[Yfegn]mhgj\gofYkhYjlg^qgmjegn]&Gl`]joak]$
qgm[Yfmk]qgmjY[lagflgegn]l`]lYj_]l$o`a[`emkl
j]eYafoal`afl`]kh]ddÌkjYf_]& O`]fl`]kh]dd]f\k$l`]lYj_]lÖgYlk_]fldqlgl`]
ground if it is still aloft.

Levitate

Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: N$E YÕj]Öqgjh`gkh`gj]k[]flegkk!
Duration: 1 hourQgmlgm[`gf]gZb][ll`YlakfgdYj_]jl`Yf)(^]]lafYfq
\ae]fkagf&Mfladl`]kh]dd]f\k$l`]gZb][lk`]\kZja_`l
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
covering the object with something opaque blocks thelight. The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile crealmj]$l`Yl[j]Ylmj]emklkm[[]]\gfY<]pl]jalqkYnaf_
throw to avoid the spell.

Lightning Bolt
3rd-level evocation

RICHARD WHITTERS

Casting Time: 1 action
Range: Self (100-foot line)
Components:N$K$E YZalg^^mjYf\Yjg\g^YeZ]j$
[jqklYd$gj_dYkk!
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5feet wide blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving
throw. A creature takes 8d6 lightning damage on a failedkYn]$gj`Yd^Ykem[`\YeY_]gfYkm[[]kk^mdgf]&
 L`]da_`lfaf_a_fal]kÖYeeYZd]gZb][lkafl`]Yj]Yl`YlYj]fÌlZ]af_ogjfgj[Yjja]\& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d6 for each slot level above 3rd.

Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components:N$K$E Yhaf[`g^\ajl!
Duration: 1 hourQgmlgm[`Y[j]Ylmj]&L`]lYj_]lÌkkh]]\af[j]Yk]kZq)(feet until the spell ends.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$qgm[YflYj_]lgf]Y\\ational creature for each slot level above 1st.

Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: N$K$E Yha][]g^[mj]\d]Yl`]j!
Duration: 8 hours
Qgmlgm[`Yoaddaf_[j]Ylmj]o`gakfÌlo]Yjaf_Yjegj$
and a protective magical force surrounds it until the spell]f\k&L`]lYj_]lÌkZYk]9;Z][ge]k)+#alk<]pl]jalq
eg\aÕ]j&L`]kh]dd]f\ka^l`]lYj_]l\gfkYjegjgja^qgm
dismiss the spell as an action.

Chapter 4: Spells

57Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: N$K
Duration: 1 minute9kh][ljYd$ÖgYlaf_`Yf\Yhh]YjkYlYhgaflqgm[`ggk]
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it isever more than 30 feet away from you or if you cast thisspell again.
 Qgm[Yfmk]qgmjY[lagflg[gfljgdl`]`Yf\&Qgm[Yfmk]l`]`Yf\lgeYfahmdYl]YfgZb][l$gh]fYfmfdg[c]\\ggjgj[gflYaf]j$klgogjj]lja]n]Yfal]e^jgeYfgh]f
[gflYaf]j$gjhgmjl`][gfl]flkgmlg^YnaYd&Qgm[Yf
move the hand up to 30 feet each time you use it.
 L`]`Yf\[YfÌlYllY[c$Y[lanYl]eY_a[al]ek$gj[Yjjq
more than 10 pounds.

Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components:N$K
Duration: Instantaneous
Qgm[j]Yl]l`j]]_dgoaf_\Yjlkg^eY_a[Yd^gj[]&=Y[`
dart hits a creature of your choice that you can see withinjYf_]&9\Yjl\]Ydk)\,#)^gj[]\YeY_]lgalklYj_]l&L`]\YjlkYddkljac]kaemdlYf]gmkdq$Yf\qgm[Yf\aj][lthem to hit one creature or several.
 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]kh]dd[j]Yl]kgf]
more dart for each slot level above 1st.

Magic Weaponlg\]Ydl`mf\]j\YeY_]gj\]Y^]fY[j]Ylmj]$gjYke]dd
l`Ylea_`lka[c]fY[j]Ylmj] dac]Yljg_dg\ql]Ìkkl]f[`!& 9kdgf_YkqgmYj]oal`afjYf_]g^l`]addmkagf$qgm[Yf
use your action to cause the image to move to any otherkhgloal`afjYf_]&9kl`]aeY_][`Yf_]kdg[Ylagf$qgm
can alter its appearance so that its movements appear
fYlmjYd^gjl`]aeY_]&>gj]pYehd]$a^qgm[j]Yl]YfaeY_]g^Y[j]Ylmj]Yf\egn]al$qgm[YfYdl]jl`]aeY_]kg
l`YlalYhh]YjklgZ]oYdcaf_&KaeadYjdq$qgm[Yf[Ymk]l`]
addmkagflgeYc]\a‫]ץ‬j]flkgmf\kYl\a‫]ץ‬j]fllae]k$]n]f
eYcaf_al[YjjqgfY[gfn]jkYlagf$^gj]pYehd]&
Physical interaction with the image reveals it to be an
addmkagf$Z][Ymk]l`af_k[YfhYkkl`jgm_`al&9[j]Ylmj]
that uses its action to examine the image can determinethat it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature\ak[]jfkl`]addmkagf^gjo`Ylalak$l`][j]Ylmj][Yfk]]
l`jgm_`l`]aeY_]$Yf\alkgl`]jk]fkgjqimYdala]kZ]come faint to the creature.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^.l`d]n]dgj`a_`]j$l`]kh]dddYklkmflad\akh]dd]\$oal`gmlj]imajaf_qgmj[gf[]fljYlagf&

Mass Healing Word
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
9kqgm[Yddgmlogj\kg^j]klgjYlagf$mhlgkap[j]Ylmj]kof your choice that you can see within range regain hit
hgaflk]imYdlg)\,#qgmjkh]dd[Yklaf_YZadalqeg\aÕ]j&L`akkh]dd`Ykfg]‫[]ץ‬lgfmf\]Y\gj[gfkljm[lk& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$l`]`]Ydaf_af[j]Yk]kZq
1d4 for each slot level above 3rd.

2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components:N$K
Duration:;gf[]fljYlagf$mhlg)`gmj
Qgmlgm[`YfgfeY_a[Ydo]Yhgf&Mfladl`]kh]dd]f\k$
l`Ylo]YhgfZ][ge]kYeY_a[o]Yhgfoal`Y#)Zgfmklg
attack rolls and damage rolls.
 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$l`]Zgfmkaf[j]Yk]klg#*&O`]fqgmmk]Ykh]ddkdglg^.l`d]n]dgj`a_`]j$l`]Zgfmk
af[j]Yk]klg#+&Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components:N$K$E YZalg^Ö]][]!
Duration:;gf[]fljYlagf$mhlg)(eafml]k
Qgm[j]Yl]l`]aeY_]g^YfgZb][l$Y[j]Ylmj]$gjkge]
other visible phenomenon that is no larger than a 20foot cube. The image appears at a spot that you can see
within range and lasts for the duration. It seems comhd]l]dqj]Yd$af[dm\af_kgmf\k$ke]ddk$Yf\l]eh]jYlmj]
YhhjghjaYl]lgl`]l`af_\]ha[l]\&Qgm[YfÌl[j]Yl]km‫׹‬[a]fl`]Ylgj[gd\lg[Ymk]\YeY_]$Ykgmf\dgm\]fgm_`58

Chapter 4: Spells

Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components:N$K$E logdg\]klgf]k!
Duration: Instantaneous
This spell repairs a single break or tear in an object
qgmlgm[`$km[`YkYZjgc]f[`Yafdafc$log`Ydn]kg^
YZjgc]fc]q$Ylgjf[dgYc$gjYd]Ycaf_oaf]kcaf&9klong as the break or tear is no larger than 1 foot in
Yfq\ae]fkagf$qgme]f\al$d]Ynaf_fgljY[]g^l`]former damage.
This spell can physically repair a magic itemgj[gfkljm[l$Zmll`]kh]dd[YfÌlj]klgj]eY_a[lgsuch an object.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components:K$E YZalg^Ö]][]!
Duration: 1 minute
Qgm[j]Yl]Ykgmf\gjYfaeY_]g^YfgZb][loal`afjYf_]
that lasts for the duration. The illusion also ends if you
dismiss it as an action or cast this spell again.

 A^qgm[j]Yl]Ykgmf\$alkngdme][YfjYf_]^jgeYo`akh]jlgYk[j]Ye&Al[YfZ]qgmjnga[]$kge]gf]]dk]Ìknga[]$YdagfÌkjgYj$YZ]Ylaf_g^\jmek$gjYfqgl`]jkgmf\
you choose. The sound continues unabated throughoutl`]\mjYlagf$gjqgm[YfeYc]\ak[j]l]kgmf\kYl\a‫]ץ‬j]fltimes before the spell ends.
 A^qgm[j]Yl]YfaeY_]g^YfgZb][lÈkm[`YkY[`Yaj$
em\\q^gglhjaflk$gjYkeYdd[`]klÈalemklZ]fgdYj_]jl`YfY-%^ggl[mZ]&L`]aeY_][YfÌl[j]Yl]kgmf\$da_`l$
ke]dd$gjYfqgl`]jk]fkgjq]‫[]ץ‬l&H`qka[Ydafl]jY[lagfoal`l`]aeY_]j]n]YdkallgZ]Yfaddmkagf$Z][Ymk]l`af_k
can pass through it.
If a creature uses its action to examine the sound or imY_]$l`][j]Ylmj][Yf\]l]jeaf]l`YlalakYfaddmkagfoal`a successful Intelligence (Investigation) check against
your spell save DC. If a creature discerns the illusion foro`Ylalak$l`]addmkagfZ][ge]k^Yafllgl`][j]Ylmj]&

Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous:ja]Öqkmjjgmf\]\Zqkadn]jqeakl$qgml]d]hgjlmhlg+(feet to an unoccupied space that you can see.

Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components:N$K
Duration: Instantaneous
Qgm]pl]f\qgmj`Yf\lgoYj\Y[j]Ylmj]qgm[Yfk]]
oal`afjYf_]Yf\hjgb][lYhm‫ץ‬g^fgpagmk_Yk^jgeqgmj
palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
 L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\)*o`]fqgmj]Y[`-l`d]n]d *\)*!$))l`d]n]d +\)*!$Yf\)/l`d]n]d ,\)*!&

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components:N$K
Duration: Up to 1 hour
This spell is a minor magical trick that novicekh]dd[Ykl]jkmk]^gjhjY[la[]&Qgm[j]Yl]gf]g^l`]^gddgoaf_eY_a[Yd]‫[]ץ‬lkoal`afjYf_]2• Qgm[j]Yl]YfafklYflYf]gmk$`Yjed]kkk]fkgjq]‫[]ץ‬l$
km[`YkYk`go]jg^khYjck$Yhm‫ץ‬g^oaf\$^Yaflemka[Ydfgl]k$gjYfg\\g\gj&• QgmafklYflYf]gmkdqda_`lgjkfm‫ץ‬gmlY[Yf\d]$Ylgj[`$
gjYkeYdd[YehÕj]&• QgmafklYflYf]gmkdq[d]YfgjkgadYfgZb][lfgdYj_]jthan 1 cubic foot.
• Qgm[`add$oYje$gjÖYngjmhlg)[mZa[^gglg^fgfdanaf_material for 1 hour.
• QgmeYc]Y[gdgj$YkeYddeYjc$gjYkqeZgdYhh]Yjgf
an object or a surface for 1 hour.

• Qgm[j]Yl]YfgfeY_a[Ydljafc]lgjYfaddmkgjqaeY_]
l`Yl[YfÕlafqgmj`Yf\Yf\l`YldYklkmfladl`]]f\g^
your next turn.
A^qgm[Ykll`akkh]ddemdlahd]lae]k$qgm[Yf`Yn]mhlg
l`j]]g^alkfgf%afklYflYf]gmk]‫[]ץ‬lkY[lan]YlYlae]$Yf\qgm[Yf\akeakkkm[`Yf]‫[]ץ‬lYkYfY[lagf&

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components:N$K
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against thelYj_]l&GfY`al$allYc]k)\0[gd\\YeY_]$Yf\alkkh]]\ak
reduced by 10 feet until the start of your next turn.
 L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[`-l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!&Remove Curse
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components:N$K
Duration: Instantaneous
9lqgmjlgm[`$Ydd[mjk]kY‫[]ץ‬laf_gf][j]Ylmj]gjgZb][l]f\&A^l`]gZb][lakY[mjk]\eY_a[al]e$alk[mjk]j]eYafk$Zmll`]kh]ddZj]Yckalkgof]jÌkYllmf]e]fllgl`]
object so it can be removed or discarded.

Resistance
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: N$K$E YeafaYlmj][dgYc!
Duration: ;gf[]fljYlagf$mhlg)eafml]
Qgmlgm[`gf]oaddaf_[j]Ylmj]&Gf[]Z]^gj]l`]kh]dd
]f\k$l`]lYj_]l[YfjgddY\,Yf\Y\\l`]fmeZ]jjgdd]\
to one saving throw of its choice. It can roll the die before
or after making the saving throw. The spell then ends.

Revivify
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: N$K$E \aYegf\kogjl`+((_h$o`a[`l`]
spell consumes)
Duration: Instantaneous
Qgmlgm[`Y[j]Ylmj]l`Yl`Yk\a]\oal`afl`]dYkleafml]&
That creature returns to life with 1 hit point. This spell[YfÌlj]lmjflgda^]Y[j]Ylmj]l`Yl`Yk\a]\g^gd\Y_]$fgj
can it restore any missing body parts.

Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components:N$K
Duration: Instantaneous

Chapter 4: Spells

59Flame-like radiance descends on a creature that you cansee within range. The target must succeed on a Dexterity
saving throw or take 1d8 radiant damage. The target_YafkfgZ]f]Õl^jge[gn]j^gjl`akkYnaf_l`jgo&
 L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[`-l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!&

Sanctuary
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: N$K$E YkeYddkadn]jeajjgj!
Duration: 1 minuteQgmoYj\Y[j]Ylmj]oal`afjYf_]Y_YafklYllY[c&Mfladl`]kh]dd]f\k$Yfq[j]Ylmj]o`glYj_]lkl`]oYj\]\[j]Ylmj]oal`YfYllY[cgjY`Yje^mdkh]ddemklÕjkleYc]Y
Oak\gekYnaf_l`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]emkl
choose a new target or lose the attack or spell. This spell\g]kfÌlhjgl][ll`]oYj\]\[j]Ylmj]^jgeYj]Y]‫[]ץ‬lk$
km[`Ykl`]]phdgkagfg^YÕj]ZYdd&
 A^l`]oYj\]\[j]Ylmj]eYc]kYfYllY[c$[YklkYkh]dd
l`YlY‫[]ץ‬lkYf]f]eq$gj\]Ydk\YeY_]lgYfgl`]j[j]Ylmj]$l`akkh]dd]f\k&

1st-level abjuration
Casting Time:)j]Y[lagf$o`a[`qgmlYc]o`]fqgmYj]
hit by an attack or targeted by the magic missile spell
Range: Self
Components:N$K
Duration: 1 roundAn invisible barrier of magical force appears and protects
qgm&Mfladl`]klYjlg^qgmjf]pllmjf$qgm`Yn]Y#-Zgfmk
lg9;$af[dm\af_Y_Yafkll`]lja__]jaf_YllY[c$Yf\qgm
take no damage from magic missile.

Shield of Faith
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: N$K$E YkeYddhYj[`e]floal`YZalg^holy text written on it)
Duration: ;gf[]fljYlagf$mhlg)(eafml]k9k`aee]jaf_Õ]d\Yhh]YjkYf\kmjjgmf\kY[j]Ylmj]g^
qgmj[`ga[]oal`afjYf_]$_jYflaf_alY#*Zgfmklg9;^gj
the duration.

Sending

Shocking Grasp

3rd-level evocation

Evocation cantrip

Casting Time: 1 action
Range: Unlimited
Components:N$K$E Yk`gjlha][]g^Õf][ghh]joaj]!
Duration: 1 round

Casting Time: 1 action
Range: Touch
Components: N$K
Duration: Instantaneous

Qgmk]f\Yk`gjle]kkY_]g^lo]flq%Õn]ogj\kgjd]kk
to a creature with which you are familiar. The creature`]Yjkl`]e]kkY_]afalkeaf\$j][g_far]kqgmYkl`]k]f\]ja^alcfgokqgm$Yf\[YfYfko]jafYdac]eYff]j
immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning ofyour message.
 Qgm[Yfk]f\l`]e]kkY_]Y[jgkkYfq\aklYf[]Yf\]n]flggl`]jhdYf]kg^]pakl]f[]$Zmla^l`]lYj_]lakgfY\a‫]ץ‬j]flhdYf]l`Yfqgm$l`]j]akY-h]j[]fl[`Yf[]l`Yll`]e]kkY_]\g]kfÌlYjjan]&Lightning springs from your hand to deliver a shock toa creature you try to touch. Make a melee spell attack
Y_Yafkll`]lYj_]l&Qgm`Yn]Y\nYflY_]gfl`]YllY[cjgdd
a^l`]lYj_]lako]Yjaf_YjegjeY\]g^e]lYd&GfY`al$l`]lYj_]llYc]k)\0da_`lfaf_\YeY_]$Yf\al[YfÌllYc]j]Y[tions until the start of its next turn.
 L`]kh]ddÌk\YeY_]af[j]Yk]kZq)\0o`]fqgmj]Y[`-l`d]n]d *\0!$))l`d]n]d +\0!$Yf\)/l`d]n]d ,\0!&Shatter
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components:N$K$E Y[`ahg^ea[Y!
Duration: Instantaneous
9km\\]fdgm\jaf_af_fgak]$hYaf^mddqafl]fk]$]jmhlk
from a point of your choice within range. Each creature
in a 10-foot-radius sphere centered on that point must
make a Constitution saving throw. A creature takes 3d8l`mf\]j\YeY_]gfY^Yad]\kYn]$gj`Yd^Ykem[`\YeY_]
on a successful one. A creature made of inorganic matejaYdkm[`Ykklgf]$[jqklYd$gje]lYd`Yk\akY\nYflY_]gf
this saving throw.
 9fgfeY_a[YdgZb][ll`YlakfÌlZ]af_ogjfgj[Yjja]\YdkglYc]kl`]\YeY_]a^alÌkafl`]kh]ddÌkYj]Y& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d8 for each slot level above 2nd.
60

ShieldChapter 4: Spells

Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: N$K
Duration:;gf[]fljYlagf$mhlg)(eafml]k>gjl`]\mjYlagf$fgkgmf\[YfZ][j]Yl]\oal`afgjhYkk
through a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely inka\]l`]kh`]j]akaeemf]lgl`mf\]j\YeY_]$Yf\[j]Ytures are deafened while entirely inside it. Casting a spellthat includes a verbal component is impossible there.

Silent Image
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components:N$K$E YZalg^Ö]][]!
Duration:;gf[]fljYlagf$mhlg)(eafml]k
Qgm[j]Yl]l`]aeY_]g^YfgZb][l$Y[j]Ylmj]$gjkge]
other visible phenomenon that is no larger than a 15-footcube. The image appears at a spot within range and lasts^gjl`]\mjYlagf&L`]aeY_]akhmj]dqnakmYd3alakfÌlY[[gehYfa]\Zqkgmf\$ke]dd$gjgl`]jk]fkgjq]‫[]ץ‬lk&
 Qgm[Yfmk]qgmjY[lagflg[Ymk]l`]aeY_]lgegn]lgYfqkhgloal`afjYf_]&9kl`]aeY_][`Yf_]kdg[Ylagf$
you can alter its appearance so that its movements aph]YjfYlmjYd^gjl`]aeY_]&>gj]pYehd]$a^qgm[j]Yl]Yf
aeY_]g^Y[j]Ylmj]Yf\egn]al$qgm[YfYdl]jl`]aeY_]
so that it appears to be walking.
Physical interaction with the image reveals it to be an
addmkagf$Z][Ymk]l`af_k[YfhYkkl`jgm_`al&9[j]Ylmj]
that uses its action to examine the image can determinethat it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature\ak[]jfkl`]addmkagf^gjo`Ylalak$l`][j]Ylmj][Yfk]]
through the image.

Qgm[Ydd^gjl`khajalklghjgl][lqgm&L`]qÖalYjgmf\qgm
to a distance of 15 feet for the duration. If you are good orf]mljYd$l`]ajkh][ljYd^gjeYhh]YjkYf_]da[gj^]q qgmj
[`ga[]!&A^qgmYj]]nad$l`]qYhh]YjÕ]f\ak`& O`]fqgm[Ykll`akkh]dd$qgm[Yf\]ka_fYl]YfqfmeZ]jg^[j]Ylmj]kqgm[Yfk]]lgZ]mfY‫[]ץ‬l]\Zqal&9f
Y‫[]ץ‬l]\[j]Ylmj]Ìkkh]]\ak`Ydn]\afl`]Yj]Y$Yf\o`]fl`][j]Ylmj]]fl]jkl`]Yj]Y^gjl`]Õjkllae]gfYlmjf
gjklYjlkalklmjfl`]j]$alemkleYc]YOak\gekYnaf_l`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]lYc]k+\0jY\aYfl
damage (if you are good or neutral) or 3d8 necrotic damY_] a^qgmYj]]nad!&GfYkm[[]kk^mdkYn]$l`][j]Ylmj]
takes half as much damage.
 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^,l`d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d8 for each slot level above 3rd.

Sleep

Spiritual Weapon

1st-level enchantment

2nd-level evocation

Casting Time: 1 action
Range: 90 feet
Components: N$K$E Yhaf[`g^Õf]kYf\$jgk]h]lYdk$gj
a cricket)
Duration: 1 minuteCasting Time: 1 bonus action
Range: 60 feet
Components: N$K
Duration: 1 minuteThis spell sends creatures into a magical slumber. Roll
5d8; the total is how many hit points of creatures thiskh]dd[YfY‫[]ץ‬l&;j]Ylmj]koal`af*(^]]lg^Yhgaflqgm
[`ggk]oal`afjYf_]Yj]Y‫[]ץ‬l]\afYk[]f\af_gj\]jg^their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current`alhgaflk$]Y[`[j]Ylmj]Y‫[]ץ‬l]\Zql`akkh]dd^Yddkmf[gfk[agmkmfladl`]kh]dd]f\k$l`]kd]]h]jlYc]k\YeY_]$
or someone uses an action to shake or slap the sleeper
YoYc]&KmZljY[l]Y[`[j]Ylmj]Ìk`alhgaflk^jgel`]lglYd
before moving on to the creature with the next lowest hit
hgaflk&9[j]Ylmj]Ìk`alhgaflkemklZ]]imYdlggjd]kk
l`Yfl`]j]eYafaf_lglYd^gjl`Yl[j]Ylmj]lgZ]Y‫[]ץ‬l]\& Mf\]Y\Yf\[j]Ylmj]kaeemf]lgZ]af_[`Yje]\Yj]fÌlY‫[]ץ‬l]\Zql`akkh]dd& 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$jgddYfY\\alagfYd*\0^gj
each slot level above 1st.

Qgm[j]Yl]YÖgYlaf_$kh][ljYdo]Yhgfoal`afjYf_]l`Yllasts for the duration or until you cast this spell again.
O`]fqgm[Ykll`]kh]dd$qgm[YfeYc]Ye]d]]kh]dd
attack against a creature within 5 feet of the weapon. OnY`al$l`]lYj_]llYc]k^gj[]\YeY_]]imYdlg)\0#qgmj
kh]dd[Yklaf_YZadalqeg\aÕ]j& 9kYZgfmkY[lagfgfqgmjlmjf$qgm[Yfegn]l`]
weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose.
Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace andL`gj^gj`ak`Yee]j!eYc]l`akkh]ddÌk]‫[]ץ‬lj]k]eZd]
that weapon.
 9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^+j\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d8 for every two slot levels above the 2nd.

Suggestion
2nd-level enchantment

Spider Climb
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components:N$K$E Y\jghg^Zalme]fYf\Ykha\]j!
Duration: ;gf[]fljYlagf$mhlg)`gmj
Mfladl`]kh]dd]f\k$gf]oaddaf_[j]Ylmj]qgmlgm[`_Yafk
l`]YZadalqlgegn]mh$\gof$Yf\Y[jgkkn]jla[Ydkmj^Y[]k
Yf\mhka\]\gofYdgf_[]adaf_k$o`ad]d]Ynaf_alk`Yf\k
free. The target also gains a climbing speed equal to its
walking speed.

Spirit Guardians
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius)Components:N$K$E Y`gdqkqeZgd!
Duration: ;gf[]fljYlagf$mhlg)(eafml]kCasting Time: 1 action
Range: 30 feet
Components:N$E YkfYc]Ìklgf_m]Yf\]al`]jYZalg^honeycomb or a drop of sweet oil)
Duration: ;gf[]fljYlagf$mhlg0`gmjk
Qgmkm__]klY[gmjk]g^Y[lanalq daeal]\lgYk]fl]f[]
gjlog!Yf\eY_a[YddqafÖm]f[]Y[j]Ylmj]qgm[Yfk]]
within range that can hear and understand you. Crealmj]kl`Yl[YfÌlZ][`Yje]\Yj]aeemf]lgl`ak]‫[]ץ‬l&
The suggestion must be worded in such a manner as tomake the course of action sound reasonable. Asking the[j]Ylmj]lgklYZalk]d^$l`jgoalk]d^gflgYkh]Yj$aeegdYl]alk]d^$gj\gkge]gl`]jgZnagmkdq`Yje^mdY[l]f\k
the spell.
The target must make a Wisdom saving throw. On a^Yad]\kYn]$alhmjkm]kl`][gmjk]g^Y[lagfqgm\]k[jaZ]\
to the best of its ability. The suggested course of action
can continue for the entire duration. If the suggested

Chapter 4: Spells

61Y[lanalq[YfZ][gehd]l]\afYk`gjl]jlae]$l`]kh]dd]f\ko`]fl`]kmZb][lÕfak`]ko`YlaloYkYkc]\lg\g& Qgm[YfYdkgkh][a^q[gf\alagfkl`Yloaddlja__]jYkh][aYdY[lanalq\mjaf_l`]\mjYlagf&>gj]pYehd]$qgmea_`lkm__]kll`YlYcfa_`l_an]`]joYj`gjk]lgl`]ÕjklZ]__Yjk`]e]]lk&A^l`][gf\alagfakfÌle]lZ]^gj]l`]kh]dd]phaj]k$l`]Y[lanalqakfÌlh]j^gje]\& A^qgmgjYfqg^qgmj[gehYfagfk\YeY_]l`]lYj_]l$l`]
spell ends.

Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minuteQgmeYfa^]klYeafgjogf\]j$Yka_fg^kmh]jfYlmjYdhgo]j$oal`afjYf_]&Qgm[j]Yl]gf]g^l`]^gddgoaf_eY_a[Yd]‫[]ץ‬lkoal`afjYf_]2• Qgmjnga[]Zggekmhlgl`j]]lae]kYkdgm\YkfgjeYd
for 1 minute.
• Qgm[Ymk]ÖYe]klgÖa[c]j$Zja_`l]f$\ae$gj[`Yf_]
color for 1 minute.
• Qgm[Ymk]`Yjed]kklj]egjkafl`]_jgmf\for 1 minute.
• Qgm[j]Yl]YfafklYflYf]gmkkgmf\l`Ylgja_afYl]k^jgeYhgaflg^qgmj[`ga[]oal`afjYf_]$km[`YkYjmeZd]g^l`mf\]j$l`][jqg^YjYn]f$gjgeafgmko`akh]jk&• QgmafklYflYf]gmkdq[Ymk]Yfmfdg[c]\\ggjgjoaf\golgÖqgh]fgjkdYek`ml&• QgmYdl]jl`]Yhh]YjYf[]g^qgmj]q]k^gj)eafml]&
A^qgm[Ykll`akkh]ddemdlahd]lae]k$qgm[Yf`Yn]mhlg
l`j]]g^alk)%eafml]]‫[]ץ‬lkY[lan]YlYlae]$Yf\qgm[Yf\akeakkkm[`Yf]‫[]ץ‬lYkYfY[lagf&

Vicious Mockery
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Qgmmfd]Yk`Ykljaf_g^afkmdlkdY[]\oal`kmZld]]f[`Yflments at a creature you can see within range. If the target[Yf`]Yjqgm l`gm_`alf]]\fglmf\]jklYf\qgm!$alemkl
succeed on a Wisdom saving throw or take 1d4 psychic
damage and have disadvantage on the next attack roll it
makes before the end of its next turn.
 L`akkh]ddÌk\YeY_]af[j]Yk]kZq)\,o`]fqgmj]Y[`-l`d]n]d *\,!$))l`d]n]d +\,!$Yf\)/l`d]n]d ,\,!&

Warding Bond
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: N$K$E YhYajg^hdYlafmejaf_kogjl`Yl
d]Ykl-(_h]Y[`$o`a[`qgmYf\l`]lYj_]lemklo]Yj
for the duration)
Duration: 1 hour
This spell wards a willing creature you touch and createsa mystic connection between you and the target until thekh]dd]f\k&O`ad]l`]lYj_]lakoal`af.(^]]lg^qgm$al_YafkY#)Zgfmklg9;Yf\kYnaf_l`jgok$Yf\al`Ykj]kaklYf[]lgYdd\YeY_]&9dkg$]Y[`lae]allYc]k\YeY_]$
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you andthe target become separated by more than 60 feet. It also
ends if the spell is cast again on either of the connected[j]Ylmj]k&Qgm[YfYdkg\akeakkl`]kh]ddYkYfY[lagf&

Web
Thunderwave

2nd-level conjuration

1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: N$K$E YZalg^kha\]jo]Z!
Duration: ;gf[]fljYlagf$mhlg)`gmj

Casting Time: 1 action
Range: Self (15-foot cube)
Components: N$K
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Eachcreature in a 15-foot cube originating from you must
eYc]Y;gfklalmlagfkYnaf_l`jgo&GfY^Yad]\kYn]$Ycreature takes 2d8 thunder damage and is pushed 10 feet
YoYq^jgeqgm&GfYkm[[]kk^mdkYn]$l`][j]Ylmj]lYc]k`Yd^Ykem[`\YeY_]Yf\akfÌlhmk`]\& AfY\\alagf$mfk][mj]\gZb][lkl`YlYj][gehd]l]dq
oal`afl`]Yj]Yg^]‫[]ץ‬lYj]YmlgeYla[Yddqhmk`]\)(^]]l
YoYq^jgeqgmZql`]kh]ddÌk]‫[]ץ‬l$Yf\l`]kh]dd]ealkYthunderous boom audible out to 300 feet.
9l@a_`]jD]n]dk& When you cast this spell using akh]ddkdglg^*f\d]n]dgj`a_`]j$l`]\YeY_]af[j]Yk]kZq
1d8 for each slot level above 1st.

62

Chapter 4: Spells

Qgm[gfbmj]YeYkkg^l`a[c$kla[cqo]ZZaf_YlYhgaflg^
qgmj[`ga[]oal`afjYf_]&L`]o]ZkÕddY*(%^ggl[mZ]
^jgel`Ylhgafl^gjl`]\mjYlagf&L`]o]ZkYj]\a‫[׹‬mdl
terrain and lightly obscure their area.
 A^l`]o]ZkYj]fÌlYf[`gj]\Z]lo]]flogkgda\eYkk]kkm[`YkoYddkgjlj]]k!gjdYq]j]\Y[jgkkYÖggj$oYdd$gj
[]adaf_$l`][gfbmj]\o]Z[gddYhk]kgfalk]d^$Yf\l`]kh]dd
ends at the start of your next turn. Webs layered over aÖYlkmj^Y[]`Yn]Y\]hl`g^-^]]l&Each creature that starts its turn in the webs or thatenters them during its turn must make a Dexterity savingl`jgo&GfY^Yad]\kYn]$l`][j]Ylmj]akj]kljYaf]\Ykdgf_
as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If itkm[[]]\k$alakfgdgf_]jj]kljYaf]\& L`]o]ZkYj]ÖYeeYZd]&9fq-%^ggl[mZ]g^o]Zk
]phgk]\lgÕj]ZmjfkYoYqaf)jgmf\$\]Ydaf_*\,Õj]
\YeY_]lgYfq[j]Ylmj]l`YlklYjlkalklmjfafl`]Õj]&

Appendix A: Sidekicks
GfqgmjY\n]flmj]k$l`]<Eea_`lj]n]Ydl`YlqgmÌn]Z]^ja]f\]\Ykh][aYd[`YjY[l]j[Ydd]\Yka\]ca[c$o`gbgafk
your party. This appendix presents the game statistics forka\]ca[ck$g^o`a[`l`]j]Yj]l`j]]lqh]k2
Expert$YfY_ad]Yf\]p[]]\af_dq`]dh^mdbY[cg^YddljY\]kSpellcaster$YeY_a[%mk]jo`g[Yf[Yklkh]ddklg`Yje
your foes or heal you and your friends
Warrior$YeYjlaYd[gehYfagfo`gkh][aYdar]kafkljacaf_your foes or defending you and your allies
The DM will either tell you which type of sidekick to use
gjd]lqgm[`ggk]gf]&AlÌkmhlgqgmYf\l`]<Elg\][a\]
who controls the sidekick in play.

Sidekick Stat Blocks
9ka\]ca[cÌk_Ye]klYlakla[kYj]hj]k]fl]\afYZgp[Ydd]\YklYlZdg[c$o`a[`ak]kk]flaYddqYeafa[`YjY[l]jk`]]l&
A stat block contains things like ability scores and hit
hgaflk$Yko]ddYkl`]Y[lagfkYka\]ca[cakegkldac]dqlg
lYc]af[geZYl&Dac]Yfq[`YjY[l]j$Yka\]ca[c[Yfmk]l`]
action options in the combat section of chapter 2.
These stat blocks work with any character race. If you
Yf\l`]<EY_j]]$qgmeYq]f`Yf[]qgmjka\]ca[coal`the appropriate racial traits from chapter 1.
 >gjegj]af^gjeYlagfgfklYlZdg[ck$k]]l`]É;j]Ylmj]kÊk][lagfg^l`]Y\n]flmj]Zggcd]l&Expert
1st-level Medium humanoid

Armor Class VWXGGHGOHDWKHU
Hit Points G
Speed 30 ft.
STR   

DEX  CON  

INT  

WIS  

CHA 

Saving Throws'H[Skills$FUREDWLFV3HUIRUPDQFH3HUVXDVLRQ6OHLJKWRI
+DQG6WHDOWK
Senses passive Perception 10
Languages Common, plus one of your choice
Helpful. The expert can take the Help action as a bonus action.
Tools. The expert has thieves’ tools and a musical instrument.

Actions
Shortsword. Melee Weapon Attack: WRKLWUHDFKIWRQH
target. Hit: G SLHUFLQJGDPDJH
Dagger. Melee or Ranged Weapon Attack:WRKLWUHDFKIWRU
range 20/60 ft., one target. Hit: G SLHUFLQJGDPDJH
Shortbow. Ranged Weapon Attack:WRKLWUDQJHIWone target. Hit: G SLHUFLQJGDPDJH

Spellcaster1st-level Medium humanoid

Warrior1st-level Medium humanoid

Armor Class OHDWKHU
Hit Points G
Speed 30 ft.
STR   

DEX  CON  

INT  

WIS
CHA    

Saving Throws:LVSkills$UFDQD,QYHVWLJDWLRQ5HOLJLRQ
Senses passive Perception 12
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.
Spellcasting (Healer). The spellcaster’s spellcasting ability is:LVGRP VSHOOVDYH'&WRKLWZLWKVSHOODWWDFNV 7KH
spellcaster has following cleric spells prepared:

Armor Class FKDLQVKLUWVKLHOG
Hit Points G
Speed 30 ft.
STR   

DEX  CON  

INT  

WIS  

CHA 

Saving Throws&RQSkills$WKOHWLFV3HUFHSWLRQ6XUYLYDO
Senses passive Perception 13
Languages Common, plus one of your choice
Martial Role. The warrior has one of the following traits ofyour choice:Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.

&DQWULSV DWZLOO guidance, VDFUHGŜDPHVWOHYHO VORWV cure wounds

Actions

Spellcasting (Mage). The spellcaster’s spellcasting ability is,QWHOOLJHQFH VSHOOVDYH'&WRKLWZLWKVSHOODWWDFNV 7KH
spellcaster has following wizard spells prepared:

Longsword. Melee Weapon Attack: WRKLWUHDFKIWRQHWDUget. Hit: G VODVKLQJGDPDJHRU G VODVKLQJ
damage if used with two hands.

&DQWULSV DWZLOO śUHEROW, lightVWOHYHO VORWV sleep

Longbow. Ranged Weapon Attack:WRKLWUDQJHIWone target. Hit: G SLHUFLQJGDPDJH

Actions

Reactions

4XDUWHUVWDŚMelee Weapon Attack: WRKLWUHDFKIWRQH
target. Hit: G EOXGJHRQLQJGDPDJHRU G EOXGJHRQing damage if used with two hands.

Protection (Defender Only). The warrior imposes disadvantage
RQWKHDWWDFNUROORIDFUHDWXUHZLWKLQIHHWRILWZKRVHWDUJHW
isn’t the warrior. The warrior must be able to see the attacker.

Appendix A: sidekicks

63Proficiencies
9ka\]ca[cakhjgÕ[a]floal`YfqYjegj$o]Yhgfk$Yf\lggdkaf[dm\]\afalkklYlZdg[c&AfY\\alagf$experts arehjgÕ[a]floal`kaehd]o]Yhgfk$jYha]jk$k`gjlkogj\k$
and light armor; spellcastersYj]hjgÕ[a]floal`kaehd]
weapons and light armor; and warriorsYj]hjgÕ[a]floal`kaehd]Yf\eYjlaYdo]Yhgfk$k`a]d\k$Yf\YddYjegj&

Level
WK

Hit Points G

Sidekick Level
Qgmjka\]ca[cklYjlkYkY)kl%d]n]d[`YjY[l]j&9kqgmYf\
qgmjka\]ca[cY\n]flmj]lg_]l`]j$qgmjka\]ca[c_Yafk
experience points and reaches new levels the same way ahdYq]j[`YjY[l]j\g]k$mkaf_l`]jmd]kaf[`Yhl]j)& O`]fYka\]ca[c_YafkYd]n]d$dggcYll`]ka\]ca[cÌklYZd]Z]dgo$Yf\[gfkmdll`]f]od]n]dÌkjgo$o`a[`k`gok
l`]ka\]ca[cÌkf]o`alhgafleYpaemeYf\^]Ylmj]k& L`]<EeYqklYjlYka\]ca[cYlYd]n]d`a_`]jl`Yf)kl$
using the hit point maximum for its level on the appropriYl]lYZd]Z]dgo&9dkg$_an]l`]ka\]ca[cl`]^]Ylmj]k^gjalk
current level and any earlier levels on that table.

Spellcasting. The spellcaster learns
another cantrip: resistance KHDOHU RUmage hand PDJH WK G

Experts Beyond 1st Level
Level
2nd

Hit Points G

3rd

 G

WK

WK

6th

 G G G

New Features
Cunning Action. On the expert’s turnin combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. Choose two of the expert’s
VNLOOSURśFLHQFLHV7KHSURśFLHQF\ERnus is doubled for any ability check theexpert makes that uses either of the
FKRVHQSURśFLHQFLHV
Ability Score Improvement. The expert’s Dex. score increases by 2, raising
WKHPRGLśHUE\VRLQFUHDVHWKHIROlowing numbers by 1: the Dex. saving
WKURZERQXVWKH$FUREDWLFV6OHLJKWRI
+DQGDQG6WHDOWKERQXVHVDQGWKHERnuses to hit and damage of the expert’s
weapon attacks.
3URśFLHQF\%RQXV7KHH[SHUWôVSURściency bonus increases by 1, so makethe following changes in the stat block:increase the bonuses in the Saving
Throws and Skills entries by 1, and increase the bonuses to hit of the weapon
attacks by 1.
Extra Attack. The expert can attack
twice, instead of once, whenever ittakes the Attack action on its turn.

6th G

64

Hit Points G

3rd GNew Features
Spellcasting. The spellcaster learns
another 1st-level spell: bless KHDOHU RUburning hands PDJH 
Spellcasting. The spellcaster gains one
1st-level spell slot. The spellcaster also
learns another 1st-level spell: shield offaith KHDOHU RUshield PDJH 

Appendix A: sidekicks

3URśFLHQF\%RQXVThe spellcaster’sSURśFLHQF\ERQXVLQFUHDVHVE\VRmake the following changes in the stat
block: increase the bonuses in the Saving Throws and Skills entries by 1, andincrease the bonuses to hit of its spell
and weapon attacks by 1.
Spellcasting. The spellcaster gains one
1st-level spell slot and two 2nd-level
spell slots. The spellcaster also learns
one 2nd-level spell: aid KHDOHU RUinvisibility PDJH 
Potent Cantrips. The spellcaster can
DGGLWVVSHOOFDVWLQJDELOLW\PRGLśHUWR
the damage it deals with any cantrip.

Warriors Beyond 1st Level
Level
2nd

Hit Points G

3rd

 G

WK GWK G

6th

 G

Spellcasters Beyond 1st Level
Level
2nd

New Features
Ability Score Improvement. The spellFDVWHUôV,QW PDJH RU:LV KHDOHU 
score increases by 2, raising the modLśHUE\VRLQFUHDVHWKHIROORZLQJ
numbers by 1: the spellcaster’s spell
save DC and the bonus to hit of spell
attacks, the bonuses in the Skills entryof the mage, the Wisdom saving throw
bonus of the healer, and the passive
Perception of the healer.

New Features
Second Wind. The warrior can use abonus action on its turn to regain hit
points equal to 1d10 + its level. If it
does so, it can’t use this feature again
XQWLOLWśQLVKHVDVKRUWRUORQJUHVW
Improved Critical. The warrior’s attackrolls now score a critical hit on a roll of
19 or 20 on the d20.
Ability Score Improvement. The warrior’s Str. score increases by 2, raising
WKHPRGLśHUE\VRLQFUHDVHWKHZDUrior’s Athletics bonus by 1, and increase
the bonuses to hit and damage of thewarrior’s melee weapon attack by 1.
3URśFLHQF\%RQXV7KHZDUULRUôVSURściency bonus increases by 1, so makethe following changes in the stat block:increase the bonuses in the Saving
Throws and Skills entries by 1, increase
the passive Perception by 1, and increase the bonuses to hit of the weapon
attacks by 1.
Extra Attack. The warrior can attack
twice, instead of once, whenever ittakes the Attack action on its turn.

Appendix B: Conditions
Conditions alter a creature’s capabilities in a variety ofways and can arise as a result of a spell, a class feature, aegfkl]jÌkYllY[c$gjgl`]j]‫[]ץ‬l&Egkl[gf\alagfk$km[`Yk
blinded, are impairments, but a few, such as invisible, canZ]Y\nYflY_]gmk&
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or for a\mjYlagfkh][aÕ]\Zql`]]‫[]ץ‬ll`Ylaehgk]\l`][gf\alagf& A^emdlahd]]‫[]ץ‬lkaehgk]l`]kYe][gf\alagfgfY[j]Yture, each instance of the condition has its own duration,
Zmll`][gf\alagfÌk]‫[]ץ‬lk\gfÌl_]logjk]&9[j]Ylmj]]al`]j`YkY[gf\alagfgj\g]kfÌl& L`]^gddgoaf_\]Õfalagfkkh][a^qo`Yl`Yhh]fklgY[j]Ylmj]o`ad]alakkmZb][l]\lgY[gf\alagf&

Blinded• A blinded creature can’t see and automatically fails any
YZadalq[`][cl`Ylj]imaj]kka_`l&• Attack rolls against the creature have advantage, and the[j]Ylmj]ÌkYllY[cjgddk`Yn]\akY\nYflY_]&

Charmed• A charmed creature can’t attack the charmer or targetl`][`Yje]joal``Yje^mdYZadala]kgjeY_a[Yd]‫[]ץ‬lk&• The charmer has advantage on any ability check to interY[lkg[aYddqoal`l`][j]Ylmj]&

Deafened• A deafened creature can’t hear and automatically fails
YfqYZadalq[`][cl`Ylj]imaj]k`]Yjaf_&

Frightened• A frightened creature has disadvantage on ability checks
and attack rolls while the source of its fear is within lineg^ka_`l&• The creature can’t willingly move closer to the source ofalk^]Yj&

Grappled• A grappled creature’s speed becomes 0, and it can’t ben]Õl^jgeYfqZgfmklgalkkh]]\&• The condition ends if the grappler is incapacitated (seel`][gf\alagf!&• L`][gf\alagfYdkg]f\ka^Yf]‫[]ץ‬lj]egn]kl`]_jYhpled creature from the reach of the grappler or grappling]‫[]ץ‬l$km[`Yko`]fY[j]Ylmj]ak`mjd]\YoYqZql`]
thunderwavekh]dd&

Paralyzed• A paralyzed creature is incapacitated (see the condition)
Yf\[YfÌlegn]gjkh]Yc&• The creature automatically fails Strength and Dexterity
kYnaf_l`jgok&• 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]&• Any attack that hits the creature is a critical hit if the
YllY[c]jakoal`af-^]]lg^l`][j]Ylmj]&

Petrified• 9h]ljaÕ]\[j]Ylmj]akljYfk^gje]\$Ydgf_oal`Yfq
nonmagical object it is wearing or carrying, into a solid
afYfaeYl]kmZklYf[] mkmYddqklgf]!&Alko]a_`laf[j]Yk]k
ZqY^Y[lgjg^l]f$Yf\al[]Yk]kY_af_&• The creature is incapacitated (see the condition), can’tegn]gjkh]Yc$Yf\akmfYoYj]g^alkkmjjgmf\af_k&• 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]&• The creature automatically fails Strength and Dexterity
kYnaf_l`jgok&• L`][j]Ylmj]`Ykj]kaklYf[]lgYdd\YeY_]&• The creature is immune to poison and disease, althougha poison or disease already in its system is suspended,fglf]mljYdar]\&Poisoned• A poisoned creature has disadvantage on attack rolls
Yf\YZadalq[`][ck&Prone• A prone creature’s only movement option is to crawl,mfd]kkalklYf\kmhYf\l`]j]Zq]f\kl`][gf\alagf&• L`][j]Ylmj]`Yk\akY\nYflY_]gfYllY[cjgddk&• An attack roll against the creature has advantage if the
YllY[c]jakoal`af-^]]lg^l`][j]Ylmj]&Gl`]joak]$l`]
YllY[cjgdd`Yk\akY\nYflY_]&

Restrained• A restrained creature’s speed becomes 0, and it can’t
Z]f]Õl^jgeYfqZgfmklgalkkh]]\&• Attack rolls against the creature have advantage, and the[j]Ylmj]ÌkYllY[cjgddk`Yn]\akY\nYflY_]&• The creature has disadvantage on Dexterity savingl`jgok&Stunned• 9faf[YhY[alYl]\[j]Ylmj][YfÌllYc]Y[lagfkgjj]Y[lagfk&• A stunned creature is incapacitated (see the condition),[YfÌlegn]$Yf\[Yfkh]Ycgfdq^Ydl]jaf_dq&• The creature automatically fails Strength and Dexterity
kYnaf_l`jgok&• 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]&

Invisible

Unconscious• An invisible creature is impossible to see without theYa\g^eY_a[gjYkh][aYdk]fk]&>gjl`]hmjhgk]g^`a\af_$l`][j]Ylmj]ak`]YnadqgZk[mj]\&L`][j]Ylmj]Ìk
location can be detected by any noise it makes or any
ljY[ckald]Yn]k&• Attack rolls against the creature have disadvantage, andl`][j]Ylmj]ÌkYllY[cjgddk`Yn]Y\nYflY_]&• An unconscious creature is incapacitated (see thecondition), can’t move or speak, and is unaware of its
kmjjgmf\af_k&• L`][j]Ylmj]\jghko`Yl]n]jalÌk`gd\af_Yf\^Yddkhjgf]&• The creature automatically fails Strength and Dexterity
kYnaf_l`jgok&• 9llY[cjgddkY_Yafkll`][j]Ylmj]`Yn]Y\nYflY_]&• Any attack that hits the creature is a critical hit if the
YllY[c]jakoal`af-^]]lg^l`][j]Ylmj]&

Incapacitated

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