BASIC RULES
D&D Basic Rules, Version 1.0, Released November 2018
Credits
Lead Designers: Jeremy Crawford, Mike Mearls,
Christopher Perkins
Design Team: James Wyatt, Rodney Thompson, Robert J.
Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell
Managing Editor: Jeremy Crawford
Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray,
Kim Mohan
Graphic Designers: Bree Heiss, Emi Tanji
Interior Illustrator: Jaime Jones, Richard Whitters
Additional Contributors: Matt Sernett, Chris Dupuis, Tom
LaPille, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes,
Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen

Based on the original D&D game created by
E. Gary Gygax and Dave Arneson,with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Drawing from further development by
J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith
Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff
Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
Heinsoo
Playtesting provided byover 175,000 fans of D&D. Thank you!

Producer: Greg Bilsland
Project Management: Neil Shinkle, Kim Graham, John Hay
Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay,
Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim
Lundstrom, Trevor Kidd

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Contents
Introduction
Worlds of Adventure................................................................. 3
Using These Rules................................................................... 4
How to Play................................................................................ 4
Adventures................................................................................. 5

Part 1: Creating a Character
Ch. 1: Step-by-Step Characters............... 8

Beyond 1st Level..................................................................... 12

Ch. 2: Races....................................... 13

Choosing a Race...................................................................... 13
Racial Traits............................................................................. 13
Dwarf......................................................................................... 14
Elf ............................................................................................... 15
Halfling..................................................................................... 18
Human....................................................................................... 19

Ch. 3: Classes..................................... 22

Cleric.........................................................................................22Fighter.......................................................................................26
Rogue.........................................................................................28
Wizard....................................................................................... 31

Ch. 4: Personality and Background...... 35
Character Details....................................................................35
Inspiration................................................................................37
Backgrounds............................................................................38
Ch. 5: Equipment................................ 45

Starting Equipment...............................................................45
Wealth.......................................................................................45
Armor and Shields.................................................................46
Weapons................................................................................... 47
Adventuring Gear...................................................................49
Tools.......................................................................................... 52
Mounts and Vehicles..............................................................53
Trade Goods............................................................................54
Expenses..................................................................................54
Trinkets.....................................................................................56

Ch. 6: Customization Options.............. 58
Multiclassing............................................................................58
Feats..........................................................................................58

Part 2: Playing the Game
Ch. 7: Using Ability Scores ................. 60

Ability Scores and Modifiers...............................................60
Advantage and Disadvantage...............................................60
Proficiency Bonus...................................................................60
Ability Checks.......................................................................... 61
Using Each Ability..................................................................62
Saving Throws........................................................................65

Ch. 8: Adventuring............................. 66

Time...........................................................................................66
Movement.................................................................................66
Speed.........................................................................................66
The Environment....................................................................68
Social Interaction...................................................................69
Resting...................................................................................... 70
Between Adventures.............................................................. 70

Ch. 9: Combat.................................... 72
The Order of Combat.............................................................72
Movement and Position......................................................... 73
Actions in Combat.................................................................. 74
Making an Attack................................................................... 75
Cover..........................................................................................77
Damage and Healing.............................................................77
Mounted Combat....................................................................80
Underwater Combat...............................................................80

Part 3: The Rules of Magic
Ch. 10: Spellcasting............................ 82
What Is a Spell?......................................................................82
Casting a Spell........................................................................83
Ch. 11: Spells......................................86

Cleric Spells..............................................................................86
Wizard Spells...........................................................................86
Spell Descriptions..................................................................87

Part 4: Dungeon Master’s Tools
Ch. 12: Monsters................................ 110
Statistics.................................................................................110
Legendary Creatures........................................................... 114
Monster Stat Blocks.............................................................115
Nonplayer Characters..........................................................162
Ch. 13: Building Combat Encounters... 165
Modifying Encounter Difficulty.........................................166
Fun Combat Encounters.....................................................166
Monsters by Challenge Rating..........................................167
Ch. 14: Magic Items............................ 168

Using a Magic Item..............................................................168
Item Descriptions.................................................................168

Appendices
Appendix A: Conditions...................... 171
Appendix B: Gods of the Multiverse..... 172
Appendix C: The Five Factions............. 174
Character Sheet............................... 177
What Comes Next?............................. 180
Contents

D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

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Introduction
The Dungeons & Dragons roleplaying game is aboutstorytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like thosegames, D&D is driven by imagination. It’s about picturing
the towering castle beneath the stormy night sky andimagining how a fantasy adventurer might react to thechallenges that scene presents.
Dungeon Master (DM): After passing through thecraggy peaks, the road takes a sudden turn to the eastand Castle Ravenloft towers before you. Crumbling
towers of stone keep a silent watch over the approach.
They look like abandoned guardhouses. Beyond these, awide chasm gapes, disappearing into the deep fog below.
A lowered drawbridge spans the chasm, leading to anarched entrance to the castle courtyard. The chains of
the drawbridge creak in the wind, their rust-eaten ironstraining with the weight. From atop the high strong walls,
stone gargoyles stare at you from hollow sockets and grin
hideously. A rotting wooden portcullis, green with growth,hangs in the entry tunnel. Beyond this, the main doors ofCastle Ravenloft stand open, a rich warm light spilling into
the courtyard.
Phillip (playing Gareth): I want to look at the gargoyles. I
have a feeling they’re not just statues.
Amy (playing Riva): The drawbridge looks precarious? I
want to see how sturdy it is. Do I think we can cross it, oris it going to collapse under our weight?

Unlike a game of make-believe, D&D gives structure to
the stories, a way of determining the consequences of theadventurers’ action. Players roll dice to resolve whether
their attacks hit or miss or whether their adventurers
can scale a cliff, roll away from the strike of a magicallightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes moreprobable than others.
Dungeon Master (DM): OK, one at a time. Phillip, you’relooking at the gargoyles?
Phillip: Yeah. Is there any hint they might be creaturesand not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva ischecking out the drawbridge?

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams
up with other adventurers (played by friends). Working

together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle,
or a lava-filled cavern beneath a mysterious mountain.
The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous
magic items and other treasure.
One player, however, takes on the role of the Dungeon
Master (DM), the game’s lead storyteller and referee. The
DM creates adventures for the characters, who navigate
its hazards and decide which paths to explore. The DM
might describe the entrance to Castle Ravenloft, and theplayers decide what they want their adventurers to do.
Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize
the chance that someone will fall if the drawbridge gives
way? Or cast a spell to carry them over the chasm?
Then the DM determines the results of the adventurers’
actions and narrates what they experience. Because theDM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure canbe exciting and unexpected.
The game has no real end; when one story or quest
wraps up, another one can begin, creating an ongoingstory called a campaign. Many people who play thegame keep their campaigns going for months or years,
meeting with their friends every week or so to pick up
the story where they left off. The adventurers grow inmight as the campaign continues. Each monster defeated, each adventure completed, and each treasure
recovered not only adds to the continuing story, but also
earns the adventurers new capabilities. This increasein power is reflected by an adventurer’s level.
There’s no winning and losing in the Dungeons &Dragons game—at least, not the way those terms areusually understood. Together, the DM and the players
create an exciting story of bold adventurers who confront
deadly perils. Sometimes an adventurer might come toa grisly end, torn apart by ferocious monsters or done in
by a nefarious villain. Even so, the other adventurers cansearch for powerful magic to revive their fallen comrade,or the player might choose to create a new character tocarry on. The group might fail to complete an adventure
successfully, but if everyone had a good time and created amemorable story, they all win.

Worlds of Adventure

The many worlds of the Dungeons & Dragons gameare places of magic and monsters, of brave warriors andspectacular adventures. They begin with a foundation of
medieval fantasy and then add the creatures, places, andmagic that make these worlds unique.
The worlds of the Dungeons & Dragons game exist
within a vast cosmos called the multiverse, connectedin strange and mysterious ways to one another and toother planes of existence, such as the Elemental Planeof Fire and the Infinite Depths of the Abyss. Within thismultiverse are an endless variety of worlds. Many ofthem have been published as official settings for the D&D
game. The legends of the Forgotten Realms, Dragonlance,

Introduction
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3

Greyhawk, Dark Sun, Mystara, and Eberron settings are
woven together in the fabric of the multiverse. Alongsidethese worlds are hundreds of thousands more, createdby generations of D&D players for their own games. And
amid all the richness of the multiverse, you might create aworld of your own.
All these worlds share characteristics, but each worldis set apart by its own history and cultures, distinctive
monsters and races, fantastic geography, ancient dungeons, and scheming villains. Some races have unusual
traits in different worlds. The halflings of the Dark Sun
setting, for example, are jungle-dwelling cannibals, andthe elves are desert nomads. Some worlds feature races
unknown in other settings, such as Eberron’s warforged,
soldiers created and imbued with life to fight in the Last
War. Some worlds are dominated by one great story, likethe War of the Lance that plays a central role in the Dragonlance setting. But they’re all D&D worlds, and you can
use the rules in this book to create a character and playin any one of them.
Your DM might set the campaign on one of theseworlds or on one that he or she created. Because there isso much diversity among the worlds of D&D, you should
check with your DM about any house rules that will affectyour play of the game. Ultimately, the Dungeon Master isthe authority on the campaign and its setting, even if thesetting is a published world.

Using These Rules

The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules
and guidance you need to make the character you’ll playin the game. It includes information on the various races,classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rulesin part 1 rely on material in parts 2 and 3.
Part 2 details the rules of how to play the game, beyond
the basics described in this introduction. That part covers the kinds of die rolls you make to determine successor failure at the tasks your character attempts, and describes the three broad categories of activity in the game:
exploration, interaction, and combat.
Part 3 is all about magic. It covers the nature of magicin the worlds of D&D, the rules for spellcasting, and aselection of typical spells available to magic-using characters (and monsters) in the game.
Part 4 is especially for the Dungeon Master. It contains
instructions for how to challenge the player characterswith adversaries that are a good test of their abilities,
plus dozens of ready-to-use monster descriptions.
It also provides a sampling of magic items that thecharacters can earn as their rewards for vanquishingthose monsters.
The end of the document contains supplemental material. Appendix A collects all the definitions of conditions
that can affect characters and monsters. Appendix B is abrief discussion of deities in the game, particularly thosein the Forgotten Realms setting. Appendix C describes
the five factions in the Forgotten Realms that characters
can become associated with. Finally, a three-page character sheet provides a standardized way for players torecord and keep track of their characters’ abilities andpossessions.

How to PlayThe play of the Dungeons & Dragons game unfolds according to this basic pattern.
1. The DM describes the environment. The DM
tells the players where their adventurers are and what’s
around them, presenting the basic scope of options that
present themselves (how many doors lead out of a room,what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying,“We’ll take the east door,” for example. Other times,
different adventurers do different things: one adventurer
might search a treasure chest while a second examines
an esoteric symbol engraved on a wall and a third keeps
watch for monsters. The players don’t need to take turns,
but the DM listens to every player and decides how to resolve those actions.
Sometimes, resolving a task is easy. If an adventurer
wants to walk across a room and open a door, the DM
might just say that the door opens and describe what lies
beyond. But the door might be locked, the floor mighthide a deadly trap, or some other circumstance mightmake it challenging for an adventurer to complete a task.
In those cases, the DM decides what happens, often
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 decision point, which brings the flow of the game right backto step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or
locked in mortal combat against a mighty dragon. In
certain situations, particularly combat, the action is morestructured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is
fluid and flexible, adapting to the circumstances of theadventure.
Often the action of an adventure takes place in theimagination of the players and DM, relying on the DM’s
verbal descriptions to set the scene. Some DMs like to
use music, art, or recorded sound effects to help set themood, and many players and DMs alike adopt different
voices for the various adventurers, monsters, and othercharacters they play in the game. Sometimes, a DM
might lay out a map and use tokens or miniature figures
to represent each creature involved in a scene to help theplayers keep track of where everyone is.

Game Dice
The game uses polyhedral dice with different numbers ofsides. You can find dice like these in game stores and inmany bookstores.
In these rules, the different dice are referred to by theletter d followed by the number of sides: d4, d6, d8, d10,
d12, and d20. For instance, a d6 is a six-sided die (thetypical cube that many games use).
Percentile dice, or d100, work a little differently. You
generate a number between 1 and 100 by rolling two
different ten-sided dice numbered from 0 to 9. One die(designated before you roll) gives the tens digit, andthe other gives the ones digit. If you roll a 7 and a 1, for

Introduction
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

4example, the number rolled is 71. Two 0s represent 100.
Some ten-sided dice are numbered in tens (00, 10, 20,
and so on), making it easier to distinguish the tens digit
from the ones digit. In this case, a roll of 70 and 1 is 71,
and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many
dice to roll of a certain type, as well as what modifiers to
add. For example, “3d8 + 5” means you roll three eightsided dice, add them together, and add 5 to the total.
The same d notation appears in the expressions “1d3”and “1d2.” To simulate the roll of 1d3, roll a d6 and divide
the number rolled by 2 (round up). To simulate the roll of
1d2, roll any die and assign a 1 or 2 to the roll dependingon whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on thedie, it’s a 2.)

Advantage and Disadvantage

The D20

This book contains rules, especially in parts 2 and 3, thatgovern how the game plays. That said, many racial traits,class features, spells, magic items, monster abilities, andother game elements break the general rules in someway, creating an exception to how the rest of the gameworks. Remember this: If a specific rule contradicts ageneral rule, the specific rule wins.
Exceptions to the rules are often minor. For instance,
many adventurers don’t have proficiency with longbows,but every wood elf does because of a racial trait. That
trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance,
an adventurer can’t normally pass through walls, butsome spells make that possible. Magic accounts for mostof the major exceptions to the rules.

Does an adventurer’s sword swing hurt a dragon or justbounce off its iron-hard scales? Will the ogre believe an
outrageous bluff? Can a character swim across a raging
river? Can a character avoid the main blast of a fireball,or does he or she take full damage from the blaze? Incases where the outcome of an action is uncertain, theDungeons & Dragons game relies on rolls of a 20-sided
die, a d20, to determine success or failure.
Every character and monster in the game has capabilities defined by six ability scores. The abilities areStrength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma, and they typically range from 3 to 18 formost adventurers. (Monsters might have scores as low as
1 or as high as 30.) These ability scores, and the ability
modifiers derived from them, are the basis for almost
every d20 roll that a player makes on a character’s ormonster’s behalf.
Ability checks, attack rolls, and saving throws are thethree main kinds of d20 rolls, forming the core of therules of the game. All three follow these simple steps.
1. Roll the die and add a modifier. Roll a d20 and add
the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes
includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability andhow to determine an ability’s modifier.)
2. Apply circumstantial bonuses and penalties. A
class feature, a spell, a particular circumstance, or someother effect might give a bonus or penalty to the check.
3. Compare the total to a target number. If the total
equals or exceeds the target number, the ability check,attack roll, or saving throw is a success. Otherwise, it’s afailure. The DM is usually the one who determines target
numbers and tells players whether their ability checks,
attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving
throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks
in D&D play. Chapter 7 provides more detailed rules forusing the d20 in the game.

Sometimes an ability check, attack roll, or saving throwis modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances
surrounding a d20 roll, while disadvantage reflects the
opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use
the higher of the two rolls if you have advantage, and use
the lower roll if you have disadvantage. For example, if
you have disadvantage and roll a 17 and a 5, you use the5. If you instead have advantage and roll those numbers,
you use the 17.
More detailed rules for advantage and disadvantage arepresented in chapter 7.

Specific Beats General

Round Down
There’s one more general rule you need to know at theoutset. Whenever you divide a number in the game, rounddown if you end up with a fraction, even if the fraction is
one-half or greater.

Adventures

The Dungeons & Dragons game consists of a group ofcharacters embarking on an adventure that the Dungeon
Master presents to them. Each character brings particular capabilities to the adventure in the form of ability
scores and skills, class features, racial traits, equipment,
and magic items. Every character is different, with various strengths and weaknesses, so the best party ofadventurers is one in which the characters complement
each other and cover the weaknesses of their companions. The adventurers must cooperate to successfullycomplete the adventure.
The adventure is the heart of the game, a story witha beginning, a middle, and an end. An adventure might
be created by the Dungeon Master or purchased off the
shelf, tweaked and modified to suit the DM’s needs anddesires. In either case, an adventure features a fantastic
setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. Itfeatures a rich cast of characters: the adventurers createdand played by the other players at the table, as well as
nonplayer characters (NPCs). Those characters might
be patrons, allies, enemies, hirelings, or just background

Introduction
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

5extras in an adventure. Often, one of the NPCs is a villain
whose agenda drives much of an adventure’s action.
Over the course of their adventures, the characters areconfronted by a variety of creatures, objects, and situations that they must deal with in some way. Sometimes
the adventurers and other creatures do their best to
kill or capture each other in combat. At other times, theadventurers talk to another creature (or even a magicalobject) with a goal in mind. And often, the adventurers
spend time trying to solve a puzzle, bypass an obstacle,find something hidden, or unravel the current situation.
Meanwhile, the adventurers explore the world, making
decisions about which way to travel and what they’ll try
to do next.
Adventures vary in length and complexity. A short adventure might present only a few challenges, and it mighttake no more than a single game session to complete. A
long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions
to play through, stretching over weeks or months of realtime. Usually, the end of an adventure is marked by theadventurers heading back to civilization to rest and enjoy
the spoils of their labors.
But that’s not the end of the story. You can think ofan adventure as a single episode of a TV series, madeup of multiple exciting scenes. A campaign is the whole
series—a string of adventures joined together, with a consistent group of adventurers following the narrative fromstart to finish.

RICHARD WHITTERS

The Three Pillars of Adventure
Adventurers can try to do anything their players canimagine, but it can be helpful to talk about their activities
in three broad categories: exploration, social interaction,and combat.
Exploration includes both the adventurers’ movement
through the world and their interaction with objects andsituations that require their attention. Exploration is thegive-and-take of the players describing what they want
their characters to do, and the Dungeon Master telling
the players what happens as a result. On a large scale,that might involve the characters spending a day crossing
a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean
one character pulling a lever in a dungeon room to see
what happens.
Social interaction features the adventurers talking tosomeone (or something) else. It might mean demandingthat a captured scout reveal the secret entrance to the
goblin lair, getting information from a rescued prisoner,
pleading for mercy from an orc chieftain, or persuading
a talkative magic mirror to show a distant location to theadventurers.
The rules in chapters 7 and 8 support exploration andsocial interaction, as do many class features in chapter 3
and personality traits in chapter 4.
Combat, the focus of chapter 9, involves charactersand other creatures swinging weapons, casting spells,
maneuvering for position, and so on—all in an effort

to defeat their opponents, whether that means killing
every enemy, taking captives, or forcing a rout. Combat
is the most structured element of a D&D session, withcreatures taking turns to make sure that everyone getsa chance to act. Even in the context of a pitched battle,
there’s still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs ona shield, to examine the environment (perhaps by pullinga mysterious lever), and to interact with other creatures,
including allies, enemies, and neutral parties.

The Wonders of MagicFew D&D adventures end without something magicalhappening. Whether helpful or harmful, magic appears
frequently in the life of an adventurer, and it is the focusof chapters 10 and 11.
In the worlds of Dungeons & Dragons, practitionersof magic are rare, set apart from the masses of people
by their extraordinary talent. Common folk might see
evidence of magic on a regular basis, but it’s usuallyminor—a fantastic monster, a visibly answered prayer,
a wizard walking through the streets with an animatedshield guardian as a bodyguard.
For adventurers, though, magic is key to their survival.
Without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds. Without
the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes. Without
the sheer magical power and versatility of wizards anddruids, every threat would be magnified tenfold.
Magic is also a favored tool of villains. Many adventures are driven by the machinations of spellcasters whoare hellbent on using magic for some ill end. A cult leader
seeks to awaken a god who slumbers beneath the sea, a
hag kidnaps youths to magically drain them of their vigor,
a mad wizard labors to invest an army of automatons
with a facsimile of life, a dragon begins a mystical ritual
to rise up as a god of destruction—these are just a few
of the magical threats that adventurers might face. With
magic of their own, in the form of spells and magic items,
the adventurers might prevail!

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6

RICHARD WHITTERS

Part 1
Character Creation

7
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Chapter 1: Step-by-Step Characters
Your first step in playing an adventurer in theDungeons & Dragons game is to imagine and create acharacter of your own. Your character is a combinationof game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) anda class (such as fighter or wizard). You also invent thepersonality, appearance, and backstory of your character.
Once completed, your character serves as your representative in the game, your avatar in the Dungeons &Dragons world.
Before you dive into step 1 below, think about thekind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or aflamboyant wizard. Or you might be more interested in
an unconventional character, such as a brawny rogue
who likes hand-to-hand combat, or a sharpshooter who
picks off enemies from afar. Do you like fantasy fiction
featuring dwarves or elves? Try building a character of
one of those races. Do you want your character to be thetoughest adventurer at the table? Consider the fighterclass. If you don’t know where else to begin, take a lookat the illustrations in this book to see what catches
your interest.
Once you have a character in mind, follow these steps
in order, making decisions that reflect the character you
want. Your conception of your character might evolvewith each choice you make. What’s important is that youcome to the table with a character you’re excited to play.
Throughout this chapter, we use the term character
sheet to mean whatever you use to track your character,whether it’s a formal character sheet (like the one at theend of these rules), some form of digital record, or a pieceof notebook paper. An official D&D character sheet is afine place to start until you know what information you
need and how you use it during the game.

Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.
Your race also increases one or more of your ability
scores, which you determine in step 3. Note these increases and remember to apply them later.
Record the traits granted by your race on yourcharacter sheet. Be sure to note your starting
languages and your base speed as well.

Building Bruenor

Typically, a character starts at 1st level and advances inlevel by adventuring and gaining experience points (XP).
A 1st-level character is inexperienced in the adventuring
world, although he or she might have been a soldier or apirate and done dangerous things before.
Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar
with the game, or if you are joining an existing D&D
campaign, your DM might decide to have you begin at ahigher level, on the assumption that your character has
already survived a few harrowing adventures.
Record your level on your character sheet. If you’re
starting at a higher level, record the additional elements
your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has
0 XP. A higher-level character typically begins with theminimum amount of XP required to reach that level(see “Beyond 1st Level” later in this chapter).

Each step of character creation includes an example ofthat step, with a player named Bob building his dwarf
character, Bruenor.

1. Choose a Race
Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The mostcommon player character races are dwarves, elves,
halflings, and humans. Some races also have subraces,such as mountain dwarf or wood elf. Chapter 2 provides
more information about these races.
The race you choose contributes to your character’s
identity in an important way, by establishing a generalappearance and the natural talents gained from culture
and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain
weapons or tools, proficiency in one or more skills, or theability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For
example, the racial traits of lightfoot halflings make them
exceptional rogues, and high elves tend to be powerful
wizards. Sometimes playing against type can be fun, too.

Building Bruenor, Step 1

Bob is sitting down to create his character. He decides
that a gruff mountain dwarf fits the character he wants
to play. He notes all the racial traits of dwarves on his
character sheet, including his speed of 25 feet and thelanguages he knows: Common and Dwarvish.

2. Choose a Class
Every adventurer is a member of a class. Class broadly
describes a character’s vocation, what special talents heor she possesses, and the tactics he or she is most likely
to employ when exploring a dungeon, fighting monsters,or engaging in a tense negotiation. The character classes
are described in chapter 3.
Your character receives a number of benefits fromyour choice of class. Many of these benefits are classfeatures—capabilities (including spellcasting) that set
your character apart from members of other classes. You
also gain a number of proficiencies: armor, weapons,
skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can doparticularly well, from using certain weapons to telling aconvincing lie.
On your character sheet, record all the features thatyour class gives you at 1st level.

Level

Hit Points and Hit DiceYour character’s hit points define how tough your character is in combat and other dangerous situations. Yourhit points are determined by your Hit Dice (short for Hit
Point Dice).

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8

At 1st level, your character has 1 Hit Die, and the dietype is determined by your class. You start with hit points
equal to the highest roll of that die, as indicated in yourclass description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also yourhit point maximum.
Record your character’s hit points on your character
sheet. Also record the type of Hit Die your character uses
and the number of Hit Dice you have. After you rest, you
can spend Hit Dice to regain hit points (see “Resting” inchapter 8).

Proficiency Bonus

The table that appears in your class description shows
your proficiency bonus, which is +2 for a 1st-level
character. Your proficiency bonus applies to many of thenumbers you’ll be recording on your character sheet:• Attack rolls using weapons you’re proficient with
• Attack rolls with spells you cast
• Ability checks using skills you’re proficient in• Ability checks using tools you’re proficient with• Saving throws you’re proficient in• Saving throw DCs for spells you cast (explained in eachspellcasting class)Your class determines your weapon proficiencies, yoursaving throw proficiencies, and some of your skill andtool proficiencies. (Skills are described in chapter 7, tools
in chapter 5.) Your background gives you additional skill
and tool proficiencies, and some races give you more
proficiencies. Be sure to note all of these proficiencies, aswell as your proficiency bonus, on your character sheet.
Your proficiency bonus can’t be added to a single dieroll or other number more than once. Occasionally, yourproficiency bonus might be modified (doubled or halved,
for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once
to the same roll or that it should be multiplied more thanonce, you nevertheless add it only once, multiply it only
once, and halve it only once.

Building Bruenor, Step 2

Bob imagines Bruenor charging into battle with an axe,
one horn on his helmet broken off. He makes Bruenor afighter and notes the fighter’s proficiencies and 1st-levelclass features on his character sheet.
As a 1st-level fighter, Bruenor has 1 Hit Die—a d10—
and starts with hit points equal to 10 + his Constitution
modifier. Bob notes this, and will record the final number
after he determines Bruenor’s Constitution score (seestep 3). Bob also notes the proficiency bonus for a 1stlevel character, which is +2.

Quick Build
Each class description in chapter 3 includes a section
offering suggestions to quickly build a character of thatclass, including how to assign your highest ability scores,a background suitable to the class, and starting spells.

3. Determine Ability Scores
Much of what your character does in the game depends
on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability
has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in chapter 7. The Ability Score Summary
table provides a quick reference for what qualities aremeasured by each ability, what races increases which
abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of thehighest three dice on a piece of scratch paper. Do this five
more times, so that you have six numbers. If you want tosave time or don’t like the idea of randomly determining
ability scores, you can use the following scores instead:
15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number
beside one of your character’s six abilities to assignscores to Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. Afterward, make any changes toyour ability scores as a result of your race choice.
After assigning your ability scores, determine yourability modifiers using the Ability Scores and Modifiers
table. To determine an ability modifier without consulting
the table, subtract 10 from the ability score and then divide
the result by 2 (round down). Write the modifier next toeach of your scores.

Building Bruenor, Step 3

Bob decides to use the standard set of scores (15, 14, 13,
12, 10, 8) for Bruenor’s abilities. Since he’s a fighter, heputs his highest score, 15, in Strength. His next-highest, 14, goes in Constitution. Bruenor might be a brash
fighter, but Bob decides he wants the dwarf to be older,wiser, and a good leader, so he puts decent scores in
Wisdom and Charisma. After applying his racial benefits (increasing Bruenor’s Constitution by 2 and hisStrength by 2), Bruenor’s ability scores and modifiers
look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (–1), Wisdom 13 (+1),
Charisma 12 (+1).
Bob fills in Bruenor’s final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points.

Ability Scores and Modifiers
Score
1
2–3
4–5
6–7
8–9
10–11
12–13
14–15

Modifier
−5
−4
−3
−2
−1
+0
+1
+2

Score
16–17
18–19
20–21
22–23
24–25
26–27
28–29
30

Modifier
+3
+4
+5
+6
+7
+8
+9
+10

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9

Ability Score Summary
Strength
Measures: Natural athleticism, bodily power
Important for: Fighter
Racial Increases:
Mountain dwarf (+2)
Human (+1)
Dexterity
Measures: Physical agility, reflexes, balance, poise
Important for: Rogue
Racial Increases:
Elf (+2)
Human (+1)
Halfling (+2)
Constitution
Measures: Health, stamina, vital force
Important for: Everyone
Racial Increases:
Dwarf (+2)
Stout halfling (+1)
Human (+1)
Intelligence
Measures: Mental acuity, information recall, analytical skill
Important for: Wizard
Racial Increases:
High elf (+1)
Human (+1)
WisdomMeasures: Awareness, intuition, insight
Important for: Cleric
Racial Increases:
Hill dwarf (+1)
Human (+1)
Wood elf (+1)
Charisma
Measures: Confidence, eloquence, leadership
Important for: Leaders and diplomatic characters
Racial Increases:
Lightfoot halfling (+1)
Human (+1)

Variant: Customizing Ability Scores

At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method
described here allows you to build a character with a setof ability scores you choose individually.
You have 27 points to spend on your ability scores. The
cost of each score is shown on the Ability Score Point
Cost table. For example, a score of 14 costs 7 points.
Using this method, 15 is the highest ability score you canend up with, before applying racial increases. You can’t
have a score lower than 8.
This method of determining ability scores enables you
to create a set of three high numbers and three low ones
(15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of
numbers between those extremes.

Ability Score Point Cost
Score
8
9
10
11

Cost
0
1
2
3

Score
12
13
14
15

Cost
4
5
7
9

4. Describe Your Character
Once you know the basic game aspects of your character,it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about
what he or she looks like and how he or she behaves ingeneral terms.
Using the information in chapter 4, you can flesh out
your character’s physical appearance and personality
traits. Choose your character’s alignment (the moral
compass that guides his or her decisions) and ideals.
Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that
could one day undermine him or her.
Your character’s background describes where he or
she came from, his or her original occupation, and thecharacter’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included inchapter 4, and might be willing to work with you to crafta background that’s a more precise fit for your character concept.
A background gives your character a backgroundfeature (a general benefit) and proficiency in two skills,
and it might also give you additional languages or
proficiency with certain kinds of tools. Record thisinformation, along with the personality information
you develop, on your character sheet.

Your Character’s Abilities

Take your character’s ability scores and race into accountas you flesh out his or her appearance and personality. A
very strong character with low Intelligence might thinkand behave very differently from a very smart characterwith low Strength.
For example, high Strength usually correspondswith a burly or athletic body, while a character with
low Strength might be scrawny or plump.
A character with high Dexterity is probably lithe andslim, while a character with low Dexterity might be either
gangly and awkward or heavy and thick-fingered.
A character with high Constitution usually looks
healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.
A character with high Intelligence might be highly
inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on.
A character with low Wisdom might be absent-minded,foolhardy, or oblivious.
A character with high Charisma exudes confidence,
which is usually mixed with a graceful or intimidatingpresence. A character with a low Charisma might comeacross as abrasive, inarticulate, or timid.

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10Building Bruenor, Step 4

Bob fills in some of Bruenor’s basic details: his name, hissex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest ahealthy, athletic body, and his low Intelligence suggests a
degree of forgetfulness.
Bob decides that Bruenor comes from a noble line, but
his clan was expelled from its homeland when Bruenor
was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic
destiny—to reclaim his homeland—so Bob chooses thefolk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.
Bob has a pretty clear picture of Bruenor’s personality
in mind, so he skips the personality traits suggested in
the folk hero background, noting instead that Bruenor isa caring, sensitive dwarf who genuinely loves his friends
and allies, but he hides this soft heart behind a gruff,
snarling demeanor. He chooses the ideal of fairness fromthe list in his background, noting that Bruenor believes
that no one is above the law.
Given his history, Bruenor’s bond is obvious: he aspires
to someday reclaim Mithral Hall, his homeland, from theshadow dragon that drove the dwarves out. His flaw istied to his caring, sensitive nature—he has a soft spot fororphans and wayward souls, leading him to show mercy
even when it might not be warranted.

5. Choose Equipment
Your class and background determine your character’s
starting equipment, including weapons, armor, andother adventuring gear. Record this equipment on yourcharacter sheet. All such items are detailed in chapter 5,“Equipment.“
Instead of taking the gear given to you by your classand background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend
based on your class, as shown in chapter 5. Extensive
lists of equipment, with prices, also appear in that chapter. If you wish, you can also have one trinket at no cost(see the Trinkets table at the end of chapter 5).
Your Strength score limits the amount of gear you cancarry. Try not to purchase equipment with a total weight(in pounds) exceeding your Strength score times 15.
Chapter 7 has more information on carrying capacity.

Armor ClassYour Armor Class (AC) represents how well yourcharacter avoids being wounded in battle. Things that
contribute to your AC include the armor you wear, theshield you carry, and your Dexterity modifier. Not all
characters wear armor or carry shields, however.
Without armor or a shield, your character’s AC equals
10 + his or her Dexterity modifier. If your character
wears armor, carries a shield, or both, calculate yourAC using the rules in chapter 5. Record your AC on
your character sheet.

Your character needs to be proficient with armor andshields to wear and use them effectively, and your armorand shield proficiencies are determined by your class.
There are drawbacks to wearing armor or carrying ashield if you lack the required proficiency, as explained inchapter 5.
Some spells and class features give you a different way
to calculate your AC. If you have multiple features thatgive you different ways to calculate your AC, you choose
which one to use.

Weapons

For each weapon your character wields, calculate themodifier you use when you attack with the weapon andthe damage you deal when you hit.
When you make an attack with a weapon, you rolla d20 and add your proficiency bonus (but only if you
are proficient with the weapon) and the appropriate
ability modifier.
• For attacks with melee weapons, use your Strength
modifier for attack and damage rolls. A weapon thathas the finesse property, such as a rapier, can use yourDexterity modifier instead.
• For attacks with ranged weapons, use your Dexterity
modifier for attack and damage rolls. A melee weaponthat has the thrown property, such as a handaxe, canuse your Strength modifier instead.

Building Bruenor, Step 5

Bob writes down the starting equipment from the fighterclass and the folk hero background. His starting equipment includes chain mail and a shield, which combine togive Bruenor an Armor Class of 18.
For Bruenor’s weapons, Bob chooses a battleaxe
and two handaxes. His battleaxe is a melee weapon, so
Bruenor uses his Strength modifier for his attacks anddamage. His attack bonus is his Strength modifier (+3)
plus his proficiency bonus (+2), for a total of +5. The battleaxe deals 1d8 slashing damage, and Bruenor adds his
Strength modifier to the damage when he hits, for a totalof 1d8 + 3 slashing damage. When throwing a handaxe,
Bruenor has the same attack bonus (handaxes, as thrownweapons, use Strength for attacks and damage), and theweapon deals 1d6 + 3 slashing damage when it hits.

6. Come Together
Most D&D characters don’t work alone. Each character plays a role within a party, a group of adventurers
working together for a common purpose. Teamwork
and cooperation greatly improve your party’s chances
to survive the many perils in the worlds of Dungeons &Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how theymet, and what sorts of quests the group might undertake.

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11

Beyond 1st Level

As your character goes on adventures and overcomeschallenges, he or she gains experience, represented byexperience points. A character who reaches a specified
experience point total advances in capability. This advancement is called gaining a level.
When your character gains a level, his or her class
often grants additional features, as detailed in the classdescription. Some of these features allow you to increase
your ability scores, either increasing two scores by 1 eachor increasing one score by 2. You can’t increase an ability
score above 20. In addition, every character’s proficiency
bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit
Die. Roll that Hit Die, add your Constitution modifierto the roll, and add the total (minimum of 1) to your hit
point maximum. Alternatively, you can use the fixed value
shown in your class entry, which is the average result of
the die roll (rounded up).
When your Constitution modifier increases by 1, yourhit point maximum increases by 1 for each level you haveattained. For example, when Bruenor reaches 8th level asa fighter, he increases his Constitution score from 17 to
18, thus increasing his Constitution modifier from +3 to+4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the
XP you need to advance in levels from level 1 throughlevel 20, and the proficiency bonus for a character of thatlevel. Consult the information in your character’s classdescription to see what other improvements you gain ateach level.

Tiers of Play

Character Advancement
Experience Points
0
300
900
2,700
6,500
14,00023,00034,00048,00064,00085,000100,000
120,000
140,000
165,000
195,000
225,000
265,000
305,000
355,000

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Proficiency Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

RICHARD WHITTERS

The shading in the Character Advancement table shows thefour tiers of play. The tiers don’t have any rules associatedwith them; they are a general description of how the playexperience changes as characters gain levels.

In the first tier (levels 1–4), characters are effectively
apprentice adventurers. They are learning the featuresthat define them as members of particular classes, including the major choices that flavor their class features
as they advance (such as a wizard’s Arcane Tradition or afighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads
or villages.
In the second tier (levels 5–10), characters come into
their own. Many spellcasters gain access to 3rd-level
spells at the start of this tier, crossing a new thresholdof magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain
the ability to make multiple attacks in one round. These
characters have become important, facing dangers thatthreaten cities and kingdoms.
In the third tier (levels 11–16), characters have reacheda level of power that sets them high above the ordinary
populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to
6th-level spells, some of which create effects previously
impossible for player characters to achieve. Other characters gain features that allow them to make more attacks
or do more impressive things with those attacks. Thesemighty adventurers often confront threats to whole regions and continents.
At the fourth tier (levels 17–20), characters achieve
the pinnacle of their class features, becoming heroic (orvillainous) archetypes in their own right. The fate of theworld or even the fundamental order of the multiverse
might hang in the balance during their adventures.

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12Chapter 2: Races
A visit to one of the great cities in the worlds ofDungeons & Dragons—Waterdeep, the Free City ofGreyhawk, or even uncanny Sigil, the City of Doors—
overwhelms the senses. Voices chatter in countlessdifferent languages. The smells of cooking in dozens
of different cuisines mingle with the odors of crowded
streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their
inhabitants.
And the people themselves—people of varying size,
shape, and color, dressed in a dazzling spectrum of styles
and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful
elves, mingling among a variety of human ethnicities.
Scattered among the members of these more common
races are the true exotics: a hulking dragonborn here,
pushing his way through the crowd, and a sly tiefling
there, lurking in the shadows with mischief in her eyes. A
group of gnomes laughs as one of them activates a cleverwooden toy that moves of its own accord. Half-elves andhalf-orcs live and work alongside humans, without fully
belonging to the races of either of their parents. And
there, well out of the sunlight, is a lone drow—a fugitivefrom the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind. The
Player’s Handbook has more information about theseunusual races.

Racial Traits

Choosing a Race

Size

Humans are the most common people in the worlds of
D&D, but they live and work alongside dwarves, elves,
halflings, and countless other fantastic species. Your
character belongs to one of these peoples.
Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves,
halflings, and humans are the most common races to
produce the sort of adventurers who make up typicalparties. Other races and subraces are less common as
adventurers.
Your choice of race affects many different aspects ofyour character. It establishes fundamental qualities thatexist throughout your character’s adventuring career.
When making this decision, keep in mind the kind ofcharacter you want to play. For example, a halfling could
be a good choice for a sneaky rogue, a dwarf makes a
tough warrior, and an elf can be a master of arcane magic.
Your character race not only affects your ability scoresand traits but also provides the cues for building yourcharacter’s story. Each race’s description in this chapter
includes information to help you roleplay a character ofthat race, including personality, physical appearance, features of society, and racial alignment tendencies. These
details are suggestions to help you think about your character; adventurers can deviate widely from the norm fortheir race. It’s worthwhile to consider why your characteris different, as a helpful way to think about your character’s background and personality.

The description of each race includes racial traits that arecommon to members of that race. The following entries
appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character’s ability scores.

Age

The age entry notes the age when a member of the raceis considered an adult, as well as the race’s expected
lifespan. This information can help you decide how old
your character is at the start of the game. You can choose
any age for your character, which could provide an explanation for some of your ability scores. For example,
if you play a young or very old character, your age could
explain a particularly low Strength or Constitution score,
while advanced age could account for a high Intelligenceor Wisdom.

Alignment

Most races have tendencies toward certain alignments,
described in this entry. These are not binding for player
characters, but considering why your dwarf is chaotic, forexample, in defiance of lawful dwarf society can help you
better define your character.
Characters of most races are Medium, a size category
including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall),which means that certain rules of the game affect themdifferently. The most important of these rules is that
Small characters have trouble wielding heavy weapons,
as explained in chapter 5.

SpeedYour speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9).

Languages

By virtue of your race, your character can speak, read,
and write certain languages. Chapter 4 lists the mostcommon languages of the D&D multiverse.

Subraces

Some races have subraces. Members of a subrace havethe traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces varysignificantly from race to race and world to world. In the
Dragonlance campaign setting, for example, mountaindwarves and hill dwarves live together as different clansof the same people, but in the Forgotten Realms, they live
far apart in separate kingdoms and call themselves shielddwarves and gold dwarves, respectively.

Chapter 2: Races
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13

DwarfClans and Kingdoms“Yer late, elf!” came the rough edge of a familiar
voice. Bruenor Battlehammer walked up the back of his
dead foe, disregarding the fact that the heavy monster lay
on top of his elven friend. In spite of the added discomfort,
the dwarf’s long, pointed, often-broken nose and graystreaked though still-fiery red beard came as a welcome
sight to Drizzt. “Knew I’d find ye in trouble if I came out
an’ looked for ye!”—R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into theroots of mountains, the echoing of picks and hammers
in deep mines and blazing forges, a commitment to clan
and tradition, and a burning hatred of goblins and orcs—
these common threads unite all dwarves.

Short and Stout
Bold and hardy, dwarves are known as skilled warriors,
miners, and workers of stone and metal. Though theystand well under 5 feet tall, dwarves are so broad andcompact that they can weigh as much as a human standing
nearly two feet taller. Their courage and endurance arealso easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler
hue tinged with red, but the most common shades arelight brown or deep tan, like certain tones of earth.
Their hair, worn long but in simple styles, is usually
black, gray, or brown, though paler dwarves often have
red hair. Male dwarves value their beards highly andgroom them carefully.

Long Memory, Long Grudges
Dwarves can live to be more than 400 years old, so theoldest living dwarves often remember a very different
world. For example, some of the oldest dwarves living
in Citadel Felbarr (in the world of the Forgotten Realms)
can recall the day, more than three centuries ago, whenorcs conquered the fortress and drove them into an exile
that lasted over 250 years. This longevity grants them aperspective on the world that shorter-lived races such as
humans and halflings lack.
Dwarves are solid and enduring like the mountains
they love, weathering the passage of centuries with stoic
endurance and little change. They respect the traditionsof their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of theworld, and don’t abandon those traditions lightly. Part ofthose traditions is devotion to the gods of the dwarves,
who uphold the dwarven ideals of industrious labor, skill
in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true totheir word and decisive in action, sometimes to the pointof stubbornness. Many dwarves have a strong sense ofjustice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to thedwarf’s entire clan, so what begins as one dwarf’s huntfor vengeance can become a full-blown clan feud.

Dwarven kingdoms stretch deep beneath the mountains
where the dwarves mine gems and precious metals andforge items of wonder. They love the beauty and artistryof precious metals and fine jewelry, and in some dwarves
this love festers into avarice. Whatever wealth they can’t
find in their mountains, they gain through trade. They
dislike boats, so enterprising humans and halflings
frequently handle trade in dwarven goods along waterroutes. Trustworthy members of other races are welcomein dwarf settlements, though some areas are off limits
even to them.
The chief unit of dwarven society is the clan, anddwarves highly value social standing. Even dwarves
who live far from their own kingdoms cherish their clan
identities and affiliations, recognize related dwarves, andinvoke their ancestors’ names in oaths and curses. To beclanless is the worst fate that can befall a dwarf.
Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Somebecome mercenaries or bodyguards, highly sought after
for their courage and loyalty.

Gods, Gold, and Clan
Dwarves who take up the adventuring life might bemotivated by a desire for treasure—for its own sake, fora specific purpose, or even out of an altruistic desire tohelp others. Other dwarves are driven by the commandor inspiration of a deity, a direct calling or simply a desire
to bring glory to one of the dwarf gods. Clan and ancestry
are also important motivators. A dwarf might seek torestore a clan’s lost honor, avenge an ancient wrong theclan suffered, or earn a new place within the clan after

Slow to Trust
Dwarves get along passably well with most other races.
“The difference between an acquaintance and a friend isabout a hundred years,” is a dwarf saying that might be
hyperbole, but certainly points to how difficult it can befor a member of a short-lived race like humans to earn adwarf ’s trust.
Elves. “It’s not wise to depend on the elves. No telling
what an elf will do next; when the hammer meets the orc’shead, they’re as apt to start singing as to pull out a sword.
They’re flighty and frivolous. Two things to be said for them,though: They don’t have many smiths, but the ones they
have do very fine work. And when orcs or goblins comestreaming down out of the mountains, an elf ’s good to haveat your back. Not as good as a dwarf, maybe, but no doubt
they hate the orcs as much as we do.”Halflings. “Sure, they’re pleasant folk. But show mea halfling hero. An empire, a triumphant army. Even atreasure for the ages made by halfling hands. Nothing. How
can you take them seriously?”
Humans. “You take the time to get to know a human,and by then the human’s on her deathbed. If you’re lucky,
she’s got kin—a daughter or granddaughter, maybe—who’s
got hands and heart as good as hers. That’s when you canmake a human friend. And watch them go! They set theirhearts on something, they’ll get it, whether it’s a dragon’s
hoard or an empire’s throne. You have to admire thatkind of dedication, even if it gets them in trouble more
often than not.”Chapter 2: Races
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

14having been exiled. Or a dwarf might search for the axe
wielded by a mighty ancestor, lost on the field of battle
centuries ago.

Dwarf Names
A dwarf’s name is granted by a clan elder, in accordancewith tradition. Every proper dwarven name has beenused and reused down through the generations. A
dwarf’s name belongs to the clan, not to the individual.
A dwarf who misuses or brings shame to a clan nameis stripped of the name and forbidden by law to use any
dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor,
Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,
Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,
Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin,
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal,
Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis,
Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,
Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil,
Dankil, Fireforge, Frostbeard, Gorunn, Holderhek,
Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln,
Torunn, Ungart

Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, butthey’re considered young until they reach the age of 50.
On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly
in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and abelief that everyone deserves to share in the benefits of ajust order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed
is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you havesuperior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discerncolor in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency withthe battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies,
or mason’s tools.
Stonecunning. Whenever you make an Intelligence(History) check related to the origin of stonework, you areconsidered proficient in the History skill and add double
your proficiency bonus to the check, instead of your normal proficiency bonus.

Duergar
In cities deep in the Underdark live the duergar, or graydwarves. These vicious, stealthy slave traders raid thesurface world for captives, then sell their prey to the otherraces of the Underdark. They have innate magical abilities
to become invisible and to temporarily grow to giant size.

Languages. You can speak, read, and write Common
and Dwarvish. Dwarvish is full of hard consonants andguttural sounds, and those characteristics spill over into
whatever other language a dwarf might speak.
Subrace. Two main subraces of dwarves populate theworlds of D&D: hill dwarves and mountain dwarves.
Choose one of these subraces.

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, andremarkable resilience. The gold dwarves of Faerûn intheir mighty southern kingdom are hill dwarves, as are
the exiled Neidar and the debased Klar of Krynn in the
Dragonlance setting.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time you
gain a level.

Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably
on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as wellas the ruling Hylar clan and the noble Daewar clan ofDragonlance, are mountain dwarves.
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency withlight and medium armor.

Elf“I have never imagined such beauty existed,”Goldmoon said softly. The day’s march had been difficult, but
the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabledcity of Qualinost.
Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swooping from spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an army, yetthey appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the city’s
only boundaries; there was no wall around Qualinost. The
elven city opened its arms lovingly to the wilderness.
—Margaret Weis & Tracy Hickman,Dragons of Autumn Twilight

Chapter 2: Races
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Elves are a magical people of otherworldly grace, livingin the world but not entirely part of it. They live in placesof ethereal beauty, in the midst of ancient forests or insilvery spires glittering with faerie light, where soft music
drifts through the air and gentle fragrances waft on thebreeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful
With their unearthly grace and fine features, elves appear
hauntingly beautiful to humans and members of manyother races. They are slightly shorter than humans on
average, ranging from well under 5 feet tall to just over
6 feet. They are more slender than humans, weighing
only 100 to 145 pounds. Males and females are about
the same height, and males are only marginally heavier
than females.
Elves’ coloration encompasses the normal humanrange and also includes skin in shades of copper, bronze,
and almost bluish-white, hair of green or blue, and eyes
like pools of liquid gold or silver. Elves have no facial andlittle body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective
Elves can live well over 700 years, giving them a broad
perspective on events that might trouble the shorter-lived
races more deeply. They are more often amused than
excited, and more likely to be curious than greedy. They
tend to remain aloof and unfazed by petty happenstance.
When pursuing a goal, however, whether adventuring
on a mission or learning a new skill or art, elves can befocused and relentless. They are slow to make friends
and enemies, and even slower to forget them. They reply
to petty insults with disdain and to serious insults with
vengeance.
Like the branches of a young tree, elves are flexible
in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate toviolence. They have been known to retreat from intrusions into their woodland homes, confident that they can
simply wait the invaders out. But when the need arises,
elves reveal a stern martial side, demonstrating skill withsword, bow, and strategy.

Hidden Woodland Realms
Most elves dwell in small forest villages hidden among
the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support
themselves without the need for clearing and plowing
land. They are talented artisans, crafting finely worked
clothes and art objects. Their contact with outsiders is
usually limited, though a few elves make a good living bytrading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human
nobles compete for the services of elf instructors to teachswordplay or magic to their children.

Haughty but Gracious
Although they can be haughty, elves are generally gracious
even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in justabout anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what theylack in humor, sophistication, and manners, they make up
in valor. And I must admit, their best smiths produce artthat approaches elven quality.”
Halflings. “Halflings are people of simple pleasures, andthat is not a quality to scorn. They’re good folk, they carefor each other and tend their gardens, and they have proventhemselves tougher than they seem when the need arises.”
Humans. “All that haste, their ambition and drive toaccomplish something before their brief lives pass away—
human endeavors seem so futile sometimes. But then
you look at what they have accomplished, and you have toappreciate their achievements. If only they could slow down
and learn some refinement.”

Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they
are so long-lived, they can enjoy centuries of explorationand discovery. They dislike the pace of human society,which is regimented from day to day but constantly
changing over decades, so they find careers that let them
travel freely and set their own pace. Elves also enjoy
exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Somemight join with rebels fighting against oppression, andothers might become champions of moral causes.

Elf Names
Elves are considered children until they declare themselves adults, some time after the hundredth birthday,and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name,
although those who knew him or her as a youngster
might continue to use the child name. Each elf’s adultname is a unique creation, though it might reflect thenames of respected individuals or other family members.
Little distinction exists between male names andfemale names; the groupings here reflect only generaltendencies. In addition, every elf bears a family name,typically a combination of other Elvish words. Some elves
traveling among humans translate their family names
into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil,
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis,
Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan,Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
Laucian, Mindartis, Paelias, Peren, Quarion, Riardon,
Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna,Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia,
Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna,Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe,
Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia

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Family Names (Common Translations): Amakiir(Gemflower), Amastacia (Starflower), Galanodel(Moonwhisper), Holimion (Diamonddew), Ilphelkiir(Gemblossom), Liadon (Silverfrond), Meliamne(Oakenheel), Naïlo (Nightbreeze), Siannodel(Moonbrook), Xiloscient (Goldpetal)

Elf Traits
Your elf character has a variety of natural abilities, theresult of thousands of years of elven refinement.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding ofadulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age of 100 and can live
to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspectsof chaos. They value and protect others’ freedom as wellas their own, and they are more often good than not.
Size. Elves range from under 5 to over 6 feet tall andhave slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the nightsky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it werebright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
(The Common word for such meditation is “trance.”)
While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have becomereflexive through years of practice. After resting in thisway, you gain the same benefit that a human does from 8hours of sleep.
Languages. You can speak, read, and write Common
and Elvish. Elvish is fluid, with subtle intonations andintricate grammar. Elven literature is rich and varied, andtheir songs and poems are famous among other races.
Many bards learn their language so they can add Elvishballads to their repertoires.

The Darkness of the Drow
Were it not for one renowned exception, the race of drowwould be universally reviled. Their depraved society is
preoccupied with the favor of Lolth, their spider-goddess,
who sanctions murder and the extermination of entire
families as noble houses vie for position. Drow growup believing that surface-dwelling races are worthless
except as slaves.
Yet one drow, at least, broke the mold. In the world of the
Forgotten Realms, Drizzt Do’Urden, ranger of the North,has proven his quality as a good-hearted defender of the
weak and innocent.

Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves,and dark elves, who are commonly called drow. This
document presents two of these subraces to choose
from. In some worlds, these subraces are divided still
further (such as the sun elves and moon elves of the
Forgotten Realms), so if you wish, you can choose a narrower subrace.

High Elf

As a high elf, you have a keen mind and a mastery ofat least the basics of magic. In many of the worlds of
D&D, there are two kinds of high elves. One type (which
includes the gray elves and valley elves of Greyhawk,
the Silvanesti of Dragonlance, and the sun elves of the
Forgotten Realms) is haughty and reclusive, believing
themselves to be superior to non-elves and even otherelves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elvesof the Forgotten Realms) are more common and morefriendly, and often encountered among humans andother races.
The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black,or golden blond. Their eyes are golden, silver, or black.
Moon elves (also called silver elves or gray elves) aremuch paler, with alabaster skin sometimes tinged withblue. They often have hair of silver-white, black, or blue,
but various shades of blond, brown, and red are notuncommon. Their eyes are blue or green and fleckedwith gold.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with thelongsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from thewizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one
extra language of your choice.

Wood Elf

As a wood elf, you have keen senses and intuition, andyour fleet feet carry you quickly and stealthily throughyour native forests. This category includes the wild elves(grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk
and the Forgotten Realms. In Faerûn, wood elves (alsocalled wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends towardbrowns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with thelongsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases
to 35 feet.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Chapter 2: Races
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17Halfling
Regis the halfling, the only one of his kind for
hundreds of miles in any direction, locked his fingers behindhis head and leaned back against the mossy blanket of thetree trunk. Regis was short, even by the standards of his
diminutive race, with the fluff of his curly brown locks barely
cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as
his fishing pole rose up above him, clenched between two of
his toes, and hung out over the quiet lake, mirrored perfectlyin the glassy surface of Maer Dualdon.
—R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’
lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire
and a generous meal; fine drink and fine conversation.
Though some halflings live out their days in remote agricultural communities, others form nomadic bands thattravel constantly, lured by the open road and the wide
horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth,and home, though home might be a wagon jostling along
an dirt road or a raft floating downriver.

Small and Practical
The diminutive halflings survive in a world full of larger
creatures by avoiding notice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
harmless and so have managed to survive for centuries
in the shadow of empires and on the edges of wars andpolitical strife. They are inclined to be stout, weighing
between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy
cast, and their hair is usually brown or sandy brown andwavy. They have brown or hazel eyes. Halfling men often
sport long sideburns, but beards are rare among themand mustaches even more so. They like to wear simple,
comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing.
They’re concerned with basic needs and simple pleasuresand have little use for ostentation. Even the wealthiestof halflings keep their treasures locked in a cellar rather
than on display for all to see. They havea knack for finding the most straightforward solution
to a problem, and have little patience for dithering.

Kind and Curious
Halflings are an affable and cheerful people. They
cherish the bonds of family and friendship as wellas the comforts of hearth and home, harboring few
dreams of gold or glory. Even adventurers among
them usually venture into the world for reasons ofcommunity, friendship, wanderlust, or curiosity. Theylove discovering new things, even simple things, suchas an exotic food or an unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see anyliving thing suffer. They are generous, happily sharing
what they have even in lean times.

Blend into the Crowd
Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable
and welcome. The combination of their inherent stealthand their unassuming nature helps halflings to avoid unwanted attention.
Halflings work readily with others, and they are loyal
to their friends, whether halfling or otherwise. They candisplay remarkable ferocity when their friends, families,
or communities are threatened.

Pastoral Pleasantries
Most halflings live in small, peaceful communities withlarge farms and well-kept groves. They rarely build
kingdoms of their own or even hold much land beyond
their quiet shires. They typically don’t recognize any sortof halfling nobility or royalty, instead looking to family
elders to guide them. Families preserve their traditional
ways despite the rise and fall of empires.
Many halflings live among other races, where thehalflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling
communities travel as a way of life, driving wagons or
guiding boats from place to place and maintaining nopermanent home.

Exploring Opportunities
Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore
a wide and wonder-filled world. For them, adventuring
is less a career than an opportunity or sometimes anecessity.

Halfling Names
A halfling has a given name, a family name, and possibly
a nickname. Family names are often nicknames thatstuck so tenaciously they have been passed down throughthe generations.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,
Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia,
Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela,
Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle,
High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage,
Tosscobble, Underbough

Halfling Traits
Your halfling character has a number of traits in common
with all other halflings.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20
and generally lives into the middle of his or her second century.

Chapter 2: Races
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Alignment. Most halflings are lawful good. As a rule,they are good-hearted and kind, hate to see others in
pain, and have no tolerance for oppression. They arealso very orderly and traditional, leaning heavily on
the support of their community and the comfort oftheir old ways.
Size. Halflings average about 3 feet tall and weighabout 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll,ability check, or saving throw, you can reroll the die andmust use the new roll.
Brave. You have advantage on saving throws against
being frightened.
Halfling Nimbleness. You can move through the spaceof any creature that is of a size larger than yours.
Languages. You can speak, read, and write Commonand Halfling. The Halfling language isn’t secret, buthalflings are loath to share it with others. They write
very little, so they don’t have a rich body of literature.
Their oral tradition, however, is very strong. Almost all
halflings speak Common to converse with the people
in whose lands they dwell or through which they are
traveling.
Subrace. The two main kinds of halfling, lightfoot andstout, are more like closely related families than true subraces. Choose one of these subraces.

LightfootAs a lightfoot halfling, you can easily hide from notice,even using other people as cover. You’re inclined to beaffable and get along well with others. In the Forgotten
Realms, lightfoot halflings have spread the farthest andthus are the most common variety.
Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a
nomadic life. In the world of Greyhawk, these halflings
are called hairfeet or tallfellows.
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when
you are obscured only by a creature that is at least one
size larger than you.

Stout

As a stout halfling, you’re hardier than average and havesome resistance to poison. Some say that stouts havedwarven blood. In the Forgotten Realms, these halflings
are called stronghearts, and they’re most common in
the south.
Ability Score Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage.

Affable and Positive
Halflings try to get along with everyone else and are loath to
make sweeping generalizations—especially negative ones.
Dwarves. “Dwarves make loyal friends, and you can counton them to keep their word. But would it hurt them to smile
once in a while?”
Elves. “They’re so beautiful! Their faces, their music,
their grace and all. It’s like they stepped out of a wonderful
dream. But there’s no telling what’s going on behind theirsmiling faces—surely more than they ever let on.”
Humans. “Humans are a lot like us, really. At least someof them are. Step out of the castles and keeps, go talk to
the farmers and herders and you’ll find good, solid folk. Not
that there’s anything wrong with the barons and soldiers—
you have to admire their conviction. And by protecting theirown lands, they protect us as well.”

Human
These were the stories of a restless people wholong ago took to the seas and rivers in longboats, first topillage and terrorize, then to settle. Yet there was an energy,
a love of adventure, that sang from every page. Long into thenight Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold
heroes, strange and fierce animals, mighty primitive gods, anda magic that was part and fabric of that distant land.
—Elaine Cunningham, Daughter of the Drow
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene
and short-lived in comparison to dwarves, elves, anddragons. Perhaps it is because of their shorter lives thatthey strive to achieve as much as they can in the years
they are given. Or maybe they feel they have something
to prove to the elder races, and that’s why they build theirmighty empires on the foundation of conquest and trade.
Whatever drives them, humans are the innovators, theachievers, and the pioneers of the worlds.

A Broad Spectrum
With their penchant for migration and conquest, humans
are more physically diverse than other common races.
There is no typical human. An individual can stand from
5 feet to a little over 6 feet tall and weigh from 125 to 250
pounds. Human skin shades range from nearly black
to very pale, and hair colors from black to blond (curly,
kinky, or straight); males might sport facial hair that issparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages.
Humans reach adulthood in their late teens and rarely
live even a single century.

Chapter 2: Races
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Variety in All Things
Humans are the most adaptable and ambitious people
among the common races. They have widely varying
tastes, morals, and customs in the many different lands
where they have settled. When they settle, though, they
stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual
human might have a relatively short life span, but a human nation or culture preserves traditions with origins
far beyond the reach of any single human’s memory. They
live fully in the present—making them well suited to theadventuring life—but also plan for the future, striving toleave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert tochanging political and social dynamics.

Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret,humans found sacred orders and institutions for such
purposes. While dwarf clans and halfling elders pass on
the ancient traditions to each new generation, human
temples, governments, libraries, and codes of law fix
their traditions in the bedrock of history. Humans dreamof immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they
achieve it by ensuring that they will be remembered when
they are gone.
Although some humans can be xenophobic, in general
their societies are inclusive. Human lands welcome large
numbers of nonhumans compared to the proportion ofhumans who live in nonhuman lands.

Exemplars of Ambition
Humans who seek adventure are the most daring andambitious members of a daring and ambitious race. They
seek to earn glory in the eyes of their fellows by amassing
power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some humanparents give their children names from other languages,
such as Dwarvish or Elvish (pronounced more or lesscorrectly), but most parents give names that are linked totheir region’s culture or to the naming traditions of theirancestors.
The material culture and physical characteristics ofhumans can change wildly from region to region. In
the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in
the northwestern lands of the Silver Marches than in
distant Turmish or Impiltur to the east—and even more
distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrationsof the earliest humans, so that the humans of the Silver
Marches have every possible variation of colorationand features.
In the Forgotten Realms, nine human ethnic groups
are widely recognized, though over a dozen others are

Everyone’s Second-Best Friends
Just as readily as they mix with each other, humans mingle
with members of other races. They get along with almost
everyone, though they might not be close to many. Humans
serve as ambassadors, diplomats, magistrates, merchants,
and functionaries of all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true totheir word. Their greed for gold is their downfall, though.”
Elves. “It’s best not to wander into elven woods. They
don’t like intruders, and you’ll as likely be bewitched as
peppered with arrows. Still, if an elf can get past thatdamned racial pride and actually treat you like an equal, you
can learn a lot from them.”
Halflings. “It’s hard to beat a meal in a halfling home,as long as you don’t crack your head on the ceiling—good
food and good stories in front of a nice, warm fire. If
halflings had a shred of ambition, they might really amountto something.”

found in more localized areas of Faerûn. These groups,
and the typical names of their members, can be used as
inspiration no matter which world your human is in.

Calishite

Shorter and slighter in build than most other humans,
Calishites have dusky brown skin, hair, and eyes. They’refound primarily in southwest Faerûn.
Calishite Names: (Male) Aseir, Bardeid, Haseid,
Khemed, Mehmen, Sudeiman, Zasheir; (female)
Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira,
Zasheida; (surnames) Basha, Dumein, Jassan, Khalid,
Mostana, Pashar, Rein

Chondathan

Chondathans are slender, tawny-skinned folk with brownhair that ranges from almost blond to almost black.
Most are tall and have green or brown eyes, but these
traits are hardly universal. Humans of Chondathan
descent dominate the central lands of Faerûn, aroundthe Inner Sea.
Chondathan Names: (Male) Darvin, Dorn, Evendur,
Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd;(female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri,
Rowan, Shandri, Tessele; (surnames) Amblecrown,
Buckman, Dundragon, Evenwood, Greycastle, Tallstag

DamaranFound primarily in the northwest of Faerûn, Damarans
are of moderate height and build, with skin hues ranging
from tawny to fair. Their hair is usually brown or black,and their eye color varies widely, though brown ismost common.
Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan,
Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra,Kara, Katernin, Mara, Natali, Olma, Tana, Zora;(surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk,
Nemetsk, Shemov, Starag

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20

Illuskan

Turami

Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth,Lander, Luth, Malcer, Stor, Taman, Urth; (female)
Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey,
Westra; (surnames) Brightwood, Helder, Hornraven,
Lackman, Stormwind, Windrivver

Turami Names: (Male) Anton, Diero, Marcon, Pieron,
Rimardo, Romero, Salazar, Umbero; (female) Balama,Dona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Vonda; (surnames) Agosto, Astorio, Calabra, Domine,
Falone, Marivaldi, Pisacar, Ramondo

Mulan

Human Traits

Illuskans are tall, fair-skinned folk with blue or steely grayeyes. Most have raven-black hair, but those who inhabit theextreme northwest have blond, red, or light brown hair.

Dominant in the eastern and southeastern shores of the
Inner Sea, the Mulan are generally tall, slim, and amberskinned, with eyes of hazel or brown. Their hair ranges
from black to dark brown, but in the lands where theMulan are most prominent, nobles and many other Mulan
shave off all their hair.
Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth,
Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female)Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola,
Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim,
Hahpet, Nathandem, Sepret, Uuthrakt

RashemiMost often found east of the Inner Sea and often
intermingled with the Mulan, Rashemis tend to be short,stout, and muscular. They usually have dusky skin, darkeyes, and thick black hair.
Rashemi Names: (Male) Borivik, Faurgar, Jandar,
Kanithar, Madislak, Ralmevik, Shaumar, Vladislak;(female) Fyevarra, Hulmarra, Immith, Imzel,
Navarra, Shevarra, Tammith, Yuldra; (surnames)
Chergoba, Dyernina, Iltazyara, Murnyethara,
Stayanoga, Ulmokina

Shou

The Shou are the most numerous and powerful ethnic
group in Kara-Tur, far to the east of Faerûn. They are
yellowish-bronze in hue, with black hair and darkeyes. Shou surnames are usually presented before
the given name.

Native to the southern shore of the Inner Sea, theTurami people are generally tall and muscular, with darkmahogany skin, curly black hair, and dark eyes.

It’s hard to make generalizations about humans, but yourhuman character has these traits.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens andlive less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, frombarely 5 feet to well over 6 feet tall. Regardless of yourposition in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common
and one extra language of your choice. Humans typicallylearn the languages of other peoples they deal with,including obscure dialects. They are fond of sprinkling
their speech with words borrowed from other tongues:
Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Variant Human Traits
If your campaign uses the optional feat rules from chapter 6of the Player’s Handbook, your Dungeon Master might allow
these variant traits, all of which replace the human’s Ability
Score Increase trait.
Ability Score Increase. Two different ability scores of yourchoice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.

Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian,Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao,
Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang,Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan

Tethyrian

RICHARD WHITTERS

Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build
and height, with dusky skin that tends to grow fairer thefarther north they dwell. Their hair and eye color varies
widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.

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21Chapter 3: Classes
Adventurers are extraordinary people, driven bya thirst for excitement into a life that others would neverdare lead. They are heroes, compelled to explore the darkplaces of the world and take on the challenges that lesser
women and men can’t stand against.
Class is the primary definition of what your charactercan do. It’s more than a profession; it’s your character’scalling. Class shapes the way you think about the world
and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example,
might view the world in pragmatic terms of strategy andmaneuvering, and see herself as just a pawn in a muchlarger game. A cleric, by contrast, might see himself asa willing servant in a god’s unfolding plan or a conflictbrewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric mightknow a number of priests, paladins, and devotees whoshare his faith.
Your class gives you a variety of special features,such as a fighter’s mastery of weapons and armor, anda wizard’s spells. At low levels, your class gives you
only two or three features, but as you advance in level
you gain more and your existing features often improve. Each class entry in this chapter includes a tablesummarizing the benefits you gain at every level, anda detailed explanation of each one.
Adventurers sometimes advance in more than one
class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as arogue. Elves are known to combine martial mastery withmagical training and advance as fighters and wizards
simultaneously. Optional rules for combining classes inthis way, called multiclassing, can be found in the Player’s Handbook.
Four basic classes—listed in the Classes table—arefound in almost every D&D world and define most typicaladventurers. See the Player’s Handbook for information
about other classes.

ClericArms and eyes upraised toward the sun and a prayer
on his lips, an elf begins to glow with an inner light thatspills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe inwide swaths to cut through the ranks of orcs arrayedagainst him, shouting praise to the gods with every
foe’s fall.
Calling down a curse upon the forces of undeath, ahuman lifts her holy symbol as light pours from it to drive
back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world
and the distant planes of the gods. As varied as the gods
they serve, clerics strive to embody the handiwork of
their deities. No ordinary priest, a cleric is imbued with
divine magic.

Healers and Warriors
Divine magic, as the name suggests, is the power of thegods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects.
The gods don’t grant this power to everyone who seeks it,
but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient
rites, but the ability to cast cleric spells relies on devotion
and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes.
They can provoke awe and dread, lay curses of plagueor poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit
most from a mace to the head, clerics depend on their
combat training to let them wade into melee with thepower of the gods on their side.

Divine Agents
Not every acolyte or officiant at a temple or shrine is acleric. Some priests are called to a simple life of temple
service, carrying out their gods’ will through prayer andClassesClass
ClericFighter
Rogue

WizardDescription
A priestly champion who wields
divine magic in service of ahigher power
A master of martial combat, skilledwith a variety of weapons and armor
A scoundrel who uses stealthand trickery to overcome
obstacles and enemies
A scholarly magic-user capable ofmanipulating the structures of reality

Hit
Die
d8

Primary
Ability
WisdomSaving Throw
Proficiencies
Wisdom & Charisma

Armor and Weapon
Proficiencies
Light and medium armor, shields,
simple weapons

d10d8

Strengthor Dexterity
Dexterityd6Intelligence

Strength & Constitution All armor, shields, simple andmartial weapons
Dexterity & Intelligence Light armor, simple weapons,
hand crossbows, longswords,
rapiers, shortswords
Intelligence & Wisdom Daggers, darts, slings, quarterstaffs,
light crossbows

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22

sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a
stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare
in most hierarchies.
When a cleric takes up an adventuring life, it is usually
because his or her god demands it. Pursuing the goalsof the gods often involves braving dangers beyond thewalls of civilization, smiting evil or seeking holy relics inancient tombs. Many clerics are also expected to protect
their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations,or sealing a portal that would allow a demon prince toenter the world.
Most adventuring clerics maintain some connection toestablished temples and orders of their faiths. A temple
might ask for a cleric’s aid, or a high priest might be in aposition to demand it.

Creating a ClericAs you create a cleric, the most important question toconsider is which deity to serve and what principles you
want your character to embody. The Player’s Handbook
includes lists of many of the gods of the multiverse.
Check with your DM to learn which deities are inyour campaign.
Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly?
Or did the god choose you, impelling you into service
with no regard for your wishes? How do the temple
priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity

have a special task in mind for you? Or are you striving toprove yourself worthy of a great quest?

Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score,followed by Strength or Constitution. Second, choose theacolyte background.

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + yourConstitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion

Equipment

You start with the following equipment, in addition to theequipment granted by your background:• (a) a mace or (b) a warhammer (if proficient)• (a) scale mail, (b) leather armor, or (c) chain mail(if proficient)

The Cleric
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Proficiency
Bonus
Features+2
Spellcasting, Divine Domain+2
Channel Divinity (1/rest),
Divine Domain feature+2—+2
Ability Score Improvement+3
Destroy Undead (CR 1/2)
+3
Channel Divinity (2/rest),
Divine Domain feature+3—+3
Ability Score Improvement, Destroy Undead(CR 1), Divine Domain feature+4—+4
Divine Intervention+4
Destroy Undead (CR 2)+4
Ability Score Improvement+5—+5
Destroy Undead (CR 3)+5—+5
Ability Score Improvement+6
Destroy Undead (CR 4),
Divine Domain feature+6
Channel Divinity (3/rest)+6
Ability Score Improvement+6
Divine Intervention improvement—Spell Slots per Spell Level—

Cantrips
Known
3
3

1st
2
3

2nd
—
—

3rd
—
—

4th
—
—

5th
—
—

6th
—
—

7th
—
—

8th
—
—

9th
—
—

3
4
4
4

4
4
4
4

2
3
3
3

—
—
2
3

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

—
—
—
—

4
4

4
4

3
3

3
3

1
2

—
—

—
—

—
—

—
—

—
—

4
5
5
5
5
5
5
5
5

4
4
4
4
4
4
4
4
4

3
3
3
3
3
3
3
3
3

3
3
3
3
3
3
3
3
3

3
3
3
3
3
3
3
3
3

1
2
2
2
2
2
2
2
2

—
—
1
1
1
1
1
1
1

—
—
—
—
1
1
1
1
1

—
—
—
—
—
—
1
1
1

—
—
—
—
—
—
—
—
1

5
5
5

4
4
4

3
3
3

3
3
3

3
3
3

3
3
3

1
2
2

1
1
2

1
1
1

1
1
1

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23• (a) a light crossbow and 20 bolts or (b) any
simple weapon• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol

Spellcasting
As a conduit for divine power, you can cast cleric spells.
See chapter 10 for the general rules of spellcasting andchapter 11 for a selection of cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice fromthe cleric spell list. You learn additional cleric cantripsof your choice at higher levels, as shown in the Cantrips
Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have tocast your cleric spells of 1st level and higher. To cast oneof these spells, you must expend a slot of the spell’s levelor higher. You regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that are available foryou to cast, choosing from the cleric spell list. When you
do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell).
The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of
16, your list of prepared spells can include six spells of
1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1stlevel or 2nd-level slot. Casting the spell doesn’t remove itfrom your list of prepared spells.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of cleric spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells.
The power of your spells comes from your devotion to
your deity. You use your Wisdom whenever a cleric spellrefers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw
DC for a cleric spell you cast and when making an attackroll with one.
Spell save DC = 8 + your proficiency bonus +your Wisdom modifier
Spell attack modifier = your proficiency bonus +your Wisdom modifier

Divine Domain
Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. The Life
domain is detailed at the end of the class description andprovides examples of gods associated with it. See thePlayer’s Handbook for details on all the domains.
Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you
additional ways to use Channel Divinity when you gainthat feature at 2nd level, and additional benefits at 6th,
8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its domain spells—that
you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it
prepared, and it doesn’t count against the number ofspells you can prepare each day.
If you have a domain spell that doesn’t appear on thecleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy
directly from your deity, using that energy to fuel magicaleffects. You start with two such effects: Turn Undead andan effect determined by your domain. Some domains
grant you additional effects as you advance in levels, as
noted in the domain description.
When you use your Channel Divinity, you choose which
effect to create. You must then finish a short or long rest
to use your Channel Divinity again.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC
equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you
can use it three times between rests. When you finish a
short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak aprayer censuring the undead. Each undead that can seeor hear you within 30 feet of you must make a Wisdomsaving throw. If the creature fails its saving throw, it isturned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to moveas far away from you as it can, and it can’t willingly moveto a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
If there’s nowhere to move, the creature can use theDodge action.

Ritual Casting

Ability Score Improvement

Spellcasting Focus

When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores of yourchoice by 1. As normal, you can’t increase an ability scoreabove 20 using this feature.

You can cast a cleric spell as a ritual if that spell has theritual tag and you have the spell prepared.
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

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24

Destroy Undead
Starting at 5th level, when an undead fails its saving
throw against your Turn Undead feature, the creature is
instantly destroyed if its challenge rating is at or below acertain threshold, as shown in the Destroy Undead table.

Destroy Undead
Cleric Level
5th
8th
11th
14th
17th

Destroys Undead of CR . . .
1/2 or lower
1 or lower
2 or lower
3 or lower
4 or lower

Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile
dice. If you roll a number equal to or lower than yourcleric level, your deity intervenes. The DM chooses thenature of the intervention; the effect of any cleric spell or
cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again
for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domains

In a pantheon, every deity has influence over different
aspects of mortal life and civilization, called a deity’s
domain. All the domains over which a deity has influence
are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains ofKnowledge, Life, and Light. As a cleric, you choose one
aspect of your deity’s portfolio to emphasize, and you are
granted powers related to that domain.
Your choice might correspond to a particular sect
dedicated to your deity. Apollo, for example, could be
worshiped in one region as Phoebus (“radiant”) Apollo,emphasizing his influence over the Light domain, and ina different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively,
your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals
to you most.
Each domain’s description gives examples of deities
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign settings, as well asfrom the Celtic, Greek, Norse, and Egyptian pantheons of
antiquity.

Life Domain

those in need, and driving away the forces of death andundeath. Almost any non-evil deity can claim influence
over this domain, particularly agricultural deities (suchas Chauntea, Arawai, and Demeter), sun gods (such as
Lathander, Pelor, and Re-Horakhty), gods of healingor endurance (such as Ilmater, Mishakal, Apollo, andDiancecht), and gods of home and community (such as
Hestia, Hathor, and Boldrei).

Life Domain Spells
Cleric Level Spells
1stbless, cure wounds
3rd
lesser restoration, spiritual weapon
5thbeacon of hope, revivify
7th
9th

death ward, guardian of faithmass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity
to heal the badly injured.
As an action, you present your holy symbol and evoke
healing energy that can restore a number of hit points
equal to five times your cleric level. Choose any creatures
within 30 feet of you, and divide those hit points among
them. This feature can restore a creature to no more thanhalf of its hit point maximum. You can’t use this feature
on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on
others heal you as well. When you cast a spell of 1st levelor higher that restores hit points to a creature other thanyou, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you cancause the attack to deal an extra 1d8 radiant damage tothe target. When you reach 14th level, the extra damage
increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one
or more dice to restore hit points with a spell, you instead
use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you
restore 12.

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that
sustains all life. The gods of life promote vitality andhealth through healing the sick and wounded, caring for

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25

Fighter

Creating a Fighter

A human in clanging plate armor holds her shield before
her as she runs toward the massed goblins. An elf behind
her, clad in studded leather armor, peppers the goblins
with arrows loosed from his exquisite bow. The half-orc
nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between theogre’s club and his companion, knocking the deadly blow
aside. His companion, a half-elf in scale armor, swings
two scimitars in a blinding whirl as she circles the ogre,
looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master withhis trident and net, skilled at toppling foes and moving
them around for the crowd’s delight—and his own tacticaladvantage. His opponent’s sword flares with blue lightan instant before she sends lightning flashing forth tosmite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons &Dragons. Questing knights, conquering overlords, royalchampions, elite foot soldiers, hardened mercenaries,
and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thoroughknowledge of the skills of combat. And they are wellacquainted with death, both meting it out and staring it
defiantly in the face.

Well-Rounded Specialists
Fighters learn the basics of all combat styles. Everyfighter can swing an axe, fence with a rapier, wield alongsword or a greatsword, use a bow, and even trap foes
in a net with some degree of skill. Likewise, a fighter
is adept with shields and every form of armor. Beyond
that basic degree of familiarity, each fighter specializes
in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, andsome on augmenting their martial skills with magic.
This combination of broad general ability and extensive specialization makes fighters superior combatants
on battlefields and in dungeons alike.

Trained for Danger
Not every member of the city watch, the village militia,
or the queen’s army is a fighter. Most of these troops are
relatively untrained soldiers with only the most basic
combat knowledge. Veteran soldiers, military officers,
trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and otherdangerous work common among adventurers is second
nature for a fighter, not all that different from the life heor she left behind. There are greater risks, perhaps, butalso much greater rewards—few fighters in the city watch
have the opportunity to discover a magic flame tongue
sword, for example.

As you build your fighter, think about two related elements of your character’s background: Where did you getyour combat training, and what set you apart from themundane warriors around you? Were you particularly
ruthless? Did you get extra help from a mentor, perhaps
because of your exceptional dedication? What drove you
to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself
might all have been factors.
You might have enjoyed formal training in a noble’s
army or in a local militia. Perhaps you trained in a war
academy, learning strategy, tactics, and military history.
Or you might be self-taught—unpolished but well tested.
Did you take up the sword as a way to escape the limitsof life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor?
They might have been military issue or family heirlooms,
or perhaps you scrimped and saved for years to buy them.
Your armaments are now among your most importantpossessions—the only things that stand between you anddeath’s embrace.

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus
on melee weapons or on archery (or finesse weapons).
Your next-highest score should be Constitution. Second,choose the soldier background.

The Fighter
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6

18th
19th
20th

+6
+6
+6

FeaturesFighting Style, Second Wind
Action Surge (one use)
Martial Archetype
Ability Score Improvement
Extra Attack
Ability Score Improvement
Martial Archetype feature
Ability Score Improvement
Indomitable (one use)
Martial Archetype feature
Extra Attack (2)Ability Score Improvement
Indomitable (two uses)
Ability Score Improvement
Martial Archetype feature
Ability Score Improvement
Action Surge (two uses), Indomitable(three uses)
Martial Archetype feature
Ability Score Improvement
Extra Attack (3)Chapter 3: Classes
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26

Class Features

Two-Weapon Fighting

Hit Points

Second Wind

As a fighter, you gain the following class features.
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + yourConstitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival

Equipment

You start with the following equipment, in addition to theequipment granted by your background:• (a) chain mail or (b) leather armor, longbow,
and 20 arrows• (a) a martial weapon and a shield or (b) two
martial weapons• (a) a light crossbow and 20 bolts or (b) two handaxes• (a) a dungeoneer’s pack or (b) an explorer’s packFighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take aFighting Style option more than once, even if you later
get to choose again.

Archery

You gain a +2 bonus to attack rolls you make withranged weapons.

DefenseWhile you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand andno other weapons, you gain a +2 bonus to damage rollswith that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the newroll, even if the new roll is a 1 or a 2. The weapon musthave the two-handed or versatile property for you to gain
this benefit.

When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + yourfighter level.
Once you use this feature, you must finish a short orlong rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond yournormal limits for a moment. On your turn, you can takeone additional action.
Once you use this feature, you must finish a short orlong rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on
the same turn.

Martial ArchetypeAt 3rd level, you choose an archetype that you strive
to emulate in your combat styles and techniques. The
Champion archetype is detailed at the end of the classdescription; see the Player’s Handbook for informationon other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and18th level.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead ofonce, whenever you take the Attack action on your turn.
The number of attacks increases to three when you
reach 11th level in this class and to four when you reach
20th level in this class.

Indomitable
Beginning at 9th level, you can reroll a saving throw thatyou fail. If you do so, you must use the new roll, and you
can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests
starting at 13th level and three times between long rests
starting at 17th level.

Protection

When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.

Chapter 3: Classes
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27

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you
choose to emulate reflects your approach.

Champion
The archetypal Champion focuses on the developmentof raw physical power honed to deadly perfection.
Those who model themselves on this archetype combine
rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rdlevel, your weapon attacks score a critical hit on a rollof 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use yourproficiency bonus.
In addition, when you make a running long jump, thedistance you can cover increases by a number of feetequal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from theFighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

RICHARD WHITTERS

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points
equal to 5 + your Constitution modifier if you have no
more than half of your hit points left. You don’t gain thisbenefit if you have 0 hit points.

Rogue
Signaling for her companions to wait, a halfling creeps
forward through the dungeon hall. She presses an ear
to the door, then pulls out a set of tools and picks thelock in the blink of an eye. Then she disappears into theshadows as her fighter friend moves forward to kick thedoor open.
A human lurks in the shadows of an alley while his
accomplice prepares for her part in the ambush. Whentheir target—a notorious slaver—passes the alleyway,
the accomplice cries out, the slaver comes to investigate,
and the assassin’s blade cuts his throat before he canmake a sound.
Suppressing a giggle, a gnome waggles her fingers andmagically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, andshe and her companions are free to make their escape.
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have aknack for finding the solution to just about any problem,
demonstrating a resourcefulness and versatility that isthe cornerstone of any successful adventuring party.

Skill and Precision
Rogues devote as much effort to mastering the use ofa variety of skills as they do to perfecting their combat
abilities, giving them a broad expertise that few othercharacters can match. Many rogues focus on stealth anddeception, while others refine the skills that help themin a dungeon environment, such as climbing, finding anddisarming traps, and opening locks.
When it comes to combat, rogues prioritize cunningover brute strength. A rogue would rather make one
precise strike, placing it exactly where the attack will
hurt the target most, than wear an opponent down with abarrage of attacks. Rogues have an almost supernatural
knack for avoiding danger, and a few learn magical tricks
to supplement their other abilities.

A Shady Living
Every town and city has its share of rogues. Most of them
live up to the worst stereotypes of the class, making aliving as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices tohelp them in their scams and heists. A few rogues makean honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where
dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law.
Some are hardened criminals who decide to seek theirfortune in treasure hoards, while others take up a life ofadventure to escape from the law. Some have learned
and perfected their skills with the explicit purpose of
infiltrating ancient ruins and hidden crypts in searchof treasure.

Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal

Chapter 3: Classes
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28

past—or present? Are you on the run from the law orfrom an angry thieves’ guild master? Or did you leave
your guild in search of bigger risks and bigger rewards?
Is it greed that drives you in your adventures, or someother desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong
cause you to reevaluate your career? Maybe you were
lucky and a successful robbery gave you the coin you
needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you
suddenly found yourself cut off from your family or yourmentor, and you had to find a new means of support. Or
maybe you made a new friend—another member of youradventuring party—who showed you new possibilities forearning a living and employing your particular talents.

The Rogue
Level
1st

Proficiency
Bonus
+2

Sneak
Attack
1d6

Class Features

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

1d6
2d6
2d6
3d6
3d6
4d6
4d6
5d6
5d6
6d6
6d6
7d6
7d6
8d6
8d6
9d6
9d6
10d6
10d6

Hit Points

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Quick Build

You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability
score. Make Intelligence your next-highest if you want toexcel at Investigation. Choose Charisma instead if you
plan to emphasize deception and social interaction. Second, choose the criminal background.

As a rogue, you have the following class features.
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + yourConstitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight ofHand, and Stealth

Equipment

You start with the following equipment, in addition to theequipment granted by your background:• (a) a rapier or (b) a shortsword• (a) a shortbow and quiver of 20 arrows or (b)a shortsword• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
explorer’s pack• Leather armor, two daggers, and thieves’ tools

Expertise
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency withthieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.

Features
Expertise, Sneak Attack,Thieves’ Cant
Cunning Action
Roguish Archetype
Ability Score Improvement
Uncanny Dodge
Expertise
EvasionAbility Score Improvement
Roguish Archetype feature
Ability Score Improvement
Reliable Talent
Ability Score Improvement
Roguish Archetype feature
Blindsense
Slippery Mind
Ability Score Improvement
Roguish Archetype feature
Elusive
Ability Score Improvement
Stroke of Luck

Sneak Attack
Beginning at 1st level, you know how to strike subtly andexploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack mustuse a finesse or a ranged weapon.
You don’t need advantage on the attack roll if anotherenemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on theattack roll.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack columnof the Rogue table.

Thieves’ Cant
During your rogue training you learned thieves’ cant, asecret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only
another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey sucha message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs andsymbols used to convey short, simple messages, such aswhether an area is dangerous or the territory of a thieves’guild, whether loot is nearby, or whether the people inan area are easy marks or will provide a safe house forthieves on the run.

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29

Cunning Action

Stroke of Luck

Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus
action on each of your turns in combat. This action canbe used only to take the Dash, Disengage, or Hide action.

At 20th level, you have an uncanny knack for succeedingwhen you need to. If your attack misses a target within
range, you can turn the miss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

Roguish ArchetypeAt 3rd level, you choose an archetype that you emulate in
the exercise of your rogue abilities. The Thief archetypeis detailed here; see the Player’s Handbook for other archetypes. Your choice grants you features at 3rd level andthen again at 9th, 13th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score ofyour choice by 2, or you can increase two ability scores ofyour choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve
the attack’s damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of theway of certain area effects, such as a red dragon’s fiery
breath or an ice storm spell. When you are subjected
to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take nodamage if you succeed on the saving throw, and only half
damage if you fail.

Reliable Talent
By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability
check that lets you add your proficiency bonus, you cantreat a d20 roll of 9 or lower as a 10.

BlindsenseStarting at 14th level, if you are able to hear, you areaware of the location of any hidden or invisible creature
within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental strength.
You gain proficiency in Wisdom saving throws.

Elusive
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren’t incapacitated.

Roguish Archetypes

Rogues have many features in common, including theiremphasis on perfecting their skills, their precise anddeadly approach to combat, and their increasingly quick
reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your
choice of archetype is a reflection of your focus—notnecessarily an indication of your chosen profession, but adescription of your preferred techniques.

Thief
You hone your skills in the larcenous arts. Burglars,
bandits, cutpurses, and other criminals typically follow
this archetype, but so do rogues who prefer to think ofthemselves as professional treasure seekers, explorers,delvers, and investigators. In addition to improving youragility and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and using
magic items you normally couldn’t employ.

Fast Hands

Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a Dexterity(Sleight of Hand) check, use your thieves’ tools to disarma trap or open a lock, or take the Use an Object action.

Second-Story WorkWhen you choose this archetype at 3rd level, you gain theability to climb faster than normal; climbing no longer
costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal toyour Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity(Stealth) check if you move no more than half your speed
on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items
even when they are not intended for you. You ignore
all class, race, and level requirements on the use ofmagic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You takeyour first turn at your normal initiative and your second
turn at your initiative minus 10. You can’t use this featurewhen you are surprised.

Chapter 3: Classes
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30

Wizard

Scholars of the Arcane

Clad in the silver robes that denote her station, an elf
closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in frontof her, she completes her spell and launches a tiny beadof fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes
an intricate magic circle in chalk on the bare stone
floor, then sprinkles powdered iron along every line andgraceful curve. When the circle is complete, he dronesa long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly
plane beyond.
Crouching on the floor in a dungeon intersection, agnome tosses a handful of small bones inscribed withmystic symbols, muttering a few words of power overthem. Closing his eyes to see the visions more clearly,
he nods slowly, then opens his eyes and points down thepassage to his left.
Wizards are supreme magic-users, defined and united
as a class by the spells they cast. Drawing on the subtle
weave of magic that permeates the cosmos, wizards castspells of explosive fire, arcing lightning, subtle deception,and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future,or turns slain foes into zombies. Their mightiest spellschange one substance into another, call meteors downfrom the sky, or open portals to other worlds.

The Wizard
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

FeaturesSpellcasting, Arcane Recovery
Arcane Tradition—
Ability Score Improvement—
Arcane Tradition feature—
Ability Score Improvement—
Arcane Tradition feature—
Ability Score Improvement—
Arcane Tradition feature—
Ability Score Improvement—
Spell Mastery
Ability Score Improvement
Signature Spell

Wild and enigmatic, varied in form and function, thepower of magic draws students who seek to master its
mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell
requires merely the utterance of a few strange words,
fleeting gestures, and sometimes a pinch or clump of
exotic materials, these surface components barely hint at
the expertise attained after years of apprenticeship andcountless hours of study.
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 otherwizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge
Wizards’ lives are seldom mundane. The closest a wizard
is likely to come to an ordinary life is working as a sageor lecturer in a library or university, teaching others thesecrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue livesof crime or domination.
But the lure of knowledge and power calls even themost unadventurous wizards out of the safety of theirlibraries and laboratories and into crumbling ruins andlost cities. Most wizards believe that their counterpartsin ancient civilizations knew secrets of magic that havebeen lost to the ages, and discovering those secrets could
unlock the path to a power greater than any magic available in the present age.
Cantrips
Known
3
3
3
4
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5

— Spell Slots per Spell Level—
1st
2
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

2nd
—
—
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

3rd
—
—
—
—
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

4th
—
—
—
—
—
—
1
2
3
3
3
3
3
3
3
3
3
3
3
3

5th
—
—
—
—
—
—
—
—
1
2
2
2
2
2
2
2
2
3
3
3

6th
—
—
—
—
—
—
—
—
—
—
1
1
1
1
1
1
1
1
2
2

7th
—
—
—
—
—
—
—
—
—
—
—
—
1
1
1
1
1
1
1
2

8th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1
1
1
1
1
1

9th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1
1
1
1

Chapter 3: Classes
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31Creating a Wizard
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did yourcharacter first come into contact with magic? How did
you discover you had an aptitude for it? Do you have anatural talent, or did you simply study hard and practiceincessantly? Did you encounter a magical creature or anancient tome that taught you the basics of magic?
What drew you forth from your life of study? Did yourfirst taste of magical knowledge leave you hungry formore? Have you received word of a secret repository ofknowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magicalskills to the test in the face of danger.

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability
score, followed by Constitution or Dexterity. Second,choose the sage background. Third, choose the light,
mage hand, and ray of frost cantrips, along with thefollowing 1st-level spells for your spellbook: burning
hands, charm person, mage armor, magic missile, shield,
and sleep.

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + yourConstitution modifier per wizard level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to theequipment granted by your background:• (a) a quarterstaff or (b) a dagger• (a) a component pouch or (b) an arcane focus• (a) a scholar’s pack or (b) an explorer’s pack
• A spellbook

Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true
power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice fromthe wizard spell list. You learn additional wizard cantripsof your choice at higher levels, as shown in the Cantrips
Known column of the Wizard table.

SpellbookAt 1st level, you have a spellbook containing six 1st-levelwizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips,
which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you haveto cast your wizard spells of 1st level and higher. To castone of these spells, you must expend a slot of the spell’slevel or higher. You regain all expended spell slots when
you finish a long rest.
You prepare the list of wizard spells that are available
for you to cast. To do so, choose a number of wizard spells
from your spellbook equal to your Intelligence modifier +your wizard level (minimum of one spell). The spells must
be of a level for which you have spell slots.
For example, if you’re a 3rd-level wizard, you havefour 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include
six spells of 1st or 2nd level, in any combination, chosenfrom your spellbook. If you prepare the 1st-level spell
magic missile, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn’t remove it from yourlist of prepared spells.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of wizard spells
requires time spent studying your spellbook and memorizing the incantations and gestures you must make tocast the spell: at least 1 minute per spell level for eachspell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard
spells, since you learn your spells through dedicatedstudy and memorization. You use your Intelligence
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting
the saving throw DC for a wizard spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +your Intelligence modifier
Spell attack modifier = your proficiency bonus +your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has theritual tag and you have the spell in your spellbook. You
don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as aspellcasting focus for your wizard spells.

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Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Eachof these spells must be of a level for which you have spell
slots, as shown on the Wizard table. On your adventures,
you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Arcane Recovery
You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots torecover. The spell slots can have a combined level that isequal to or less than half your wizard level (rounded up),and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.

Your Spellbook
The spells that you add to your spellbook as you gain levels
reflect the arcane research you conduct on your own, as wellas intellectual breakthroughs you have had about the natureof the multiverse. You might find other spells during youradventures. You could discover a spell recorded on a scroll
in an evil wizard’s chest, for example, or in a dusty tome inan 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 uniquesystem of notation used by the wizard who wrote it. You
must practice the spell until you understand the sounds
or gestures required, then transcribe it into your spellbook
using your own notation.
For each level of the spell, the process takes 2 hours andcosts 50 gp. The cost represents material components you
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 wantto make a backup copy of your spellbook. This is just likecopying a new spell into your spellbook, but faster andeasier, since you understand your own notation and alreadyknow 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 sameprocedure to transcribe the spells that you have preparedinto a new spellbook. Filling out the remainder of yourspellbook requires you to find new spells to do so, asnormal. For this reason, many wizards keep backup
spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a uniquecompilation of spells, with its own decorative flourishes andmargin notes. It might be a plain, functional leather volume
that you received as a gift from your master, a finely boundgilt-edged tome you found in an ancient library, or even aloose collection of notes scrounged together after you lostyour previous spellbook in a mishap.

Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eightschools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
The school of Evocation is detailed at the end of the classdescription; see the Player’s Handbook for informationon the other schools.
Your choice grants you features at 2nd level and again
at 6th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores of yourchoice by 1. As normal, you can’t increase an ability scoreabove 20 using this feature.

Spell MasteryAt 18th level, you have achieved such mastery overcertain spells that you can cast them at will. Choose a
1st-level wizard spell and a 2nd-level wizard spell thatare in your spellbook. You can cast those spells at theirlowest level without expending a spell slot when you havethem prepared. If you want to cast either spell at a higher
level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one
or both of the spells you chose for different spells of thesame levels.

Signature Spells
When you reach 20th level, you gain mastery over two
powerful spells and can cast them with little effort.
Choose two 3rd-level wizard spells in your spellbook as
your signature spells. You always have these spells prepared, they don’t count against the number of spells you
have prepared, and you can cast each of them once at 3rdlevel without expending a spell slot. When you do so, you
can’t do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, youmust expend a spell slot as normal.

Arcane Traditions

The study of wizardry is ancient, stretching back to theearliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions
dedicated to its complex study.
The most common arcane traditions in the multiverse
revolve around the schools of magic. Wizards throughthe ages have cataloged thousands of spells, grouping
them into eight categories called schools, as describedin chapter 10. In some places, these traditions are literally schools. Elsewhere, they are more like academic
departments, with rival faculties competing for students
and funding. Even wizards who train apprentices in thesolitude of their own towers use the division of magic
into schools as a learning device, since the spells of eachschool require mastery of different techniques.

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School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling
thunder, crackling lightning, and burning acid. Some
evokers find employment in military forces, serving as
artillery to blast enemy armies from afar. Others use
their spectacular power to protect the weak, while someseek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, thegold and time you must spend to copy an evocation spell
into your spellbook is halved.

Overchannel

Starting at 14th level, you can increase the power ofyour simpler spells. When you cast a wizard spell of 1st
through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If
you use this feature again before you finish a long rest,
you take 2d12 necrotic damage for each level of the spell,
immediately after you cast it. Each time you use thisfeature again before finishing a long rest, the necrotic
damage per spell level increases by 1d12. This damage
ignores resistance and immunity.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When
you cast an evocation spell that affects other creaturesthat you can see, you can choose a number of them equal
to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell,and they take no damage if they would normally take half
damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect evencreatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip,
the creature takes half the cantrip’s damage (if any) but
suffers no additional effect from the cantrip.

Empowered Evocation

RICHARD WHITTERS

Beginning at 10th level, you can add your Intelligencemodifier to one damage roll of any wizard evocation
spell you cast.

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Chapter 4: Personality and Background
Characters are defined by much more than theirrace and class. They’re individuals with their own stories,
interests, connections, and capabilities beyond thosethat class and race define. This chapter expounds on thedetails that distinguish characters from one another, including the basics of name and physical description, therules of backgrounds and languages, and the finer pointsof personality and alignment.

You don’t need to be confined to binary notions of sex
and gender. The elf god Corellon Larethian is often seen
as androgynous, for example, and some elves in the multiverse are made in Corellon’s image. You could also playa female character who presents herself as a man, a man
who feels trapped in a female body, or a bearded female
dwarf who hates being mistaken for a male. Likewise,
your character’s sexual orientation is for you to decide.

Character Details

Height and WeightYour character’s name and physical description might be
the first things that the other players at the table learn
about you. It’s worth thinking about how these characteristics reflect the character you have in mind.

NameYour character’s race description includes sample names
for members of that race. Put some thought into yourname even if you’re just picking one from a list.

Sex
You can play a male or female character without gaining
any special benefits or hindrances. Think about how yourcharacter does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.
For example, a male drow cleric defies the traditional
gender divisions of drow society, which could be a reason for your character to leave that society and come tothe surface.

Tika and Artemis: Contrasting Characters
The details in this chapter make a big difference in setting
your character apart from every other character. Consider
the following two human fighters.
Hailing from the Dragonlance setting, Tika Waylan was abrash teenager who had a rough childhood. The daughter ofa thief, she ran away from home and practiced her father’s
trade on the streets of Solace. When she tried to rob the
proprietor of the Inn of the Last Home, he caught her andtook her under his wing, giving her a job as a barmaid. But
when the dragonarmies laid waste to the town of Solace
and destroyed the inn, necessity forced Tika into adventure
alongside the friends she’d known from her childhood. Her
skill as a fighter (a frying pan remains one of her favorite
weapons) combined with her history on the streets gave her
skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the
Forgotten Realms. He used his wits, strength, and agility
to carve out his own territory in one of the city’s hundredsof poor shanty towns. After several years, he attracted thenotice of one of the most powerful thieves’ guilds in thecity, and he ascended the ranks of the guild quickly despite
his youth. Artemis became the favored assassin of oneof the city’s pashas, who sent him to far-off Icewind Dale
to recover some stolen gems. He’s a professional killer,
constantly challenging himself to improve his skills.
Tika and Artemis are both human and both fighters (withsome experience as rogues), possessing similarly highStrength and Dexterity scores, but there the similarity ends.

You can decide your character’s height and weight, using
the information provided in your race description or on
the Random Height and Weight table. Think about what
your character’s ability scores might say about his or
her height and weight. A weak but agile character might
be thin. A strong and tough character might be tall orjust heavy.
If you want to, you can roll randomly for your character’s height and weight using the Random Height andWeight table. The dice roll given in the Height Modifiercolumn determines the character’s extra height (ininches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight
Modifier column determines the character’s extra weight(in pounds) beyond the base weight.

Random Height and Weight
Race
Human

Base
Height
4'8"

HeightModifier
+2d10

Base
Weight110 lb.

WeightModifier× (2d4) lb.

Dwarf, hill
Dwarf, mountain
Elf, highElf, wood
Halfling

3'8"
4'
4'6"
4'6"
2'7"

+2d4
+2d4
+2d10
+2d10
+2d4

115 lb.
130 lb.
90 lb.
100 lb.
35 lb.

× (2d6) lb.
× (2d6) lb.
× (1d4) lb.
× (1d4) lb.
× 1 lb.

For example, as a human, Tika has a height of 4 feet 8
inches plus 2d10 inches. Her player rolls 2d10 and getsa total of 12, so Tika stands 5 feet 8 inches tall. Then theplayer uses that same roll of 12 and multiplies it by 2d4
pounds. Her 2d4 roll is 3, so Tika weighs an extra 36
pounds (12 × 3) on top of her base 110 pounds, for a totalof 146 pounds.

Other Physical Characteristics
You choose your character’s age and the color of his or
her hair, eyes, and skin. To add a touch of distinctiveness,
you might want to give your character an unusual ormemorable physical characteristic, such as a scar, a limp,
or a tattoo.

Alignment
A typical creature in the worlds of Dungeons & Dragons has an alignment, which broadly describes its moral
and personal attitudes. Alignment is a combination of
two factors: one identifies morality (good, evil, or neutral),and the other describes attitudes toward society andChapter 4: Personality and Background
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order (lawful, chaotic, or neutral). Thus, nine distinctalignments define the possible combinations.
These brief summaries of the nine alignments describe
the typical behavior of a creature with that alignment.
Individuals might vary significantly from that typicalbehavior, and few people are perfectly and consistently
faithful to the precepts of their alignment.
Lawful good (LG) creatures can be counted on to do
the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud
giants, and most gnomes are neutral good.
Chaotic good (CG) creatures act as their conscience
directs, with little regard for what others expect. Copperdragons, many elves, and unicorns are chaotic good.
Lawful neutral (LN) individuals act in accordance withlaw, tradition, or personal codes. Many monks and somewizards are lawful neutral.
Neutral (N) is the alignment of those who prefer tosteer clear of moral questions and don’t take sides, doing
what seems best at the time. Lizardfolk, most druids, andmany humans are neutral.
Chaotic neutral (CN) creatures follow their whims,
holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) creatures methodically take what theywant, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of those who do
whatever they can get away with, without compassion or
qualms. Many drow, some cloud giants, and yugoloths
are neutral evil.
Chaotic evil (CE) creatures act with arbitrary violence,
spurred by their greed, hatred, or bloodlust. Demons, red
dragons, and orcs are chaotic evil.

Alignment in the Multiverse

For many thinking creatures, alignment is a moral
choice. Humans, dwarves, elves, and other humanoid
races can choose whether to follow the paths of good orevil, law or chaos. According to myth, the good-aligned
gods who created these races gave them free will tochoose their moral paths, knowing that good without free
will is slavery.
The evil deities who created other races, though, madethose races to serve them. Those races have strong
inborn tendencies that match the nature of their gods.
Most orcs share the violent, savage nature of the orc god,
Gruumsh, and are thus inclined toward evil. Even if an
orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel thelingering pull of the orc god’s influence.)
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil,
and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful
evil, it would cease to be a devil.
Most creatures that lack the capacity for rational
thought do not have alignments—they are unaligned.

Tika and Artemis: Alignment
Tika Waylan is neutral good, fundamentally good-hearted
and striving to help others where she can. Artemis is lawful
evil, unconcerned with the value of sentient life but at least
professional in his approach to murder.
As an evil character, Artemis is not an ideal adventurer.
He began his career as a villain, and only cooperates withheroes when he must—and when it’s in his own bestinterests. In most games, evil adventurers cause problems
in groups alongside others who don’t share their interestsand objectives. Generally, evil alignments are for villains
and monsters.

Such a creature is incapable of making a moral or ethicalchoice and acts according to its bestial nature. Sharks
are savage predators, for example, but they are not evil;
they have no alignment.

Languages
Your race indicates the languages your character canspeak by default, and your background might give you access to one or more additional languages of your choice.
Note these languages on your character sheet.
Choose your languages from the Standard Languages
table, or choose one that is common in your campaign.
With your DM’s permission, you can instead choose alanguage from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial
language includes the Auran, Aquan, Ignan, and Terrandialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language
can communicate with one another.

Standard Languages
Language
CommonDwarvishElvishGiantGnomishGoblin
Halfling
Orc

Typical Speakers
Humans
DwarvesElves
Ogres, giants
GnomesGoblinoids
Halflings
Orcs

ScriptCommonDwarvishElvish
Dwarvish
Dwarvish
DwarvishCommonDwarvishExotic Languages
Language
AbyssalCelestial
Deep Speech
Draconic
Infernal
Primordial
SylvanUndercommon

Typical Speakers
DemonsCelestials
Mind flayers,beholdersDragons,
dragonborn
DevilsElementals
Fey creatures
Underdark traders

ScriptInfernal
Celestial—
Draconic
Infernal
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36Personal Characteristics
Fleshing out your character’s personality—the array of
traits, mannerisms, habits, beliefs, and flaws that give a
person a unique identity—will help you bring him or her
to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals,
bonds, and flaws. Beyond those categories, think about
your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you
can imagine.
Each background presented later in this chapter includes suggested characteristics that you can use tospark your imagination. You’re not bound to those options, but they’re a good starting point.

Personality Traits

Give your character two personality traits. Personality
traits are small, simple ways to help you set your character apart from every other character. Your personality
traits should tell you something interesting and fun about
your character. They should be self-descriptions that are
specific about what makes your character stand out. “I’msmart” is not a good trait, because it describes a lot ofcharacters. “I’ve read every book in Candlekeep” tells you
something specific about your character’s interests anddisposition.
Personality traits might describe the things your character likes, his or her past accomplishments, things yourcharacter dislikes or fears, your character’s self-attitude
or mannerisms, or the influence of his or her ability scores.
A useful place to start thinking about personality traits
is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positiveor negative: you might work hard to overcome a low score,for example, or be cocky about your high score.

IdealsDescribe one ideal that drives your character. Your ideals
are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to
act as you do. Ideals encompass everything from your life
goals to your core belief system.
Ideals might answer any of these questions: What are
the principles that you will never betray? What would
prompt you to make sacrifices? What drives you to act
and guides your goals and ambitions? What is the single
most important thing you strive for?
You can choose any ideals you like, but your character’salignment is a good place to start defining them. Eachbackground in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law,chaos, good, evil, and neutrality. The last one has more
to do with the particular background than with moral or
ethical perspectives.

Bonds

Create one bond for your character. Bonds represent acharacter’s connections to people, places, and events inthe world. They tie you to things from your background.
They might inspire you to heights of heroism, or lead
you to act against your own best interests if they arethreatened. They can work very much like ideals, drivinga character’s motivations and goals.
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?
Your bonds might be tied to your class, yourbackground, your race, or some other aspect of your character’s history or personality. You might also gain new
bonds over the course of your adventures.

Flaws

Finally, choose a flaw for your character. Your character’s
flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could
exploit to bring you to ruin or cause you to act against
your best interests. More significant than negative
personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept,
or event that you are terrified of? What are your vices?

Inspiration

Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true
to his or her personality traits, ideal, bond, and flaw. By
using inspiration, you can draw on your personality traitof compassion for the downtrodden to give you an edge innegotiating with the Beggar Prince. Or inspiration can let
you call on your bond to the defense of your home village
to push past the effect of a spell that has been laid on you.

Gaining Inspiration
Your DM can choose to give you inspiration for a varietyof reasons. Typically, DMs award it when you play out
your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray yourcharacter in a compelling way. Your DM will tell you how
you can earn inspiration in the game.
You either have inspiration or you don’t—you can’t
stockpile multiple “inspirations” for later use.

Using Inspiration
If you have inspiration, you can expend it when you makean attack roll, saving throw, or ability check. Spending
your inspiration gives you advantage on that roll.

Tika and Artemis: Character Details
Consider how the names Tika Waylan and Artemis Entreri
set these characters apart from each other and reflect theirpersonalities. Tika is a young woman determined to provethat she’s not just a kid any more, and her name makes her
sound young and ordinary. Artemis Entreri comes from an
exotic land and carries a more mysterious name.
Tika is nineteen years old at the start of her adventuring
career and has auburn hair, green eyes, fair skin withfreckles, and a mole on her right hip. Artemis is a smallman, compact and all wiry muscle. He has angular featuresand high cheekbones, and he always seems in need of ashave. His raven-black hair is thick and full, but his eyes
are gray and lifeless—betraying the emptiness of hislife and soul.

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Tika and Artemis: Personal Characteristics
Tika and Artemis have distinct personality traits. Tika
Waylan dislikes boastfulness and has a fear of heights
resulting from a bad fall during her career as a thief. Artemis
Entreri is always prepared for the worst and moves with aquick, precise confidence.
Consider their ideals. Tika Waylan is innocent, almost
childlike, believing in the value of life and the importanceof appreciating everyone. Neutral good in alignment, shecleaves to ideals of life and respect. Artemis Entreri neverallows his emotions to master him, and he constantly
challenges himself to improve his skills. His lawfulevil alignment gives him ideals of impartiality and alust for power.
Tika Waylan’s bond is to the Inn of the Last Home.
The inn’s proprietor gave her a new chance at life, andher friendship with her adventuring companions wasforged during her time working there. Its destruction by
the marauding dragonarmies gives Tika a very personalreason to hate them with a fiery passion. Her bondmight be phrased as “I will do whatever it takes topunish the dragonarmies for the destruction of the Inn of
the Last Home.”
Artemis Entreri’s bond is a strange, almost paradoxical
relationship with Drizzt Do’Urden, his equal in swordplay
and grim determination. In his first battle with Drizzt,
Artemis recognized something of himself in his opponent,
some indication that if his life had gone differently, hemight have led a life more like the heroic drow’s. From thatmoment, Artemis is more than a criminal assassin—heis an antihero, driven by his rivalry with Drizzt. His bondmight be phrased as “I will not rest until I have proved
myself better than Drizzt Do’Urden.”
Each of these characters also has an important flaw.
Tika Waylan is naive and emotionally vulnerable, younger
than her companions and annoyed that they still thinkof her as the kid they knew years ago. She might even be
tempted to act against her principles if she’s convinced thata particular achievement would demonstrate her maturity.
Artemis Entreri is completely walled off from any personal
relationship and just wants to be left alone.

Additionally, if you have inspiration, you can reward
another player for good roleplaying, clever thinking, or
simply doing something exciting in the game. Whenanother player character does something that really contributes to the story in a fun and interesting way, you cangive up your inspiration to give that character inspiration.

Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became
an adventurer, and your place in the world. Your fighter
might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan.
Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
Choosing a background provides you with important
story cues about your character’s identity. The most important question to ask about your background is whatchanged? Why did you stop doing whatever your background describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if youcome from a wealthy background, why don’t you havemore money? How did you learn the skills of your class?
What sets you apart from ordinary people who shareyour background?
The sample backgrounds in this chapter provide both
concrete benefits (features, proficiencies, and languages)
and roleplaying suggestions.

Proficiencies

Each background gives a character proficiency in two
skills. Skills are described in chapter 7.
In addition, most backgrounds give a character
proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5.
If a character would gain the same proficiency fromtwo different sources, he or she can choose a different
proficiency of the same kind (skill or tool) instead.

Languages

Some backgrounds also allow characters to learn
additional languages beyond those given by race.
See “Languages” earlier in this chapter.

Equipment

Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spendcoin on gear, you do not receive the starting equipmentfrom your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pickcharacteristics, roll dice to determine them randomly, or
use the suggestions as inspiration for characteristics ofyour own creation.

Customizing a BackgroundYou might want to tweak some of the features of a background so it better fits your character or the campaign
setting. To customize a background, you can replace
one feature with any other one, choose any two skills,
and choose a total of two tool proficiencies or languages
from the sample backgrounds. You can either use theequipment package from your background or spend coinon gear as described in chapter 5. (If you spend coin, you
can’t also take the equipment package suggested for yourclass.) Finally, choose two personality traits, one ideal,
one bond, and one flaw. If you can’t find a feature thatmatches your desired background, work with your DM tocreate one.

Tika and Artemis: Backgrounds
Tika Waylan and Artemis Entreri both lived their earliest
years as street urchins. Tika’s later career as a barmaid
didn’t really change her, so she might choose the urchinbackground, gaining proficiency in the Sleight of Hand and
Stealth skills, and learning the tools of the thieving trade.
Artemis is more defined by his criminal background, giving
him skills in Deception and Stealth, as well as proficiency
with the tools of thievery and poison.

Chapter 4: Personality and Background
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38

Acolyte
You have spent your life in the service of a temple to a
specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world,
performing sacred rites and offering sacrifices in order to
conduct worshipers into the presence of the divine. You
are not necessarily a cleric—performing sacred rites is
not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasidivine being, and work with your DM to detail the natureof your religious service. Appendix B contains a sample
pantheon, from the Forgotten Realms setting. Were you
a lesser functionary in a temple, raised from childhood
to assist the priests in the sacred rites? Or were you ahigh priest who suddenly experienced a call to serve yourgod in a different way? Perhaps you were the leader of asmall cult outside of any established temple structure, oreven an occult group that served a fiendish master thatyou now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you
entered the priesthood), a prayer book or prayer wheel,
5 sticks of incense, vestments, a set of common clothes,and a pouch containing 15 gp

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those whoshare your faith, and you can perform the religious
ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at
a temple, shrine, or other established presence of yourfaith, though you must provide any material components
needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicatedto your chosen deity or pantheon, and you have a residence there. This could be the temple where you used toserve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you can call upon the priests for assistance, provided
the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics

Acolytes are shaped by their experience in temples orother religious communities. Their study of the history
and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms andideals. Their flaws might be some hidden hypocrisy or
heretical idea, or an ideal or bond taken to an extreme.

d8
1
2

3
4
5
6
7
8

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

Personality Trait
I idolize a particular hero of my faith, and constantly
refer to that person’s deeds and example.
I can find common ground between the fiercest
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.
I quote (or misquote) sacred texts and proverbs inalmost every situation.
I am tolerant (or intolerant) of other faiths and respect(or condemn) the worship of other gods.
I’ve enjoyed fine food, drink, and high society among
my temple’s elite. Rough living grates on me.
I’ve spent so long in the temple that I have little
practical experience dealing with people in theoutside world.
Ideal
Tradition. The ancient traditions of worship and sacrificemust be preserved and upheld. (Lawful)
Charity. I always try to help those in need, no matter
what the personal cost. (Good)
Change. We must help bring about the changes thegods are constantly working in the world. (Chaotic)
Power. I hope to one day rise to the top of my faith’s
religious hierarchy. (Lawful)
Faith. I trust that my deity will guide my actions. I havefaith that if I work hard, things will go well. (Lawful)
Aspiration. I seek to prove myself worthy of my god’sfavor by matching my actions against his or her
teachings. (Any)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.
I am inflexible in my thinking.
I am suspicious of strangers and expect theworst of them.
Once I pick a goal, I become obsessed with it to thedetriment of everything else in my life.

Chapter 4: Personality and Background
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39Criminal
You are an experienced criminal with a history of
breaking the law. You have spent a lot of time among
other criminals and still have contacts within thecriminal underworld. You’re far closer than most people
to the world of murder, theft, and violence that pervades
the underbelly of civilization, and you have survived up to
this point by flouting the rules and regulations of society.

d8
1
2
3

Skill Proficiencies: Deception, StealthTool Proficiencies: One type of gaming set,
thieves’ tools
Equipment: A crowbar, a set of dark common clothes
including a hood, and a pouch containing 15 gp

4
5

Criminal Specialty

7

There are many kinds of criminals, and within a thieves’guild or similar criminal organization, individual members have particular specialties. Even criminals who
operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose
the role you played in your criminal life, or roll on thetable below.
d8
1
2
3
4

Specialty
Blackmailer
Burglar
Enforcer
Fence

d8
5
6
7
8

Specialty
Highway robber
Hired killer
Pickpocket
Smuggler

Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as
your liaison to a network of other criminals. You know
how to get messages to and from your contact, even overgreat distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who candeliver messages for you.

Suggested Characteristics

Criminals might seem like villains on the surface, andmany of them are villainous to the core. But some havean abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals
rarely show any respect for law or authority.

Variant Criminal: Spy

Although your capabilities are not much different fromthose of a burglar or smuggler, you learned and practiced
them in a very different context: as an espionage agent.
You might have been an officially sanctioned agent of thecrown, or perhaps you sold the secrets you uncovered tothe highest bidder.

6

8
d6
1
2
3
4
5

6

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

Personality Trait
I always have a plan for what to do whenthings go wrong.
I am always calm, no matter what the situation. I neverraise my voice or let my emotions control me.
The first thing I do in a new place is note the locationsof 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. I don’t steal from others in the trade. (Lawful)
Freedom. Chains are meant to be broken, as are those
who would forge them. (Chaotic)
Charity. I steal from the wealthy so that I can help
people in need. (Good)
Greed. I will do whatever it takes to become
wealthy. (Evil)
People. I’m loyal to my friends, not to any ideals, andeveryone else can take a trip down the Styx for all I
care. (Neutral)
Redemption. There’s a spark of good ineveryone. (Good)Bond
I’m trying to pay off an old debt I owe to a
generous benefactor.
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. I hope I can redeem
myself for it.
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.

Chapter 4: Personality and Background
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40

Folk Hero
You come from a humble social rank, but you aredestined for so much more. Already the people ofyour home village regard you as their champion, andyour destiny calls you to stand against the tyrants andmonsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools,
vehicles (land)
Equipment: A set of artisan’s tools (one of your choice),a shovel, an iron pot, a set of common clothes, and apouch containing 10 gp

d8
1
2
3
4
5
6
7
8

Defining Event

You previously pursued a simple profession among thepeasantry, perhaps as a farmer, miner, servant, shepherd,
woodcutter, or gravedigger. But something happened thatset you on a different path and marked you for greater
things. Choose or randomly determine a defining eventthat marked you as a hero of the people.
d10
1
2
3
4
5
6
7
8
9
10

Defining Event
I stood up to a tyrant’s agents.
I saved people during a natural disaster.
I stood alone against a terrible monster.
I stole from a corrupt merchant to help the poor.
I led a militia to fight off an invading army.
I broke into a tyrant’s castle and stole weapons to
arm the people.
I trained the peasantry to use farm implements as
weapons against a tyrant’s soldiers.
A lord rescinded an unpopular decree after I led asymbolic act of protest against it.
A celestial, fey, or similar creature gave me a blessing or
revealed my secret origin.
Recruited into a lord’s army, I rose to leadership andwas commended for my heroism.

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you
fit in among them with ease. You can find a place to hide,rest, or recuperate among other commoners, unless you
have shown yourself to be a danger to them. They will
shield you from the law or anyone else searching for you,though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or forworse. Most folk heroes look on their humble origins as
a virtue, not a shortcoming, and their home communities
remain very important to them.

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

Personality Trait
I judge people by their actions, not their words.
If someone is in trouble, I’m always ready to lend help.
When I set my mind to something, I follow through nomatter what gets in my way.
I have a strong sense of fair play and always try to findthe most equitable solution to arguments.
I’m confident in my own abilities and do what I can toinstill confidence in others.
Thinking is for other people. I prefer action.
I misuse long words in an attempt to sound smarter.
I get bored easily. When am I going to get on
with my destiny?
Ideal
Respect. People deserve to be treated with dignity andrespect. (Good)
Fairness. No one should get preferential treatment
before the law, and no one is above the law. (Lawful)
Freedom. Tyrants must not be allowed to oppress thepeople. (Chaotic)
Might. If I become strong, I can take what I want—what
I deserve. (Evil)
Sincerity. There’s no good in pretending to besomething I’m not. (Neutral)
Destiny. Nothing and no one can steer me away frommy higher calling. (Any)Bond
I have a family, but I have no idea where they are. One
day, I hope to see them again.
I worked the land, I love the land, and I willprotect the land.
A proud noble once gave me a horrible beating, and I
will take my revenge on any bully I encounter.
My tools are symbols of my past life, and I carry themso that I will never forget my roots.
I protect those who cannot protect themselves.
I wish my childhood sweetheart had come with me topursue my destiny.
Flaw
The tyrant who rules my land will stop at nothing to
see me killed.
I’m convinced of the significance of my destiny, andblind to my shortcomings and the risk of failure.
The people who knew me when I was young know myshameful secret, so I can never go home again.
I have a weakness for the vices of the city,
especially hard drink.
Secretly, I believe that things would be better if I were atyrant lording over the land.
I have trouble trusting in my allies.

Chapter 4: Personality and Background
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41

NobleYou understand wealth, power, and privilege. You carrya noble title, and your family owns land, collects taxes,
and wields significant political influence. You might bea pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, ora disinherited scoundrel with a disproportionate senseof entitlement. Or you could be an honest, hard-working
landowner who cares deeply about the people who live
and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A
noble title doesn’t stand on its own—it’s connected to an
entire family, and whatever title you hold, you will pass it
down to your own children. Not only do you need to determine your noble title, but you should also work with the
DM to describe your family and their influence on you.
Is your family old and established, or was your title only
recently bestowed? How much influence do they wield,
and over what area? What kind of reputation does yourfamily have among the other aristocrats of the region?
How do the common people regard them?
What’s your position in the family? Are you the heir tothe head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you
so far down the line of inheritance that no one cares what
you do, as long as you don’t embarrass the family? How
does the head of your family feel about your adventuring
career? Are you in your family’s good graces, or shunnedby the rest of your family?
Does your family have a coat of arms? An insignia you
might wear on a signet ring? Particular colors you wear
all the time? An animal you regard as a symbol of yourline or even a spiritual member of the family?
These details help establish your family and your title
as features of the world of the campaign.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of
pedigree, and a purse containing 25 gp

Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think
the best of you. You are welcome in high society, andpeople assume you have the right to be wherever you are.
The common folk make every effort to accommodate you
and avoid your displeasure, and other people of high birth
treat you as a member of the same social sphere. You cansecure an audience with a local noble if you need to.

Suggested Characteristics

Nobles are born and raised to a very different lifestylethan most people ever experience, and their personalities
reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles(including the sovereign), to the people entrusted to thefamily’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

d8
1
2
3
4
5
6
7
8

d6
1

2

3
4
5
6

d6
1
2
3
4
5
6
d6
1
2
3
4
5
6

Personality Trait
My eloquent flattery makes everyone I talk to feel likethe most wonderful and important person in the world.
The common folk love me for my kindness
and generosity.
No one could doubt by looking at my regal bearing that I
am a cut above the unwashed masses.
I take great pains to always look my best and follow thelatest fashions.
I don’t like to get my hands dirty, and I won’t be caught
dead in unsuitable accommodations.
Despite my noble birth, I do not place myself above
other folk. We all have the same blood.
My favor, once lost, is lost forever.
If you do me an injury, I will crush you, ruin your name,and salt your fields.
Ideal
Respect. Respect is due to me because of my position,
but all people regardless of station deserve to be treatedwith dignity. (Good)
Responsibility. It is my duty to respect the authority of
those above me, just as those below me must respectmine. (Lawful)
Independence. I must prove that I can handle myself
without the coddling of my family. (Chaotic)
Power. If I can attain more power, no one will tell me
what to do. (Evil)
Family. Blood runs thicker than water. (Any)Noble Obligation. It is my duty to protect and care forthe people beneath me. (Good)Bond
I will face any challenge to win the approval of my family.
My house’s alliance with another noble familymust be sustained at all costs.
Nothing is more important than the other membersof my family.
I am in love with the heir of a family that myfamily despises.
My loyalty to my sovereign is unwavering.
The common folk must see me as a hero of the people.
Flaw
I secretly believe that everyone is beneath me.
I hide a truly scandalous secret that could ruin myfamily forever.
I too often hear veiled insults and threats in every word
addressed to me, and I’m quick to anger.
I have an insatiable desire for carnal pleasures.
In fact, the world does revolve around me.
By my words and actions, I often bring shame
to my family.

Chapter 4: Personality and Background
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42

Sage
You spent years learning the lore of the multiverse. You
scoured manuscripts, studied scrolls, and listened to thegreatest experts on the subjects that interest you. Yourefforts have made you a master in your fields of study.

d8
12

Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, aletter from a dead colleague posing a question you have
not yet been able to answer, a set of common clothes,and a pouch containing 10 gp

3

Specialty

6

To determine the nature of your scholarly training, roll ad8 or choose from the options in the table below.
d8
1
2
3
4

Specialty
Alchemist
Astronomer
Discredited
academic
Librarian

d8
5
6
7
8

Specialty
Professor
Researcher
Wizard’s apprentice
ScribeFeature: Researcher

When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where andfrom whom you can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sageor other learned person or creature. Your DM might rulethat the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and theircharacteristics reflect this life of study. Devoted toscholarly pursuits, a sage values knowledge highly—
sometimes in its own right, sometimes as a means
toward other ideals.

4
5

7
8

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6

d6
1
2
3

RICHARD WHITTERS

4
5
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 andeverything to others.
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, . . .
which . . . almost . . . everyone . . . is . . . compared . . .
to me.
I am horribly, horribly awkward in social situations.
I’m convinced that people are always trying tosteal my secrets.
Ideal
Knowledge. The path to power and self-improvement isthrough knowledge. (Neutral)
Beauty. What is beautiful points us beyond itself toward
what is true. (Good)
Logic. Emotions must not cloud our logicalthinking. (Lawful)
No Limits. Nothing should fetter the infinite possibility
inherent in all existence. (Chaotic)
Power. Knowledge is the path to power anddomination. (Evil)
Self-Improvement. The goal of a life of study is thebetterment of oneself. (Any)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.
My life’s work is a series of tomes related to a specificfield of lore.
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 ofcomplicated ones.
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.

Chapter 4: Personality and Background
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43

Soldier
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons
and armor, learned basic survival techniques, including
how to stay alive on the battlefield. You might have beenpart of a standing national army or a mercenary company, or perhaps a member of a local militia who rose toprominence during a recent war.
When you choose this background, work with your DM
to determine which military organization you were a partof, how far through its ranks you progressed, and whatkind of experiences you had during your military career.
Was it a standing army, a town guard, or a village militia?
Or it might have been a noble’s or merchant’s privatearmy, or a mercenary company.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set,vehicles (land)
Equipment: An insignia of rank, a trophy taken froma fallen enemy (a dagger, broken blade, or piece of abanner), a set of bone dice or deck of cards, a set ofcommon clothes, and a pouch containing 10 gp

Specialty

During your time as a soldier, you had a specific role toplay in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
d8
1
2
3
4
5

Specialty
Officer
Scout
Infantry
Cavalry
Healerd8
6
78Specialty
Quartermaster
Standard bearer
Support staff(cook, blacksmith,or the like)

Feature: Military Rank

You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization stillrecognize your authority and influence, and they defer toyou if they are of a lower rank. You can invoke your rank
to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also
usually gain access to friendly military encampments andfortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline ofmilitary service leave their mark on all soldiers, shaping
their ideals, creating strong bonds, and often leaving
them scarred and vulnerable to fear, shame, and hatred.

d8
1
2
3
4

5
6
7
8

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6
d6
1
2
3
4
5
6

Personality 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 tomake new ones.
I’m full of inspiring and cautionary tales frommy military experience relevant to almost every
combat situation.
I can stare down a hell hound without flinching.
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 defenseof others. (Good)
Responsibility. I do what I must and obey justauthority. (Lawful)
Independence. When people follow orders blindly, theyembrace a kind of tyranny. (Chaotic)
Might. In life as in war, the stronger force wins. (Evil)
Live and Let Live. Ideals aren’t worth killing over orgoing to war for. (Neutral)
Nation. My city, nation, or people are all thatmatter. (Any)Bond
I would still lay down my life for the people I
served with.
Someone saved my life on the battlefield. To this day, I
will never leave a friend behind.
My honor is my life.
I’ll never forget the crushing defeat my company
suffered or the enemies who dealt it.
Those who fight beside me are those worth dying for.
I fight for those who cannot fight for themselves.
Flaw
The monstrous enemy we faced in battle still leaves me
quivering with fear.
I have little respect for anyone who is not aproven warrior.
I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
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 4: Personality and Background
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

44Chapter 5: Equipment
The marketplace of a large city teems with buyers
and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention
humans of every shape, size, and color drawn from aspectrum of nations and cultures. In the largest cities,
almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets andpractical swords.
For an adventurer, the availability of armor, weapons,
backpacks, rope, and similar goods is of paramountimportance, since proper equipment can mean the difference between life and death in a dungeon or the untamed
wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the faceof the threats that the worlds of D&D present.

Starting Equipment

When you create your character, you receive equipment
based on a combination of your class and background.
Alternatively, you can start with a number of gold pieces
based on your class and spend them on items from thelists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.
You decide how your character came by this starting
equipment. It might have been an inheritance, or goods
that the character purchased during his or her upbringing.
You might have been equipped with a weapon, armor, anda backpack as part of military service. You might even havestolen your gear. A weapon could be a family heirloom,
passed down from generation to generation until yourcharacter finally took up the mantle and followed in anancestor’s adventurous footsteps.

Starting Wealth by ClassClass
ClericFighter
Rogue
WizardFunds
5d4 × 10 gp
5d4 × 10 gp
4d4 × 10 gp
4d4 × 10 gp

WealthWealth appears in many forms in a D&D world. Coins,
gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being.
Members of the peasantry trade in goods, bartering forwhat they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, suchas the rights to a mine, a port, or farmland, or in gold
bars, measuring gold by the pound rather than by thecoin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.

CoinageCommon coins come in several different denominations
based on the relative worth of the metal from which they
are made. The three most common coins are the gold
piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a bedroll, 50
feet of good rope, or a goat. A skilled (but not exceptional)
artisan can earn one gold piece a day. The gold piece isthe standard unit of measure for wealth, even if the coinitself is not commonly used. When merchants discussdeals that involve goods or services worth hundreds or
thousands of gold pieces, the transactions don’t usually
involve the exchange of individual coins. Rather, the gold
piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the mostprevalent coin among commoners. A silver piece buys
a laborer’s work for half a day, a flask of lamp oil, or anight’s rest in a poor inn.
One silver piece is worth ten copper pieces, which arecommon among laborers and beggars. A single copper
piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum
piece (ep) and the platinum piece (pp) originate fromfallen empires and lost kingdoms, and they sometimes
arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and aplatinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce,
so fifty coins weigh a pound.

Standard Exchange Rates
Coin
Copper (cp)Silver (sp)Electrum (ep)Gold (gp)
Platinum (pp)

cp
1
10
50
100
1,000

sp
1/10
1
5
10
100

ep
1/50
1/5
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

Opportunities abound to find treasure, equipment,
weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when
you return to a town or other settlement, provided that you
can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a generalrule, undamaged weapons, armor, and other equipment
fetch half their cost when sold in a market. Weapons andarmor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, butother items are out of the realm of most but the wealthiest
nobles. Likewise, aside from a few common magic items,
you won’t normally come across magic items or spells topurchase. The value of magic is far beyond simple goldand should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain
their full value in the marketplace, and you can either
trade them in for coin or use them as currency for othertransactions. For exceptionally valuable treasures, theChapter 5: Equipment
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45

DM might require you to find a buyer in a large town orlarger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art
objects, trade goods—bars of iron, bags of salt, livestock,and so on—retain their full value in the market and canbe used as currency.

Armor and Shields

D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For
this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail tocostly plate armor, with several other kinds of armor in
between. The Armor table collects the most commonly
available types of armor found in the game and separates
them into three categories: light armor, medium armor,and heavy armor. Many warriors supplement their armor
with a shield.
The Armor table shows the cost, weight, and otherproperties of the common types of armor worn in theworlds of D&D.
Armor Proficiency. Anyone can put on a suit of armor
or strap a shield to an arm. Only those proficient in thearmor’s use know how to wear it effectively, however.
Your class gives you proficiency with certain types ofarmor. If you wear armor that you lack proficiency with,you have disadvantage on any ability check, saving throw,or attack roll that involves Strength or Dexterity, and you
can’t cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines yourbase Armor Class.
Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If theArmor table shows “Str 13” or “Str 15” in the Strength
column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength
score equal to or higher than the listed score.

Variant: Equipment Sizes
In most campaigns, you can use or wear any equipmentthat you find on your adventures, within the bounds ofcommon sense. For example, a burly half-orc won’t fit in a
halfling’s leather armor, and a gnome would be swallowed
up in a cloud giant’s elegant robe.
The DM can impose more realism. For example, a suitof plate armor made for one human might not fit anotherone without significant alterations, and a guard’s uniform
might be visibly ill-fitting when an adventurer tries to wear it
as a disguise.
Using this variant, when adventurers find armor, clothing,and similar items that are made to be worn, they mightneed to visit an armorsmith, tailor, leatherworker, or similar
expert to make the item wearable. The cost for such work
varies from 10 to 40 percent of the market price of the item.
The DM can either roll 1d4 × 10 or determine the increasein cost based on the extent of the alterations required.

Stealth. If the Armor table shows “Disadvantage” inthe Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
Shields. A shield is made from wood or metal and is
carried in one hand. Wielding a shield increases yourArmor Class by 2. You can benefit from only one shield
at a time.

Light Armor
Made from supple and thin materials, light armor favors
agile adventurers since it offers some protection without
sacrificing mobility. If you wear light armor, you add yourDexterity modifier to the base number from your armor
type to determine your Armor Class.
Padded. Padded armor consists of quilted layers ofcloth and batting.
Leather. The breastplate and shoulder protectors of
this armor are made of leather that has been stiffened bybeing boiled in oil. The rest of the armor is made of softerand more flexible materials.
Studded Leather. Made from tough but flexible
leather, studded leather is reinforced with close-set rivets
or spikes.

Armor
Armor
Light Armor
PaddedLeather
Studded leather
Medium Armor
Hide
Chain shirt
Scale mailBreastplate
Half plate
Heavy Armor
Ring mail
Chain mailSplintPlate
ShieldShieldCost

Armor Class (AC)Strength

StealthWeight

5 gp
10 gp
45 gp

11 + Dex modifier
11 + Dex modifier
12 + Dex modifier———

Disadvantage
—
—

8 lb.
10 lb.
13 lb.

10 gp
50 gp
50 gp
400 gp
750 gp12 + Dex modifier (max 2)
13 + Dex modifier (max 2)
14 + Dex modifier (max 2)
14 + Dex modifier (max 2)
15 + Dex modifier (max 2)

—
—
—
—
—

—
—
Disadvantage—
Disadvantage

12 lb.
20 lb.
45 lb.
20 lb.
40 lb.

30 gp
75 gp
200 gp1,500 gp

14
16
17
18

—
Str 13
Str 15Str 15

Disadvantage
Disadvantage
Disadvantage
Disadvantage

40 lb.
55 lb.
60 lb.
65 lb.

10 gp

+2

—

—

6 lb.

Chapter 5: Equipment
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

46

Medium Armor

Donning and Doffing Armor

Medium armor offers more protection than light armor,
but it also impairs movement more. If you wear medium
armor, you add your Dexterity modifier, to a maximumof +2, to the base number from your armor type to determine your Armor Class.
Hide. This crude armor consists of thick furs and pelts.
It is commonly worn by barbarian tribes, evil humanoids,
and other folk who lack access to the tools and materials
needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a chain
shirt is worn between layers of clothing or leather. This
armor offers modest protection to the wearer’s upper
body and allows the sound of the rings rubbing against
one another to be muffled by outer layers.
Scale Mail. This armor consists of a coat and leggings(and perhaps a separate skirt) of leather covered withoverlapping pieces of metal, much like the scales of afish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal chest
piece worn with supple leather. Although it leaves thelegs and arms relatively unprotected, this armor provides
good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates
that cover most of the wearer’s body. It does not include
leg protection beyond simple greaves that are attachedwith leather straps.

Category
Light Armor
Medium Armor
Heavy Armor
ShieldHeavy Armor
Of all the armor categories, heavy armor offers the bestprotection. These suits of armor cover the entire bodyand are designed to stop a wide range of attacks. Only
proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you
if your Dexterity modifier is negative.
Ring Mail. This armor is leather armor with heavy
rings sewn into it. The rings help reinforce the armor
against blows from swords and axes. Ring mail is inferior
to chain mail, and it’s usually worn only by those who
can’t afford better armor.
Chain Mail. Made of interlocking metal rings, chain
mail includes a layer of quilted fabric worn underneaththe mail to prevent chafing and to cushion the impact ofblows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical stripsof metal riveted to a backing of leather that is worn overcloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal
plates to cover the entire body. A suit of plate includes
gauntlets, heavy leather boots, a visored helmet, andthick layers of padding underneath the armor. Buckles
and straps distribute the weight over the body.

Getting Into and Out of Armor
The time it takes to don or doff a type of armor or a shieldis shown in the Donning and Doffing Armor table.
Don. This is the time it takes to put on the item. You
benefit from its AC only if you take the full time to don it.
Doff. This is the time it takes to take off the item. If you
have help removing armor, reduce this time by half.

Don
1 minute
5 minutes
10 minutes
1 actionDoff
1 minute
1 minute
5 minutes
1 action

WeaponsYour class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely
to use. Whether you favor a longsword or a longbow, yourweapon and your ability to wield it effectively can mean
the difference between life and death while adventuring.
The Weapons table shows the most common weapons
used in the worlds of D&D, their price and weight, thedamage they deal when they hit, and any special properties they possess. Every weapon is classified as either
melee or ranged. A melee weapon is used to attack atarget within 5 feet of you, whereas a ranged weapon isused to attack a target at a distance.

Weapon Proficiency
Your race, class, and feats can grant you proficiency
with certain weapons or categories of weapons. The twocategories are simple and martial. Most people canuse simple weapons with proficiency. These weapons
include clubs, maces, and other weapons often found in
the hands of commoners. Martial weapons, including
swords, axes, and polearms, require more specialized
training to use effectively. Most warriors use martial
weapons because these weapons put their fighting styleand training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you makewith that weapon. If you make an attack roll using aweapon with which you lack proficiency, you do not add
your proficiency bonus to the attack roll.

Weapon Properties
Many weapons have special properties related to their use,
as shown in the Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you
have ammunition to fire from the weapon. Each time you
attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, orother container is part of the attack (you need a free handto load a one-handed weapon). At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property tomake a melee attack, you treat the weapon as an improvised
weapon (see “Improvised Weapons” later in the section).
A sling must be loaded to deal any damage when usedin this way.
Finesse. When making an attack with a finesse
weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use
the same modifier for both rolls.

Chapter 5: Equipment
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

47

Weapons
Name
Simple Melee Weapons
ClubDagger
Greatclub
Handaxe
JavelinLight hammer
Mace
Quarterstaff
SickleSpear
Simple Ranged Weapons
Crossbow, light
Dart
ShortbowSling
Martial Melee Weapons
Battleaxe
Flail
GlaiveGreataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
RapierScimitar
Shortsword
Trident
War pick
Warhammer
Whip
Martial Ranged Weapons
BlowgunCrossbow, hand
Crossbow, heavy
LongbowNet

Cost

DamageWeightProperties

1 sp
2 gp
2 sp
5 gp
5 sp
2 gp
5 gp
2 sp
1 gp
1 gp

1d4 bludgeoning
1d4 piercing
1d8 bludgeoning
1d6 slashing
1d6 piercing
1d4 bludgeoning
1d6 bludgeoning
1d6 bludgeoning
1d4 slashing
1d6 piercing

2 lb.
1 lb.
10 lb.
2 lb.
2 lb.
2 lb.
4 lb.
4 lb.
2 lb.
3 lb.

Light
Finesse, light, thrown (range 20/60)
Two-handed
Light, thrown (range 20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)—
Versatile (1d8)
Light
Thrown (range 20/60), versatile (1d8)

25 gp
5 cp
25 gp
1 sp

1d8 piercing
1d4 piercing
1d6 piercing
1d4 bludgeoning

5 lb.
1/4 lb.
2 lb.
—

Ammunition (range 80/320), loading, two-handed
Finesse, thrown (range 20/60)
Ammunition (range 80/320), two-handed
Ammunition (range 30/120)

10 gp
10 gp
20 gp
30 gp
50 gp
20 gp
10 gp
15 gp
10 gp
15 gp
5 gp
25 gp
25 gp
10 gp
5 gp
5 gp
15 gp
2 gp

1d8 slashing
1d8 bludgeoning
1d10 slashing
1d12 slashing
2d6 slashing
1d10 slashing
1d12 piercing
1d8 slashing
2d6 bludgeoning
1d8 piercing
1d10 piercing
1d8 piercing
1d6 slashing
1d6 piercing
1d6 piercing
1d8 piercing
1d8 bludgeoning
1d4 slashing

4 lb.
2 lb.
6 lb.
7 lb.
6 lb.
6 lb.
6 lb.
3 lb.
10 lb.
4 lb.
18 lb.
2 lb.
3 lb.
2 lb.
4 lb.
2 lb.
2 lb.
3 lb.

Versatile (1d10)—
Heavy, reach, two-handed
Heavy, two-handed
Heavy, two-handed
Heavy, reach, two-handed
Reach, special
Versatile (1d10)
Heavy, two-handed—
Heavy, reach, two-handed
FinesseFinesse, lightFinesse, light
Thrown (range 20/60), versatile (1d8)—
Versatile (1d10)
Finesse, reach

10 gp
75 gp
50 gp
50 gp
1 gp

1 piercing
1d6 piercing
1d10 piercing
1d8 piercing
—

1 lb.
3 lb.
18 lb.
2 lb.
3 lb.

Ammunition (range 25/100), loading
Ammunition (range 30/120), light, loading
Ammunition (range 100/400), heavy, loading, two-handed
Ammunition (range 150/600), heavy, two-handed
Special, thrown (range 5/15)

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s sizeand bulk make it too large for a Small creature to use
effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See
the rules for two-weapon fighting in chapter 9.
Loading. Because of the time required to load thisweapon, you can fire only one piece of ammunition fromit when you use an action, bonus action, or reaction to
fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the

ammunition or thrown property. The range lists two
numbers. The first is the weapon’s normal range in
feet, and the second indicates the weapon’s long range.
When attacking a target beyond normal range, you havedisadvantage on the attack roll. You can’t attack a target
beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when
you attack with it, as well as when determining yourreach for opportunity attacks with it (see chapter 9).
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’sdescription (see “Special Weapons” later in this section).

Chapter 5: Equipment
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

48

Thrown. If a weapon has the thrown property, you canthrow the weapon to make a ranged attack. If the weapon
is a melee weapon, you use the same ability modifier forthat attack roll and damage roll that you would use for amelee attack with the weapon. For example, if you throwa handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity,
since the dagger has the finesse property.
Two-Handed. This weapon requires two hands when
you attack with it.
Versatile. This weapon can be used with one or two
hands. A damage value in parentheses appears with theproperty—the damage when the weapon is used with two
hands to make a melee attack.

Improvised Weapons

Sometimes characters don’t have their weapons and haveto attack with whatever is close at hand. An improvised
weapon includes any object you can wield in one or two
hands, such as broken glass, a table leg, a frying pan, awagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar to an
actual weapon and can be treated as such. For example, atable leg is akin to a club. At the DM’s option, a character
proficient with a weapon can use a similar object as if itwere that weapon and use his or her proficiency bonus.
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 weapon
to make a melee attack, or throws a melee weapon that
does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal rangeof 20 feet and a long range of 60 feet.

Silvered Weapons

Some monsters that have immunity or resistance tononmagical weapons are susceptible to silver weapons,so cautious adventurers invest extra coin to plate their
weapons with silver. You can silver a single weapon or
ten pieces of ammunition for 100 gp. This cost represents
not only the price of the silver, but the time and expertiseneeded to add silver to the weapon without making it lesseffective.

Special Weapons

Weapons with special rules are described here.
Lance. You have disadvantage when you use a lance toattack a target within 5 feet of you. Also, a lance requires
two hands to wield when you aren’t mounted.
Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creaturesthat are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength
check, freeing itself or another creature within its reachon a success. Dealing 5 slashing damage to the net (AC10) also frees the creature without harming it, ending theeffect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardlessof the number of attacks you can normally make.

Adventuring Gear

This section describes items that have special rules or
require further explanation.
Acid. As an action, you can splash the contents of thisvial onto a creature within 5 feet of you or throw the vial
up to 20 feet, shattering it on impact. In either case, makea ranged attack against a creature or object, treating theacid as an improvised weapon. On a hit, the target takes
2d6 acid damage.
Alchemist’s Fire. This sticky, adhesive fluid ignites
when exposed to air. As an action, you can throw thisflask up to 20 feet, shattering it on impact. Make a ranged
attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target
takes 1d4 fire damage at the start of each of its turns. A
creature can end this damage by using its action to makea DC 10 Dexterity check to extinguish the flames.
Antitoxin. A creature that drinks this vial of liquid
gains advantage on saving throws against poison for 1
hour. It confers no benefit to undead or constructs.
Arcane Focus. An arcane focus is a special item—an
orb, a crystal, a rod, a specially constructed staff, a wandlike length of wood, or some similar item—designed tochannel the power of arcane spells. A sorcerer, warlock,or wizard can use such an item as a spellcasting focus, as
described in chapter 10.
Ball Bearings. As an action, you can spill these tiny
metal balls from their pouch to cover a level, square areathat 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 areaat half speed doesn’t need to make the saving throw.
Block and Tackle. A set of pulleys with a cablethreaded through them and a hook to attach to objects, a
block and tackle allows you to hoist up to four times theweight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a particular field of
lore, diagrams and notes on gnomish contraptions, or justabout anything else that can be represented using text or
pictures. A book of spells is a spellbook (described laterin this section).
Caltrops. As an action, you can spread a single bagof caltrops to cover a 5-foot-square area. Any creaturethat enters the area must succeed on a DC 15 Dexterity
saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its
walking speed is reduced by 10 feet. A creature moving
through the area at half speed doesn’t need to make thesaving throw.
Candle. For 1 hour, a candle sheds bright light in a
5-foot radius and dim light for an additional 5 feet.
Case, Crossbow Bolt. This wooden case can hold up totwenty crossbow bolts.
Case, Map or Scroll. This cylindrical leather case canhold up to ten rolled-up sheets of paper or five rolled-up
sheets of parchment.
Chain. A chain has 10 hit points. It can be burst with asuccessful DC 20 Strength check.
Climber’s Kit. A climber’s kit includes special pitons,
boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you

Chapter 5: Equipment
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

49

Adventuring Gear
Item
AbacusAcid (vial)
Alchemist’s fire (flask)
Ammunition
Arrows (20)
Blowgun needles (50)
Crossbow bolts (20)Sling bullets (20)
Antitoxin (vial)
Arcane focus
Crystal
Orb
Rod
Staff
Wand
Backpack
Ball bearings (bag of 1,000)
BarrelBasketBedroll
Bell
BlanketBlock and tackle
Book
Bottle, glass
BucketCaltrops (bag of 20)
CandleCase, crossbow bolt
Case, map or scroll
Chain (10 feet)
Chalk (1 piece)
Chest
Climber’s kit
Clothes, common
Clothes, costume
Clothes, fine
Clothes, traveler’s
Component pouch
CrowbarDruidic focus
Sprig of mistletoe
Totem
Wooden staff
Yew wandFishing tackle
Flask or tankard
Grappling hook
HammerHammer, sledge
Healer’s kit

Cost
2 gp
25 gp
50 gp

Weight
2 lb.
1 lb.
1 lb.

1 gp
1 gp
1 gp
4 cp
50 gp

1 lb.
1 lb.
1½ lb.
1½ lb.
—

10 gp
20 gp
10 gp
5 gp
10 gp
2 gp
1 gp
2 gp
4 sp
1 gp
1 gp
5 sp
1 gp
25 gp
2 gp
5 cp
1 gp
1 cp
1 gp
1 gp
5 gp
1 cp
5 gp
25 gp
5 sp
5 gp
15 gp
2 gp
25 gp
2 gp

1 lb.
3 lb.
2 lb.
4 lb.
1 lb.
5 lb.
2 lb.
70 lb.
2 lb.
7 lb.
—
3 lb.
5 lb.
5 lb.
2 lb.
2 lb.
2 lb.
—
1 lb.
1 lb.
10 lb.
—
25 lb.
12 lb.
3 lb.
4 lb.
6 lb.
4 lb.
2 lb.
5 lb.

1 gp
1 gp
5 gp
10 gp
1 gp
2 cp
2 gp
1 gp
2 gp
5 gp

—
—
4 lb.
1 lb.
4 lb.
1 lb.
4 lb.
3 lb.
10 lb.
3 lb.

Item
Holy symbol
AmuletEmblemReliquary
Holy water (flask)
Hourglass
Hunting trap
Ink (1 ounce bottle)
Ink penJug or pitcher
Ladder (10-foot)Lamp
Lantern, bullseye
Lantern, hooded
Lock
Magnifying glass
ManaclesMess kit
Mirror, steel
Oil (flask)
Paper (one sheet)
Parchment (one sheet)
Perfume (vial)
Pick, miner’s
Piton
Poison, basic (vial)
Pole (10-foot)Pot, iron
Potion of healing
Pouch
QuiverRam, portable
Rations (1 day)Robes
Rope, hempen (50 feet)Rope, silk (50 feet)
Sack
Scale, merchant’s
Sealing wax
ShovelSignal whistle
Signet ring
Soap
Spellbook
Spikes, iron (10)Spyglass
Tent, two-person
Tinderbox
Torch
Vial
Waterskin
Whetstone

Cost

Weight

5 gp
5 gp
5 gp
25 gp
25 gp
5 gp
10 gp
2 cp
2 cp
1 sp
5 sp
10 gp
5 gp
10 gp
100 gp
2 gp
2 sp
5 gp
1 sp
2 sp
1 sp
5 gp
2 gp
5 cp
100 gp
5 cp
2 gp
50 gp
5 sp
1 gp
4 gp
5 sp
1 gp
1 gp
10 gp
1 cp
5 gp
5 sp
2 gp
5 cp
5 gp
2 cp
50 gp
1 gp
1,000 gp
2 gp
5 sp
1 cp
1 gp
2 sp
1 cp

1 lb.
—
2 lb.
1 lb.
1 lb.
25 lb.
——
4 lb.
25 lb.
1 lb.
2 lb.
2 lb.
1 lb.
—
6 lb.
1 lb.
1/2 lb.
1 lb.
———
10 lb.
1/4 lb.
—
7 lb.
10 lb.
1/2 lb.
1 lb.
1 lb.
35 lb.
2 lb.
4 lb.
10 lb.
5 lb.
1/2 lb.
3 lb.
—
5 lb.
—
—
—
3 lb.
5 lb.
1 lb.
20 lb.
1 lb.
1 lb.
—
5 lb. (full)
1 lb.

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can’t fall more than 25 feet from the point where you
anchored yourself, and you can’t climb more than 25 feetaway from that point without undoing the anchor.
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to holdall the material components and other special items youneed to cast your spells, except for those components thathave a specific cost (as indicated in a spell’s description).
Crowbar. Using a crowbar grants advantage to Strength
checks where the crowbar’s leverage can be applied.
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or anotherspecial wood, a staff drawn whole out of a living tree, or atotem object incorporating feathers, fur, bones, and teeth
from sacred animals. A druid (see chapter 3 of the Player’s
Handbook) can use such an object as a spellcasting focus,
as described in chapter 10.
Fishing Tackle. This kit includes a wooden rod, silken
line, corkwood bobbers, steel hooks, lead sinkers, velvetlures, and narrow netting.
Healer’s Kit. This kit is a leather pouch containing
bandages, salves, and splints. The kit has ten uses. Asan action, you can expend one use of the kit to stabilize acreature that has 0 hit points, without needing to make a
Wisdom (Medicine) check.
Holy Symbol. A holy symbol is a representation ofa god or pantheon. It might be an amulet depicting asymbol representing a deity, the same symbol carefully
engraved or inlaid as an emblem on a shield, or a tiny box
holding a fragment of a sacred relic. The Player’s Handbook lists many gods in the multiverse and their typicalsymbols. A cleric or paladin can use a holy symbol as aspellcasting focus, as described in chapter 10. To use thesymbol in this way, the caster must hold it in hand, wear
it visibly, or bear it on a shield.
Holy Water. As an action, you can splash the contentsof this flask onto a creature within 5 feet of you or throw
it up to 20 feet, shattering it on impact. In either case,make a ranged attack against a target creature, treating
the holy water as an improvised weapon. If the target is afiend or undead, it takes 2d6 radiant damage.
A cleric or paladin may create holy water by performinga special ritual. The ritual takes 1 hour to perform, uses
25 gp worth of powdered silver, and requires the caster to
expend a 1st-level spell slot.
Hunting Trap. When you use your action to set it, thistrap forms a saw-toothed steel ring that snaps shut whena creature steps on a pressure plate in the center. The
trap is affixed by a heavy chain to an immobile object,such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13
Dexterity saving throw or take 1d4 piercing damage andstop moving. Thereafter, until the creature breaks freeof the trap, its movement is limited by the length of thechain (typically 3 feet long). A creature can use its action
to make a DC 13 Strength check, freeing itself or anothercreature within its reach on a success. Each failed checkdeals 1 piercing damage to the trapped creature.
Lamp. A lamp casts bright light in a 15-foot radius anddim light for an additional 30 feet. Once lit, it burns for 6hours on a flask (1 pint) of oil.

Lantern, Bullseye. A bullseye lantern casts bright lightin a 60-foot cone and dim light for an additional 60 feet.
Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright lightin a 30-foot radius and dim light for an additional 30 feet.
Once lit, it burns for 6 hours on a flask (1 pint) of oil. As
an action, you can lower the hood, reducing the light to
dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key,a creature proficient with thieves’ tools can pick this lockwith a successful DC 15 Dexterity check. Your DM may
decide that better locks are available for higher prices.
Magnifying Glass. This lens allows a closer look at
small objects. It is also useful as a substitute for flint andsteel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus,
tinder to ignite, and about 5 minutes for the fire to ignite.
A magnifying glass grants advantage on any ability checkmade to appraise or inspect an item that is small or
highly detailed.
Manacles. These metal restraints can bind a Smallor Medium creature. Escaping the manacles requires
a successful DC 20 Dexterity check. Breaking themrequires a successful DC 20 Strength check. Eachset of manacles comes with one key. Without the key,a creature proficient with thieves’ tools can pick the
manacles’ lock with a successful DC 15 Dexterity
check. Manacles have 15 hit points.

Equipment Packs
The starting equipment you get from your class includes
a collection of useful adventuring gear, put together in apack. The contents of these packs are listed here. If you arebuying your starting equipment, you can purchase a packfor the price shown, which might be cheaper than buying
the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of
1,000 ball bearings, 10 feet of string, a bell, 5 candles, acrowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks ofoil, 5 days rations, a tinderbox, and a waterskin. The packalso has 50 feet of hempen rope strapped to the side of it.
Diplomat’s Pack (39 gp). Includes a chest, 2 cases formaps and scrolls, a set of fine clothes, a bottle of ink, an
ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of
perfume, sealing wax, and soap.
Dungeoneer’s Pack (12 gp). Includes a backpack, a
crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10days of rations, and a waterskin. The pack also has 50 feetof hempen rope strapped to the side of it.
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,2 costumes, 5 candles, 5 days of rations, a waterskin, and a
disguise kit.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll,a mess kit, a tinderbox, 10 torches, 10 days of rations, anda waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.
Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
candles, a tinderbox, an alms box, 2 blocks of incense, acenser, vestments, 2 days of rations, and a waterskin.
Scholar’s Pack (40 gp). Includes a backpack, a book oflore, a bottle of ink, an ink pen, 10 sheets of parchment, alittle bag of sand, and a small knife.

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Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used
as a cooking pan and the other as a plate or shallow bowl.
Oil. Oil usually comes in a clay flask that holds 1 pint.
As an action, you can splash the oil in this flask onto acreature within 5 feet of you or throw it up to 20 feet,shattering it on impact. Make a ranged attack against atarget creature or object, treating the oil as an improvised
weapon. On a hit, the target is covered in oil. If the target
takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from theburning oil. You can also pour a flask of oil on the groundto cover a 5-foot-square area, provided that the surface
is level. If lit, the oil burns for 2 rounds and deals 5 firedamage to any creature that enters the area or ends its
turn in the area. A creature can take this damage only
once per turn.
Poison, Basic. You can use the poison in this vial
to coat one slashing or piercing weapon or up to threepieces of ammunition. Applying the poison takes anaction. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw ortake 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Potion of Healing. A character who drinks the magicalred fluid in this vial regains 2d4 + 2 hit points. Drinking
or administering a potion takes an action.
Pouch. A cloth or leather pouch can hold up to 20 slingbullets or 50 blowgun needles, among other things. A
compartmentalized pouch for holding spell components
is called a component pouch (described earlier in thissection).
Quiver. A quiver can hold up to 20 arrows.
Ram, Portable. You can use a portable ram to break
down doors. When doing so, you gain a +4 bonus on theStrength check. One other character can help you use theram, giving you advantage on this check.
Rations. Rations consist of dry foods suitable forextended travel, including jerky, dried fruit, hardtack, and nuts.
Rope. Rope, whether made of hemp or silk, has 2 hit
points and can be burst with a DC 17 Strength check.
Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to
2 pounds. With it, you can measure the exact weightof small objects, such as raw precious metals or trade
goods, to help determine their worth.
Spellbook. Essential for wizards, a spellbook is aleather-bound tome with 100 blank vellum pages suitable
for recording spells.
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Tent. A simple and portable canvas shelter, a tent
sleeps two.
Tinderbox. This small container holds flint, fire steel,and tinder (usually dry cloth soaked in light oil) used tokindle a fire. Using it to light a torch—or anything elsewith abundant, exposed fuel—takes an action. Lighting
any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright lightin a 20-foot radius and dim light for an additional 20 feet.
If you make a melee attack with a burning torch and hit, it
deals 1 fire damage.

Container Capacity
Container
Backpack*
BarrelBasketBottleBucketChest
Flask or tankard
Jug or pitcher
Pot, iron
Pouch
Sack
Vial
Waterskin

Capacity
1 cubic foot/30 pounds of gear
40 gallons liquid, 4 cubic feet solid
2 cubic feet/40 pounds of gear
1½ pints liquid
3 gallons liquid, 1/2 cubic foot solid
12 cubic feet/300 pounds of gear
1 pint liquid
1 gallon liquid
1 gallon liquid
1/5 cubic foot/6 pounds of gear
1 cubic foot/30 pounds of gear
4 ounces liquid
4 pints liquid* You can also strap items, such as a bedroll or a coil of rope, tothe outside of a backpack.

Tools

A tool helps you to do something you couldn’t otherwise
do, such as craft or repair an item, forge a document, or
pick a lock. Your race, class, background, or feats give
you proficiency with certain tools. Proficiency with a tool
allows you to add your proficiency bonus to any ability
check you make using that tool. Tool use is not tied toa single ability, since proficiency with a tool represents
broader knowledge of its use. For example, the DM mightask you to make a Dexterity check to carve a fine detailwith your woodcarver’s tools, or a Strength check tomake something out of particularly hard wood.
Artisan’s Tools. These special tools include the items
needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing
items related to a single craft. Proficiency with a setof artisan’s tools lets you add your proficiency bonus
to any ability checks you make using the tools in yourcraft. Each type of artisan’s tools requires a separate
proficiency.
Disguise Kit. This pouch of cosmetics, hair dye, andsmall props lets you create disguises that change yourphysical appearance. Proficiency with this kit lets you
add your proficiency bonus to any ability checks you
make to create a visual disguise.

Tools
Item
Artisan’s tools
Alchemist’s supplies
Brewer’s supplies
Calligrapher's supplies
Carpenter’s tools
Cartographer’s tools
Cobbler’s tools
Cook’s utensils
Glassblower’s tools
Jeweler’s tools
Leatherworker’s tools
Mason’s tools

Cost

Weight

50 gp
20 gp
10 gp
8 gp
15 gp
5 gp
1 gp
30 gp
25 gp
5 gp
10 gp

8 lb.
9 lb.
5 lb.
6 lb.
6 lb.
5 lb.
8 lb.
5 lb.
2 lb.
5 lb.
8 lb.

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Item
Painter’s supplies
Potter’s tools
Smith’s tools
Tinker’s tools
Weaver’s tools
Woodcarver’s tools
Disguise kit
Forgery kit
Gaming set
Dice setDragonchess set
Playing card set
Three-Dragon Ante set
Herbalism kit
Musical instrument
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Navigator’s tools
Poisoner’s kit
Thieves’ tools
Vehicles (land or water)

Cost
10 gp
10 gp
20 gp
50 gp
1 gp
1 gp
25 gp
15 gp

Weight
5 lb.
3 lb.
8 lb.
10 lb.
5 lb.
5 lb.
3 lb.
5 lb.

1 sp
1 gp
5 sp
1 gp
5 gp

—
1/2 lb.
—
—
3 lb.

30 gp
6 gp
25 gp
2 gp
35 gp
30 gp
3 gp
12 gp
2 gp
30 gp
25 gp
50 gp
25 gp
*

6 lb.
3 lb.
10 lb.
1 lb.
2 lb.
2 lb.
2 lb.
2 lb.
1 lb.
1 lb.
2 lb.
2 lb.
1 lb.
*

* See the “Mounts and Vehicles” section.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing
wax, gold and silver leaf, and other supplies necessary tocreate convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus toany ability checks you make to create a physical forgery
of a document.
Gaming Set. This item encompasses a wide rangeof game pieces, including dice and decks of cards (forgames such as Three-Dragon Ante). A few common
examples appear on the Tools table, but other kinds ofgaming sets exist. If you are proficient with a gaming set,
you can add your proficiency bonus to ability checks you
make to play a game with that set. Each type of gaming
set requires a separate proficiency.
Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches
and vials used by herbalists to create remedies andpotions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify orapply herbs. Also, proficiency with this kit is required tocreate antitoxin and potions of healing.
Musical Instrument. Several of the most common
types of musical instruments are shown on the table
as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus
to any ability checks you make to play music with the

instrument. Each type of musical instrument requires aseparate proficiency.
Navigator’s Tools. This set of instruments is used fornavigation at sea. Proficiency with navigator’s tools lets
you chart a ship’s course and follow navigation charts.
In addition, these tools allow you to add your proficiency
bonus to any ability check you make to avoid getting
lost at sea.
Poisoner’s Kit. A poisoner’s kit includes the vials,
chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add
your proficiency bonus to any ability checks you make tocraft or use poisons.
Thieves’ Tools. This set of tools includes a small file, a
set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Proficiency with these tools lets you add your proficiency
bonus to any ability checks you make to disarm traps or
open locks.

Mounts and Vehicles

A good mount can help you move more quickly throughthe wilderness, but its primary purpose is to carry thegear that would otherwise slow you down. The Mounts
and Other Animals table shows each animal’s speed andbase carrying capacity.
An animal pulling a carriage, cart, chariot, sled, orwagon can move weight up to five times its base carrying
capacity, including the weight of the vehicle. If multiple
animals pull the same vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in theworlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi,
griffons, hippogriffs, and similar animals) and evenaquatic mounts (giant sea horses, for example). Acquiringsuch a mount often means securing an egg and raising
the creature yourself, making a bargain with a powerfulentity, or negotiating with the mount itself.
Barding. Barding is armor designed to protect ananimal’s head, neck, chest, and body. Any type of armor
shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalentarmor made for humanoids, and it weighs twice as much.
Saddles. A military saddle braces the rider, helping you
keep your seat on an active mount in battle. It gives you
advantage on any check you make to remain mounted.
An exotic saddle is required for riding any aquatic or
flying mount.
Vehicle Proficiency. If you have proficiency with acertain kind of vehicle (land or water), you can add yourproficiency bonus to any check you make to control thatkind of vehicle in difficult circumstances.
Rowed Vessels. Keelboats and rowboats are used onlakes and rivers. If going downstream, add the speed of
the current (typically 3 miles per hour) to the speed of thevehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft
animals on the shores. A rowboat weighs 100 pounds, incase adventurers carry it over land.

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53

Mounts and Other Animals
Item
Camel
Donkey or mule
Elephant
Horse, draft
Horse, riding
Mastiff
Pony
Warhorse

Cost
50 gp
8 gp
200 gp
50 gp
75 gp
25 gp
30 gp
400 gpSpeed
50 ft.
40 ft.
40 ft.
40 ft.
60 ft.
40 ft.
40 ft.
60 ft.

Trade Goods
Carrying
Capacity
480 lb.
420 lb.
1,320 lb.
540 lb.
480 lb.
195 lb.
225 lb.
540 lb.

Tack, Harness, and Drawn Vehicles
Item
Barding
Bit and bridle
Carriage
Cart
Chariot
Feed (per day)
SaddleExoticMilitary
Pack
RidingSaddlebags
Sled
Stabling (per day)
Wagon

Trade Goods

Goods
1 lb. of wheat
1 lb. of flour or one chicken
1 lb. of salt
1 lb. of iron or 1 sq. yd. of canvas
1 lb. of copper or 1 sq. yd. of cotton cloth
1 lb. of ginger or one goat
1 lb. of cinnamon or pepper, or one sheep
1 lb. of cloves or one pig
1 lb. of silver or 1 sq. yd. of linen
1 sq. yd. of silk or one cow
1 lb. of saffron or one ox
1 lb. of gold
1 lb. of platinum

Cost
×4
2 gp
100 gp
15 gp
250 gp5 cp

Weight×2
1 lb.
600 lb.
200 lb.
100 lb.
10 lb.

Expenses

60 gp
20 gp
5 gp
10 gp
4 gp
20 gp
5 sp
35 gp

40 lb.
30 lb.
15 lb.
25 lb.
8 lb.
300 lb.
—400 lb.

Lifestyle Expenses

Cost
30,000 gp
3,000 gp
10,000 gp
50 gp
10,000 gp
25,000 gp

Speed
4 mph
1 mph
3 mph
1½ mph2 mph
2½ mphWaterborne Vehicles
Item
GalleyKeelboat
Longship
Rowboat
Sailing ship
Warship

Cost
1 cp
2 cp
5 cp
1 sp
5 sp
1 gp
2 gp
3 gp
5 gp
10 gp
15 gp
50 gp
500 gpMost wealth is not in coins. It is measured in livestock,grain, land, rights to collect taxes, or rights to resources(such as a mine or a forest).
Guilds, nobles, and royalty regulate trade. Charteredcompanies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or tobuy or sell specific goods. Guilds set prices for the goods
or services that they control, and determine who may
or may not offer those goods and services. Merchantscommonly exchange trade goods without using currency.
The Trade Goods table shows the value of commonly exchanged goods.

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against theencroaching darkness, adventurers face more mundane
realities. Even in a fantastical world, people require basic
necessities such as shelter, sustenance, and clothing.
These things cost money, although some lifestyles costmore than others.
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover
your accommodations, food and drink, and all your othernecessities. Furthermore, expenses cover the cost of
maintaining your equipment so you can be ready whenadventure next calls.
At the start of each week or month (your choice),choose a lifestyle from the Expenses table and pay theprice to sustain that lifestyle. The prices listed are perday, so if you wish to calculate the cost of your chosen
lifestyle over a thirty-day period, multiply the listed priceby 30. Your lifestyle might change from one period to thenext, based on the funds you have at your disposal, or you
might maintain the same lifestyle throughout your character’s career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts
with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you
avoid criminals, but you are unlikely to make powerfulconnections.

Lifestyle Expenses
LifestyleWretched
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic

Price/Day
—
1 sp
2 sp
1 gp
2 gp
4 gp
10 gp minimum

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54

Wretched. You live in inhumane conditions. With noplace to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on thegood graces of people better off than you. A wretchedlifestyle presents abundant dangers. Violence, disease,and hunger follow you wherever you go. Other wretchedpeople covet your armor, weapons, and adventuring gear,
which represent a fortune by their standards. You are beneath the notice of most people.
Squalid. You live in a leaky stable, a mud-floored hut
just outside town, or a vermin-infested boarding housein the worst part of town. You have shelter from theelements, but you live in a desperate and often violent
environment, in places rife with disease, hunger, andmisfortune. You are beneath the notice of most people, and you have few legal protections. Most people atthis lifestyle level have suffered some terrible setback.
They might be disturbed, marked as exiles, or sufferfrom disease.
Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food andlodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant,experience. Your accommodations might be a room ina flophouse or in the common room above a tavern. You
benefit from some legal protections, but you still haveto contend with violence, crime, and disease. People atthis lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and otherdisreputable types.
Modest. A modest lifestyle keeps you out of the slums
and ensures that you can maintain your equipment. Youlive in an older part of town, renting a room in a boarding
house, inn, or temple. You don’t go hungry or thirsty, andyour living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families,
laborers, students, priests, hedge wizards, and the like.
Comfortable. Choosing a comfortable lifestyle meansthat you can afford nicer clothing and can easily maintainyour equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn.
You associate with merchants, skilled tradespeople, andmilitary officers.
Wealthy. Choosing a wealthy lifestyle means living alife of luxury, though you might not have achieved thesocial status associated with the old money of nobility or
royalty. You live a lifestyle comparable to that of a highly
successful merchant, a favored servant of the royalty, or
the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part oftown or a comfortable suite at a fine inn. You likely have asmall staff of servants.
Aristocratic. You live a life of plenty and comfort. Youmove in circles populated by the most powerful people
in the community. You have excellent lodgings, perhaps
a townhouse in the nicest part of town or rooms in thefinest inn. You dine at the best restaurants, retain themost skilled and fashionable tailor, and have servantsattending to your every need. You receive invitations tothe social gatherings of the rich and powerful, and spend
evenings in the company of politicians, guild leaders,high priests, and nobility. You must also contend with thehighest levels of deceit and treachery. The wealthier you

are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Food, Drink, and Lodging
The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These
prices are included in your total lifestyle expenses.

Food, Drink, and Lodging
Item
Ale
GallonMug
Banquet (per person)
Bread, loaf
Cheese, hunkInn stay (per day)
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic
Meals (per day)
Squalid
Poor
ModestComfortable
Wealthy
Aristocratic
Meat, chunkWine
Common (pitcher)Fine (bottle)

Cost
2 sp
4 cp
10 gp
2 cp
1 sp
7 cp
1 sp
5 sp
8 sp
2 gp
4 gp
3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3 sp
2 sp
10 gp

Services
Adventurers can pay nonplayer characters to assist themor act on their behalf in a variety of circumstances. Most
such hirelings have fairly ordinary skills, while others aremasters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on theServices table. Other common hirelings include any of
the wide variety of people who inhabit a typical town orcity, when the adventurers pay them to perform a specifictask. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for
use in the Leomund’s secret chest spell. A fighter mightcommission a blacksmith to forge a special sword. A bard
might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous
services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages
hired to research ancient or esoteric lore. If a high-leveladventurer establishes a stronghold of some kind, he or
she might hire a whole staff of servants and agents to run
the place, from a castellan or steward to menial laborers
to keep the stables clean. These hirelings often enjoy a

Chapter 5: Equipment
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55

long-term contract that includes a place to live within thestronghold as part of the offered compensation.

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

Skilled hirelings include anyone hired to perform aservice that involves a proficiency (including weapon,
tool, or skill): a mercenary, artisan, scribe, and so on. The
pay shown is a minimum; some expert hirelings require
more pay. Untrained hirelings are hired for menial workthat requires no particular skill and can include laborers,
porters, maids, and similar workers.

Spellcasting Services
People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to findsomeone willing to cast a spell in exchange for coin or
favors, but it is rarely easy and no established pay rates
exist. As a rule, the higher the level of the desired spell,the harder it is to find someone who can cast it and themore it costs.
Hiring someone to cast a relatively common spell of
1st or 2nd level, such as cure wounds or identify, is easy
enough in a city or town, and might cost 10 to 50 gold
pieces (plus the cost of any expensive material components). Finding someone able and willing to cast ahigher-level spell might involve traveling to a large city,
perhaps one with a university or prominent temple. Oncefound, the spellcaster might ask for a service instead of
payment—the kind of service that only adventurers canprovide, such as retrieving a rare item from a dangerous
locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Self-Sufficiency
The expenses and lifestyles described in this chapter
assume that you are spending your time between
adventures in town, availing yourself of whatever services
you can afford—paying for food and shelter, paying
townspeople to sharpen your sword and repair your armor,and so on. Some characters, though, might prefer to spend
their time away from civilization, sustaining themselves in
the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn’t require you tospend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent of apoor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent of a comfortable lifestyle.

Trinkets

When you make your character, you can roll once on
the Trinkets table to gain a trinket, a simple item lightly
touched by mystery. The DM might also use this table.
It can help stock a room in a dungeon or fill a creature’s pockets.

Trinkets
d100
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38

TrinketA mummified goblin handA piece of crystal that faintly glows in the moonlight
A gold coin minted in an unknown land
A diary written in a language you don’t know
A brass ring that never tarnishes
An old chess piece made from glass
A pair of knucklebone dice, each with a skull symbol on
the side that would normally show six pips
A small idol depicting a nightmarish creature that gives
you unsettling dreams when you sleep near it
A rope necklace from which dangles four
mummified elf fingers
The deed for a parcel of land in a realm
unknown to you
A 1-ounce block made from an unknown material
A small cloth doll skewered with needles
A tooth from an unknown beast
An enormous scale, perhaps from a dragon
A bright green feather
An old divination card bearing your likenessA glass orb filled with moving smoke
A 1-pound egg with a bright red shell
A pipe that blows bubbles
A glass jar containing a weird bit of flesh floating inpickling fluid
A tiny gnome-crafted music box that plays a song
you dimly remember from your childhood
A small wooden statuette of a smug halflingA brass orb etched with strange runes
A multicolored stone disk
A tiny silver icon of a raven
A bag containing forty-seven humanoid teeth, oneof which is rotten
A shard of obsidian that always feels warm to the touch
A dragon's bony talon hanging from a plain
leather necklace
A pair of old socks
A blank book whose pages refuse to hold ink, chalk,
graphite, or any other substance or marking
A silver badge in the shape of a five-pointed star
A knife that belonged to a relative
A glass vial filled with nail clippings
A rectangular metal device with two tiny metal cups on
one end that throws sparks when wet
A white, sequined glove sized for a humanA vest with one hundred tiny pockets
A small, weightless stone block
A tiny sketch portrait of a goblin

Chapter 5: Equipment
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56

d100
39
40
41
42
43
44
45
46
47

48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72

TrinketAn empty glass vial that smells of
perfume when opened
A gemstone that looks like a lump of coal when
examined by anyone but you
A scrap of cloth from an old banner
A rank insignia from a lost legionnaire
A tiny silver bell without a clapper
A mechanical canary inside a gnome-crafted lamp
A tiny chest carved to look like it has numerous feeton the bottom
A dead sprite inside a clear glass bottle
A metal can that has no opening but sounds as if it
is filled with liquid, sand, spiders, or broken glass(your choice)
A glass orb filled with water, in which swims aclockwork goldfish
A silver spoon with an M engraved on the handle
A whistle made from gold-colored wood
A dead scarab beetle the size of your hand
Two toy soldiers, one with a missing headA small box filled with different-sized buttons
A candle that can’t be lit
A tiny cage with no door
An old key
An indecipherable treasure map
A hilt from a broken sword
A rabbit’s footA glass eye
A cameo carved in the likeness of a hideous person
A silver skull the size of a coin
An alabaster mask
A pyramid of sticky black incense that smells very bad
A nightcap that, when worn, gives you pleasant dreams
A single caltrop made from bone
A gold monocle frame without the lensA 1-inch cube, each side painted a different color
A crystal knob from a door
A small packet filled with pink dust
A fragment of a beautiful song, written as musicalnotes on two pieces of parchment
A silver teardrop earring made from a real teardrop

d100
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93

94
95
96
97
98
99
100

TrinketThe shell of an egg painted with scenes of humanmisery in disturbing detail
A fan that, when unfolded, shows a sleeping cat
A set of bone pipes
A four-leaf clover pressed inside a book discussing
manners and etiquette
A sheet of parchment upon which is drawn a complex
mechanical contraption
An ornate scabbard that fits no blade you havefound so far
An invitation to a party where a murder happened
A bronze pentacle with an etching of a rat's headin its center
A purple handkerchief embroidered with the name of apowerful archmage
Half of a floorplan for a temple, castle, or someother structure
A bit of folded cloth that, when unfolded, turns intoa stylish cap
A receipt of deposit at a bank in a far-flung city
A diary with seven missing pages
An empty silver snuffbox bearing an inscription on thesurface that says “dreams”
An iron holy symbol devoted to an unknown god
A book that tells the story of a legendary hero's riseand fall, with the last chapter missing
A vial of dragon blood
An ancient arrow of elven design
A needle that never bends
An ornate brooch of dwarven design
An empty wine bottle bearing a pretty label thatsays, “The Wizard of Wines Winery, Red Dragon
Crush, 331422-W”
A mosaic tile with a multicolored, glazed surface
A petrified mouse
A black pirate flag adorned with a dragon's skull
and crossbones
A tiny mechanical crab or spider that moves about
when it’s not being observed
A glass jar containing lard with a label that reads,“Griffon Grease”
A wooden box with a ceramic bottom that holds aliving worm with a head on each end of its body
A metal urn containing the ashes of a hero

Chapter 5: Equipment
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57

Chapter 6: Customization Options
The combination of ability scores, race, class, andbackground defines your character’s capabilities in thegame, and the personal details you create set your character apart from every other character. Even within yourclass and race, you have options to fine-tune what yourcharacter can do. But a few players—with the DM’s permission—want to go a step further.
Chapter 6 of the Player’s Handbook defines two
optional sets of rules for customizing your character:multiclassing and feats. Multiclassing lets you combine
classes together, and feats are special options you canchoose instead of increasing your ability scores as you
gain levels. Your DM decides whether these options areavailable in a campaign.

Multiclassing

Multiclassing allows you to gain levels in multiple
classes. Doing so lets you mix the abilities of thoseclasses to realize a character concept that might not bereflected in one of the standard class options.
With this rule, you have the option of gaining a levelin a new class whenever you advance in level, insteadof gaining a level in your current class. Your levels in all
your classes are added together to determine your character level. For example, if you have three levels in wizard
and two in fighter, you’re a 5th-level character.
As you advance in levels, you might primarily remaina member of your original class with just a few levels in
another class, or you might change course entirely, neverlooking back at the class you left behind. You might evenstart progressing in a third or fourth class. Compared toa single-class character of the same level, you’ll sacrificesome focus in exchange for versatility.

Prerequisites
To qualify for a new class, you must meet the ability scoreprerequisites for both your current class and your newone, as shown in the Multiclassing Prerequisites tablein the Player’s Handbook. Without the full training thata beginning character receives, you must be a quick
study in your new class, having a natural aptitude thatis reflected by higher-than-average ability scores.

Hit Points and Hit Dice
You gain the hit points from your new class as described
for levels after 1st. You gain the 1st-level hit points for aclass only when you are a 1st-level character.
You add together the Hit Dice granted by all yourclasses to form your pool of Hit Dice. If the Hit Dice are
the same die type, you can simply pool them together.
If your classes give you Hit Dice of different types, keep
track of them separately.

Proficiency BonusYour proficiency bonus is always based on your total
character level, as shown in the Character Advancement
table, not your level in a particular class.

Proficiencies
When you gain a level in a class other than your first, yougain only some of that class’s starting proficiencies. See
chapter 6 of the Player’s Handbook for more information.

Class Features
When you gain a new level in a class, you get its features
for that level. A few features, however, have additionalrules when you’re multiclassing. See chapter 6 of thePlayer’s Handbook for more information.

Feats

A feat represents a talent or an area of expertise that givesa character special capabilities. It embodies training, experience, and abilities beyond what a class provides. See
chapter 6 of the Player’s Handbook for more information.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat of your choice
instead. You can take each feat only once, unless thefeat’s description says otherwise.
You must meet any prerequisite specified in a feat totake that feat. If you ever lose a feat’s prerequisite, you
can’t use that feat until you regain the prerequisite.

Experience Points

RICHARD WHITTERS

The experience point cost to gain a level is always basedon your total character level, as shown in the Character
Advancement table in chapter 1 of this document, notyour level in a particular class.

Chapter 6: Customization Options
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58

RICHARD WHITTERS

Part 2
Playing the Game

59
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

Chapter 7: Using Ability ScoresSix abilities provide a quick description of every
creature’s physical and mental characteristics:
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring enduranceIntelligence, measuring reasoning and memory
Wisdom, measuring perception and insightCharisma, measuring force of personality
Is a character muscle-bound and insightful? Brilliant andcharming? Nimble and hardy? Ability scores define thesequalities—a creature’s assets as well as weaknesses.
The three main rolls of the game—the ability check, thesaving throw, and the attack roll—rely on the six ability
scores. The book’s introduction describes the basic rulebehind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare thetotal to a target number.
This chapter focuses on how to use ability checks andsaving throws, covering the fundamental activities thatcreatures attempt in the game. Rules for attack rolls appear in chapter 9.

Ability Scores andModifiers

Each of a creature’s abilities has a score, a number thatdefines the magnitude of that ability. An ability score is
not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities
related to that ability.
A score of 10 or 11 is the normal human average, butadventurers and many monsters are a cut above averagein most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as highas 20, and monsters and divine beings can have scores ashigh as 30.
Each ability also has a modifier, derived from the score
and ranging from −5 (for an ability score of 1) to +10 (fora score of 30). The Ability Scores and Modifiers table
notes the ability modifiers for the range of possible ability
scores, from 1 to 30.
To determine an ability modifier without consulting thetable, subtract 10 from the ability score and then divide
the total by 2 (round down).

Ability Scores and Modifiers
Score
1
2–3
4–5
6–7
8–9
10–11
12–13
14–15

Modifier
−5
−4
−3
−2
−1
+0
+1
+2

Score
16–17
18–19
20–21
22–23
24–25
26–27
28–29
30

Modifier
+3
+4
+5
+6
+7
+8
+9
+10

Because ability modifiers affect almost every attackroll, ability check, and saving throw, ability modifiers
come up in play more often than their associated scores.

Advantage andDisadvantage

Sometimes a special ability or spell tells you that you
have advantage or disadvantage on an ability check, asaving throw, or an attack roll. When that happens, youroll a second d20 when you make the roll. Use the higherof the two rolls if you have advantage, and use the lowerroll if you have disadvantage. For example, if you havedisadvantage and roll a 17 and a 5, you use the 5. If you
instead have advantage and roll those numbers, you
use the 17.
If multiple situations affect a roll and each one grants
advantage or imposes disadvantage on it, you don’t rollmore than one additional d20. If two favorable situations
grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage
and disadvantage, you are considered to have neither ofthem, and you roll one d20. This is true even if multiple
circumstances impose disadvantage and only one grants
advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets
you reroll or replace the d20, you can reroll or replace
only one of the dice. You choose which one. For example,
if a halfling has advantage or disadvantage on an ability
check and rolls a 1 and a 13, the halfling could use theLucky trait to reroll the 1.
You usually gain advantage or disadvantage throughthe use of special abilities, actions, or spells. Inspiration
can also give a character advantage (as explained inchapter 4, “Personality and Background”). The DM canalso decide that circumstances influence a roll in one
direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus

Characters have a proficiency bonus determined by level,
as detailed in chapter 1. Monsters also have this bonus,
which is incorporated in their stat blocks. The bonus isused in the rules on ability checks, saving throws, andattack rolls.
Your proficiency bonus can’t be added to a single dieroll or other number more than once. For example, if two
different rules say you can add your proficiency bonus toa Wisdom saving throw, you nevertheless add the bonus
only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before
you apply it. For example, the rogue’s Expertise feature
doubles the proficiency bonus for certain ability checks.
If a circumstance suggests that your proficiency bonus

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60

applies more than once to the same roll, you still add it
only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to
multiply your proficiency bonus when making an ability
check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check.
For that check your proficiency bonus is 0, given the factthat multiplying 0 by any number is still 0. For instance, if
you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency
bonus when you make Intelligence (History) checks.
In general, you don’t multiply your proficiency bonus for
attack rolls or saving throws. If a feature or effect allows
you to do so, these same rules apply.

Ability Checks

An ability check tests a character’s or monster’s innate
talent and training in an effort to overcome a challenge.
The DM calls for an ability check when a character ormonster attempts an action (other than an attack) thathas a chance of failure. When the outcome is uncertain,
the dice determine the results.
For every ability check, the DM decides which of the six
abilities is relevant to the task at hand and the difficultyof the task, represented by a Difficulty Class. The moredifficult a task, the higher its DC. The Typical Difficulty
Classes table shows the most common DCs.

Typical Difficulty Classes
Task Difficulty
Very easy
Easy
MediumHard
Very hard
Nearly impossible

DC
5
10
15
20
25
30

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply
bonuses and penalties, and compare the total to the DC.
If the total equals or exceeds the DC, the ability checkis a success—the creature overcomes the challenge athand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective
or makes progress combined with a setback determinedby the DM.

Contests
Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when bothof them are trying to do the same thing and only one cansucceed, such as attempting to snatch up a magic ringthat has fallen on the floor. This situation also applies
when one of them is trying to prevent the other one fromaccomplishing a goal—for example, when a monster tries
to force open a door that an adventurer is holding closed.
In situations like these, the outcome is determined by aspecial form of ability check, called a contest.
Both participants in a contest make ability checks
appropriate to their efforts. They apply all appropriate
bonuses and penalties, but instead of comparing the total

to a DC, they compare the totals of their two checks. The
participant with the higher check total wins the contest.
That character or monster either succeeds at the action
or prevents the other one from succeeding.
If the contest results in a tie, the situation remains thesame as it was before the contest. Thus, one contestantmight win the contest by default. If two characters tie ina contest to snatch a ring off the floor, neither charactergrabs it. In a contest between a monster trying to open
a door and an adventurer trying to keep the door closed,a tie means that the door remains shut.

SkillsEach ability covers a broad range of capabilities, including skills that a character or a monster can be proficientin. A skill represents a specific aspect of an ability score,
and an individual’s proficiency in a skill demonstrates
a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a
monster’s skill proficiencies appear in the monster’s
stat block.)For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an
object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand,
and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity
checks related to sneaking and hiding.
The skills related to each ability score are shown in
the following list. (No skills are related to Constitution.)
See an ability’s description in the later sections of thischapter for examples of how to use a skill associatedwith an ability.
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
StealthIntelligence
ArcanaHistory
Investigation
NatureReligion

WisdomAnimal HandlingInsight
Medicine
Perception
SurvivalCharisma
Deception
Intimidation
Performance
Persuasion

Sometimes, the DM might ask for an ability checkusing a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask theDM if proficiency in a particular skill applies to a check.
In either case, proficiency in a skill means an individual
can add his or her proficiency bonus to ability checks thatinvolve that skill. Without proficiency in the skill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength(Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to theStrength check. If the character lacks that proficiency, heor she just makes a Strength check.

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61

Variant: Skills with Different Abilities

Normally, your proficiency in a skill applies only to a
specific kind of ability check. Proficiency in Athletics,
for example, usually applies to Strength checks. In somesituations, though, your proficiency might reasonably
apply to a different kind of check. In such cases, the DM
might ask for a check using an unusual combination ofability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you
have to swim from an offshore island to the mainland,
your DM might call for a Constitution check to see if you
have the stamina to make it that far. In this case, yourDM might allow you to apply your proficiency in Athletics
and ask for a Constitution (Athletics) check. So if you’re
proficient in Athletics, you apply your proficiency bonus to
the Constitution check just as you would normally do for
a Strength (Athletics) check. Similarly, when your dwarf
fighter uses a display of raw strength to intimidate an
enemy, your DM might ask for a Strength (Intimidation)
check, even though Intimidation is normally associatedwith Charisma.

Passive Checks
A passive check is a special kind of ability check that
doesn’t involve any die rolls. Such a check can represent
the average result for a task done repeatedly, such as
searching for secret doors over and over again, or can beused when the DM wants to secretly determine whether
the characters succeed at something without rolling dice,such as noticing a hidden monster.
Here’s how to determine a character’s total for a passive check:
10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive
check total as a score.
For example, if a 1st-level character has a Wisdom of
15 and proficiency in Perception, he or she has a passive
Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below
rely on passive checks, as do the exploration rules inchapter 8.

Working Together
Sometimes two or more characters team up to attempt atask. The character who’s leading the effort—or the one
with the highest ability modifier—can make an ability
check with advantage, reflecting the help provided by theother characters. In combat, this requires the Help action(see chapter 9).
A character can only provide help if the task is one thathe or she could attempt alone. For example, trying to open
a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another characterin that task. Moreover, a character can help only when two
or more individuals working together would actually be
productive. Some tasks, such as threading a needle, are noeasier with help.

Group Checks

When a number of individuals are trying to accomplish
something as a group, the DM might ask for a groupability check. In such a situation, the characters who areskilled at a particular task help cover those who aren’t.
To make a group ability check, everyone in the groupmakes the ability check. If at least half the groupsucceeds, the whole group succeeds. Otherwise, thegroup fails.
Group checks don’t come up very often, and they’remost useful when all the characters succeed or fail as agroup. For example, when adventurers are navigating aswamp, the DM might call for a group Wisdom (Survival)
check to see if the characters can avoid the quicksand,sinkholes, and other natural hazards of the environment.
If at least half the group succeeds, the successful characters are able to guide their companions out of danger.
Otherwise, the group stumbles into one of these hazards.

Using Each Ability

Every task that a character or monster might attemptin the game is covered by one of the six abilities. Thissection explains in more detail what those abilities mean
and the ways they are used in the game.

Strength
Strength measures bodily power, athletic training, andthe extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push,
pull, or break something, to force your body through aspace, or to otherwise apply brute force to a situation.
The Athletics skill reflects aptitude in certain kinds ofStrength checks.
Athletics. Your Strength (Athletics) check covers
difficult situations you encounter while climbing,jumping, or swimming. Examples include thefollowing activities:• You attempt to climb a sheer or slippery cliff, avoid
hazards while scaling a wall, or cling to a surface whilesomething is trying to knock you off.
• You try to jump an unusually long distance or pull
off a stunt midjump.
• You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed.
Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Other Strength Checks. The DM might also call for
a Strength check when you try to accomplish tasks likethe following:• Force open a stuck, locked, or barred door
• Break free of bonds• Push through a tunnel that is too small• Hang on to a wagon while being dragged behind it• Tip over a statue• Keep a boulder from rolling

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62Attack Rolls and Damage

You add your Strength modifier to your attack roll andyour damage roll when attacking with a melee weapon
such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-handcombat, and some of them can be thrown to make aranged attack.

Lifting and Carrying

Your Strength score determines the amount of weight
you can bear. The following terms define what you canlift or carry.
Carrying Capacity. Your carrying capacity is yourStrength score multiplied by 15. This is the weight (inpounds) that you can carry, which is high enough thatmost characters don’t usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weightin pounds up to twice your carrying capacity (or 30 times
your Strength score). While pushing or dragging weightin excess of your carrying capacity, your speed drops
to 5 feet.
Size and Strength. Larger creatures can bear moreweight, whereas Tiny creatures can carry less. For eachsize category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. Fora Tiny creature, halve these weights.

Variant: Encumbrance

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed
rules for determining how a character is hindered by theweight of equipment. When you use this variant, ignore
the Strength column of the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength
score, you are encumbered, which means your speed
drops by 10 feet.
If you carry weight in excess of 10 times your Strength
score, up to your maximum carrying capacity, you are
instead heavily encumbered, which means your speed
drops by 20 feet and you have disadvantage on ability
checks, attack rolls, and saving throws that use Strength,
Dexterity, or Constitution.

Dexterity
Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly,
quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills
reflect aptitude in certain kinds of Dexterity checks.
Acrobatics. Your Dexterity (Acrobatics) check covers
your attempt to stay on your feet in a tricky situation, suchas when you’re trying to run across a sheet of ice, balanceon a tightrope, or stay upright on a rocking ship’s deck.
The DM might also call for a Dexterity (Acrobatics) checkto see if you can perform acrobatic stunts, including
dives, rolls, somersaults, and flips.
Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting somethingon someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM
might also call for a Dexterity (Sleight of Hand) check to

Hiding
The DM decides when circumstances are appropriate forhiding. When you try to hide, make a Dexterity (Stealth)check. Until you are discovered or you stop hiding, thatcheck’s total is contested by the Wisdom (Perception)
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
to stay quiet.
In combat, most creatures stay alert for signs of danger
all around, so if you come out of hiding and approacha creature, it usually sees you. However, under certain
circumstances, the Dungeon Master might allow you tostay 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
compares your Dexterity (Stealth) check with that creature’s
passive Wisdom (Perception) score, which equals 10 + thecreature’s Wisdom modifier, as well as any other bonuses
or penalties. If the creature has advantage, add 5. For
disadvantage, subtract 5.
For example, if a 1st-level character (with a proficiency
bonus of +2) has a Wisdom of 15 (a +2 modifier) andproficiency in Perception, he or she has a passive Wisdom(Perception) of 14.
What Can You See? One of the main factors indetermining whether you can find a hidden creature or
object is how well you can see in an area, which might belightly or heavily obscured, as explained in chapter 8.

determine whether you can lift a coin purse off anotherperson or slip something out of anotherperson’s pocket.
Stealth. Make a Dexterity (Stealth) check when you
attempt to conceal yourself from enemies, slink past
guards, slip away without being noticed, or sneak up on
someone without being seen or heard.
Other Dexterity Checks. The DM might call for a
Dexterity check when you try to accomplish tasks likethe following:• Control a heavily laden cart on a steep descent• Steer a chariot around a tight turn• Pick a lock
• Disable a trap
• Securely tie up a prisoner• Wriggle free of bonds• Play a stringed instrument• Craft a small or detailed object

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll andyour damage roll when attacking with a ranged weapon,
such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage rollwhen attacking with a melee weapon that has the finesse
property, such as a dagger or a rapier.

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63Armor Class

Depending on the armor you wear, you might add someor all of your Dexterity modifier to your Armor Class,as described in chapter 5.

Initiative

At the beginning of every combat, you roll initiative bymaking a Dexterity check. Initiative determines the orderof creatures’ turns in combat, as described in chapter 9.

Constitution
Constitution measures health, stamina, and vital force.

Constitution Checks

Constitution checks are uncommon, and no skills apply
to Constitution checks, because the endurance this ability represents is largely passive rather than involving a
specific effort on the part of a character or monster. A
Constitution check can model your attempt to push beyond normal limits, however.
The DM might call for a Constitution check when you
try to accomplish tasks like the following:

legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation. When you look around for clues andmake deductions based on those clues, you make anIntelligence (Investigation) check. You might deduce thelocation of a hidden object, discern from the appearanceof a wound what kind of weapon dealt it, or determine theweakest point in a tunnel that could cause it to collapse.
Poring through ancient scrolls in search of a hidden
fragment of knowledge might also call for an Intelligence(Investigation) check.
Nature. Your Intelligence (Nature) check measures
your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion. Your Intelligence (Religion) check measures
your ability to recall lore about deities, rites and prayers,
religious hierarchies, holy symbols, and the practicesof secret cults.
Other Intelligence Checks. The DM might call for anIntelligence check when you try to accomplish tasks likethe following:• Hold your breath• March or labor for hours without rest
• Go without sleep• Survive without food or water• Quaff an entire stein of ale in one go• Communicate with a creature without using words• Estimate the value of a precious item
• Pull together a disguise to pass as a city guard• Forge a document• Recall lore about a craft or trade• Win a game of skill

Hit Points

Spellcasting AbilityYour Constitution modifier contributes to your hit points.
Typically, you add your Constitution modifier to each Hit
Die you roll for your hit points.
If your Constitution modifier changes, your hit point
maximum changes as well, as though you had the newmodifier from 1st level. For example, if you raise yourConstitution score when you reach 4th level and yourConstitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had
always been +2. So you add 3 hit points for your first
three levels, and then roll your hit points for 4th level
using your new modifier. Or if you’re 7th level and someeffect lowers your Constitution score so as to reduce yourConstitution modifier by 1, your hit point maximum isreduced by 7.

IntelligenceIntelligence measures mental acuity, accuracy of recall,and the ability to reason.

Intelligence Checks

An Intelligence check comes into play when you needto draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, andReligion skills reflect aptitude in certain kinds of Intelligence checks.
Arcana. Your Intelligence (Arcana) check measures
your ability to recall lore about spells, magic items,
eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History. Your Intelligence (History) check measures your ability to recall lore about historical events,

Wizards use Intelligence as their spellcasting ability,
which helps determine the saving throw DCs of spells
they cast.

Wisdom
Wisdom reflects how attuned you are to the world around
you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read bodylanguage, understand someone’s feelings, notice things
about the environment, or care for an injured person.
The Animal Handling, Insight, Medicine, Perception, andSurvival skills reflect aptitude in certain kinds of Wisdom checks.
Animal Handling. When there is any question whether
you can calm down a domesticated animal, keep a mountFinding a Hidden Object
When your character searches for a hidden object such asa secret door or a trap, the DM typically asks you to makea Wisdom (Perception) check. Such a check can be used tofind hidden details or other information and clues that you
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 forclues, you have no chance of finding the key, regardless of
your Wisdom (Perception) check result. You would have to
specify that you were opening the drawers or searching thebureau in order to have any chance of success.

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64

from getting spooked, or intuit an animal’s intentions, theDM might call for a Wisdom (Animal Handling) check.
You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides whether
you can determine the true intentions of a creature, suchas when searching out a lie or predicting someone’s next
move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine. A Wisdom (Medicine) check lets you try tostabilize a dying companion or diagnose an illness.
Perception. Your Wisdom (Perception) check lets you
spot, hear, or otherwise detect the presence of something.
It measures your general awareness of
your surroundings and the keenness of your senses.
For example, you might try to hear a conversation througha closed door, eavesdrop under an open window, or hear
monsters moving stealthily in the forest. Or you might try
to spot things that are obscured or easy to miss, whether
they are orcs lying in ambush on a road, thugs hiding inthe shadows of an alley, or candlelight under a closed
secret door.
Survival. The DM might ask you to make a Wisdom(Survival) check to follow tracks, hunt wild game, guide
your group through frozen wastelands, identify signs thatowlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Other Wisdom Checks. The DM might call for a
Wisdom check when you try to accomplish tasks likethe following:• Get a gut feeling about what course of action to follow• Discern whether a seemingly dead or living creature is undead

Spellcasting Ability

Clerics use Wisdom as their spellcasting ability, whichhelps determine the saving throw DCs of spells they cast.

CharismaCharisma measures your ability to interact effectively
with others. It includes such factors as confidence andeloquence, and it can represent a charming or commanding personality.

Charisma Checks

A Charisma check might arise when you try to influenceor entertain others, when you try to make an impression or tell a convincing lie, or when you are navigatinga tricky social situation. The Deception, Intimidation,
Performance, and Persuasion skills reflect aptitude incertain kinds of Charisma checks.
Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either
verbally or through your actions. This deception can
encompass everything from misleading others throughambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earnmoney through gambling, pass yourself off in a disguise,
dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physicalviolence, the DM might ask you to make a Charisma(Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs
to back down from a confrontation, or using the edge ofa broken bottle to convince a sneering vizier to reconsider a decision.
Performance. Your Charisma (Performance) check
determines how well you can delight an audience withmusic, dance, acting, storytelling, or some other form ofentertainment.
Persuasion. When you attempt to influence someone
or a group of people with tact, social graces, or goodnature, the DM might ask you to make a Charisma(Persuasion) check. Typically, you use persuasion whenacting in good faith, to foster friendships, make cordial
requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let
your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Other Charisma Checks. The DM might call for a
Charisma check when you try to accomplish tasks likethe following:• Find the best person to talk to for news,
rumors, and gossip• Blend into a crowd to get the sense of key topics
of conversation

Spellcasting Ability

Bards, paladins, sorcerers, and warlocks use Charisma
as their spellcasting ability, which helps determine thesaving throw DCs of spells they cast.

Saving Throws

A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, ora similar threat. You don’t normally decide to make asaving throw; you are forced to make one because yourcharacter or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use yourDexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational
bonus or penalty and can be affected by advantage
and disadvantage, as determined by the DM.
Each class gives proficiency in at least two saving
throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in asaving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score.
Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by
the effect that causes it. For example, the DC for a saving
throw allowed by a spell is determined by the caster’sspellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is alsodetailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or
reduced harm, from an effect.

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65Chapter 8: Adventuring
Delving into the ancient Tomb of Horrors, slipping
through the back alleys of Waterdeep, hacking a fresh
trail through the thick jungles on the Isle of Dread—these
are the things that Dungeons & Dragons adventures
are made of. Your character in the game might explore
forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if
all goes well, your character will survive to claim richrewards before embarking on a new adventure.
This chapter covers the basics of the adventuring life,
from the mechanics of movement to the complexities ofsocial interaction. The rules for resting are also in thischapter, along with a discussion of the activities yourcharacter might pursue between adventures.
Whether adventurers are exploring a dusty dungeon
or the complex relationships of a royal court, the gamefollows a natural rhythm, as outlined in the book’s
introduction:
1. The DM describes the environment.
2. The players describe what they want to do.
3. The DM narrates the results of their actions.
Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore
dungeon corridors or wilderness regions. The DM’s
notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes,
the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a
flowchart to track their progress instead of a map.

Time

In situations where keeping track of the passage of timeis important, the DM determines the time a task requires.
The DM might use a different time scale depending on
the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scaleof minutes. It takes them about a minute to creep down
a long hallway, another minute to check for traps on
the door at the end of the hall, and a good ten minutes
to search the chamber beyond for anything interestingor valuable.
In a city or wilderness, a scale of hours is often more
appropriate. Adventurers eager to reach the lonely tower
at the heart of the forest hurry across those fifteen miles
in just under four hours’ time.
For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, theadventurers spend four uneventful days before a goblin
ambush interrupts their journey.
In combat and other fast-paced situations, the gamerelies on rounds, a 6-second span of time described inchapter 9.

Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all
sorts of movement play a key role in D&D adventures.
The DM can summarize the adventurers’ movement
without calculating exact distances or travel times: “Youtravel through the forest and find the dungeon entrance
late in the evening of the third day.” Even in a dungeon,
particularly a large dungeon or a cave network, the DM
can summarize movement between encounters: “After
killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you
through miles of echoing corridors to a chasm bridged bya narrow stone arch.”
Sometimes it’s important, though, to know how long it
takes to get from one spot to another, whether the answer
is in days, hours, or minutes. The rules for determining
travel time depend on two factors: the speed and travelpace of the creatures moving and the terrain they’removing over.

Speed
Every character and monster has a speed, which is the
distance in feet that the character or monster can walk in
1 round. This number assumes short bursts of energetic
movement in the midst of a life-threatening situation.
The following rules determine how far a characteror monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a
normal, fast, or slow pace, as shown on the Travel Pacetable. The table states how far the party can move in aperiod of time and whether the pace has any effect. A fast
pace makes characters less perceptive, while a slow pacemakes it possible to sneak around and to search an area
more carefully (see the “Activity While Traveling” section
later in this chapter for more information).
Forced March. The Travel Pace table assumes thatcharacters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours,
the characters cover the distance shown in the Hour
column for their pace, and each character must make aConstitution saving throw at the end of the hour. The DC
is 10 + 1 for each hour past 8 hours. On a failed saving
throw, a character suffers one level of exhaustion (seeappendix A).
Mounts and Vehicles. For short spans of time (up to anhour), many animals move much faster than humanoids.
A mounted character can ride at a gallop for about anhour, covering twice the usual distance for a fast pace. If
fresh mounts are available every 8 to 10 miles, characters
can cover larger distances at this pace, but this is veryrare except in densely populated areas.
Characters in wagons, carriages, or other land vehicles
choose a pace as normal. Characters in a waterborne
vessel are limited to the speed of the vessel (see chapter

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665), and they don’t suffer penalties for a fast pace or gain
benefits from a slow pace. Depending on the vessel andthe size of the crew, ships might be able to travel for up to
24 hours per day.
Certain special mounts, such as a pegasus or griffon,or special vehicles, such as a carpet of flying, allow you
to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel.

Travel Pace
Distance Traveled per . . .
Pace
Fast

NormalSlow

MinuteHour
Day
Effect
400 feet 4 miles 30 miles −5 penalty topassive Wisdom(Perception) scores
300 feet 3 miles 24 miles —200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume
relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests,
deep swamps, rubble-filled ruins, steep mountains, andice-covered ground—all considered difficult terrain.
You move at half speed in difficult terrain—moving
1 foot in difficult terrain costs 2 feet of speed—so you
can cover only half the normal distance in a minute,an hour, or a day.

Special Types of Movement
Movement through dangerous dungeons or wilderness
areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get
where they need to go.

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 extra feetin difficult terrain) when you’re climbing, swimming, or
crawling. You ignore this extra cost if you have a climbing
speed and use it to climb or a swimming speed and use it
to swim. At the DM’s option, climbing a slippery verticalsurface or one with few handholds requires a successful
Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength(Athletics) check.

JumpingYour Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover anumber of feet up to your Strength score if you move atleast 10 feet on foot immediately before the jump. Whenyou make a standing long jump, you can leap only halfthat distance. Either way, each foot you clear on the jump
costs a foot of movement.
This rule assumes that the height of your jump doesn’t
matter, such as a jump across a stream or chasm. At
your DM’s option, you must succeed on a DC 10 Strength(Athletics) check to clear a low obstacle (no taller than aquarter of the jump’s distance), such as a hedge or low
wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed ona DC 10 Dexterity (Acrobatics) check to land on your feet.
Otherwise, you land prone.
High Jump. When you make a high jump, you leap
into the air a number of feet equal to 3 + your Strength
modifier (minimum of 0 feet) if you move at least 10 feeton foot immediately before the jump. When you make astanding high jump, you can jump only half that distance.
Either way, each foot you clear on the jump costs a foot of
movement. In some circumstances, your DM might allow
you to make a Strength (Athletics) check to jump higher
than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a
distance equal to the height of the jump plus 1½ times
your height.

Activity While Traveling
As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, andsome characters might perform other tasks to help
the group’s journey.

Marching Order

The adventurers should establish a marching order. A
marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden
enemies, and which ones are the closest to those enemies when a fight breaks out.
A character might occupy the front rank, one or more
middle ranks, or the back rank. Characters in the front
and back ranks need enough room to travel side by sidewith others in their rank. When space is too tight, themarching order must change, usually by moving characters to a middle rank.
Fewer Than Three Ranks. If an adventuring party
arranges its marching order with only two ranks, they
are a front rank and a back rank. If there’s only one rank,
it’s considered a front rank.

Stealth

While traveling at a slow pace, the characters can movestealthily. As long as they’re not in the open, they can try
to surprise or sneak by other creatures they encounter.
See the rules for hiding in chapter 7.

Splitting Up the Party
Sometimes, it makes sense to split an adventuring party,
especially if you want one or more characters to scoutahead. You can form multiple parties, each moving at adifferent speed. Each group has its own front, middle,
and back ranks.
The drawback to this approach is that the party will be
split into several smaller groups in the event of an attack.
The advantage is that a small group of stealthy charactersmoving slowly might be able to sneak past enemies thatclumsier characters would alert. A pair of rogues moving ata slow pace are much harder to detect when they leave theirdwarf fighter friend behind.

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67

Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices
a hidden threat. The DM might decide that a threat canbe noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels,
the DM might decide that only those characters in theback rank have a chance to hear or spot a stealthy creature following the group, while characters in the front
and middle ranks cannot.
While traveling at a fast pace, characters take a –5
penalty to their passive Wisdom (Perception) scores
to notice hidden threats.
Encountering Creatures. If the DM determines thatthe adventurers encounter other creatures while they’re
traveling, it’s up to both groups to decide what happens
next. Either group might decide to attack, initiate aconversation, run away, or wait to see what the othergroup does.
Surprising Foes. If the adventurers encounter a hostile
creature or group, the DM determines whether the adventurers or their foes might be surprised when combat
erupts. See chapter 9 for more about surprise.

Other Activities

Characters who turn their attention to other tasks as thegroup travels are not focused on watching for danger.
These characters don’t contribute their passive Wisdom(Perception) scores to the group’s chance of noticing
hidden threats. However, a character not watching fordanger can do one of the following activities instead, orsome other activity with the DM’s permission.
Navigate. The character can try to prevent the groupfrom becoming lost, making a Wisdom (Survival) checkwhen the DM calls for it. (The Dungeon Master’s Guide
has rules to determine whether the group gets lost.)
Draw a Map. The character can draw a map thatrecords the group’s progress and helps the characters
get back on course if they get lost. No ability checkis required.
Track. A character can follow the tracks of anothercreature, making a Wisdom (Survival) check when the
DM calls for it. (The Dungeon Master’s Guide has rules
for tracking.)
Forage. The character can keep an eye out for readysources of food and water, making a Wisdom (Survival)
check when the DM calls for it. (The Dungeon Master’s
Guide has rules for foraging.)

The Environment

By its nature, adventuring involves delving into places
that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the mostimportant ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide
has rules covering more unusual situations.

Falling
A fall from a great height is one of the most common hazards facing an adventurer.
At the end of a fall, a creature takes 1d6 bludgeoning
damage for every 10 feet it fell, to a maximum of 20d6.

The creature lands prone, unless it avoids taking damage
from the fall.

Suffocating
A creature can hold its breath for a number of minutes
equal to 1 + its Constitution modifier (minimum of
30 seconds).
When a creature runs out of breath or is choking, it cansurvive for a number of rounds equal to its Constitution
modifier (minimum of 1 round). At the start of its nextturn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 canhold its breath for 3 minutes. If it starts suffocating, it has
2 rounds to reach air before it drops to 0 hit points.

Vision and Light
The most fundamental tasks of adventuring—noticing
danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily
on a character’s ability to see. Darkness and other effects
that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In alightly obscured area, such as dim light, patchy fog, ormoderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area—such as darkness, opaquefog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix
A) when trying to see something in that area.
The presence or absence of light in an environment
creates three categories of illumination: bright light, dimlight, and darkness.
Bright light lets most creatures see normally. Evengloomy days provide bright light, as do torches, lanterns,
fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary
between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn
also counts as dim light. A particularly brilliant full moonmight bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit
nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

BlindsightA creature with blindsight can perceive its surroundings
without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures withecholocation or heightened senses, such as bats and true
dragons, have this sense.

Darkvision

Many creatures in the worlds of D&D, especially thosethat dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim lightas if it were bright light and in darkness as if it were dim
light, so areas of darkness are only lightly obscured as far
as that creature is concerned. However, the creature can’t
discern color in darkness, only shades of gray.

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68TruesightA creature with truesight can, out to a specific range,
see in normal and magical darkness, see invisible
creatures and objects, automatically detect visual illusions and succeed on saving throws against them,and perceive the original form of a shapechanger or acreature that is transformed by magic. Furthermore,
the creature can see into the Ethereal Plane.

Food and Water
Characters who don’t eat or drink suffer the effects of
exhaustion (see appendix A). Exhaustion caused by lackof food or water can’t be removed until the character eatsand drinks the full required amount.

Food

A character needs one pound of food per day and canmake food last longer by subsisting on half rations.
Eating half a pound of food in a day counts as half a day
without food.
A character can go without food for a number of days
equal to 3 + his or her Constitution modifier (minimum1). At the end of each day beyond that limit, a character
automatically suffers one level of exhaustion.
A normal day of eating resets the count of days without
food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks
only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at
the end of the day. A character with access to even lesswater automatically suffers one level of exhaustion at theend of the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Interacting with Objects
A character’s interaction with objects in an environmentis often simple to resolve in the game. The player tells theDM that his or her character is doing something, suchas moving a lever, and the DM describes what, if anything, happens.
For example, a character might decide to pull a lever,which might, in turn, raise a portcullis, cause a room toflood with water, or open a secret door in a nearby wall. If
the lever is rusted in position, though, a character mightneed to force it. In such a situation, the DM might callfor a Strength check to see whether the character can
wrench the lever into place. The DM sets the DC for any
such check based on the difficulty of the task.
Characters can also damage objects with their weapons and spells. Objects are immune to poison andpsychic damage, but otherwise they can be affected byphysical and magical attacks much like creatures can.
The DM determines an object’s Armor Class and hit
points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hardto cut a rope with a club, for example.) Objects always
fail Strength and Dexterity saving throws, and they are

immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
A character can also attempt a Strength check to break
an object. The DM sets the DC for any such check.

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No lessimportant, though, are the social interactions that adventurers have with other inhabitants of the world.
Interaction takes on many forms. You might need toconvince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it
will spare your life. The DM assumes the roles of any
characters who are participating in the interaction that
don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).
In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs
are predisposed to help you, and hostile ones are inclined
to get in your way. It’s easier to get what you want from afriendly NPC, of course.
Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying
Roleplaying is, literally, the act of playing out a role. In
this case, it’s you as a player determining how your character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game, and itcomes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence howinteractions resolve.
There are two styles you can use when roleplaying yourcharacter: the descriptive approach and the active approach. Most players use a combination of the two styles.
Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words
and actions to the DM and the other players. Drawing on
your mental image of your character, you tell everyone
what your character does and how he or she does it.
For instance, Chris plays Tordek the dwarf. Tordek has
a quick temper and blames the elves of the Cloakwood
for his family’s misfortune. At a tavern, an obnoxious elf
minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.
Chris says, “Tordek spits on the floor, growls an insult
at the bard, and stomps over to the bar. He sits on a stool
and glares at the minstrel before ordering another drink.”
In this example, Chris has conveyed Tordek’s moodand given the DM a clear idea of his character’s attitude
and actions.
When using descriptive roleplaying, keep the following
things in mind:• Describe your character’s emotions and attitude.
• Focus on your character’s intent and how others
might perceive it.
• Provide as much embellishment as you feel
comfortable with.

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Don’t worry about getting things exactly right. Just focus on thinking about what your character would do anddescribing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow
players what your character thinks and does, active roleplaying shows them.
When you use active roleplaying, you speak with yourcharacter’s voice, like an actor taking on a role. You mighteven echo your character’s movements and body language.
This approach is more immersive than descriptive roleplaying, though you still need to describe things that
can’t be reasonably acted out.
Going back to the example of Chris roleplaying Tordek
above, here’s how the scene might play out if Chris used
active roleplaying:
Speaking as Tordek, Chris says in a gruff, deep voice,“I was wondering why it suddenly smelled awful in here.
If I wanted to hear anything out of you, I’d snap your armand enjoy your screams.” In his normal voice, Chris thenadds, “I get up, glare at the elf, and head to the bar.”Results of Roleplaying

The DM uses your character’s actions and attitudes todetermine how an NPC reacts. A cowardly NPC buckles
under threats of violence. A stubborn dwarf refuses to letanyone badger her. A vain dragon laps up flattery.
When interacting with an NPC, pay close attention to
the DM’s portrayal of the NPC’s mood, dialogue, andpersonality. You might be able to determine an NPC’s
personality traits, ideals, flaws, and bonds, then play onthem to influence the NPC’s attitude.
Interactions in D&D are much like interactions in real
life. If you can offer NPCs something they want, threaten
them with something they fear, or play on their sympathies and goals, you can use words to get almost anything
you want. On the other hand, if you insult a proud warrioror speak ill of a noble’s allies, your efforts to convince ordeceive will fall short.

Ability Checks
In addition to roleplaying, ability checks are key in determining the outcome of an interaction.
Your roleplaying efforts can alter an NPC’s attitude, butthere might still be an element of chance in the situation.
For example, your DM can call for a Charisma check at
any point during an interaction if he or she wants the diceto play a role in determining an NPC’s reactions. Other
checks might be appropriate in certain situations, at yourDM’s discretion.
Pay attention to your skill proficiencies when thinkingof how you want to interact with an NPC, and stack thedeck in your favor by using an approach that relies on
your best bonuses and skills. If the group needs to trick a
guard into letting them into a castle, the rogue who is proficient in Deception is the best bet to lead the discussion.
When negotiating for a hostage’s release, the cleric with
Persuasion should do most of the talking.

Resting

Heroic though they might be, adventurers can’t spend
every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep andeat, tend their wounds, refresh their minds and spirits forspellcasting, and brace themselves for further adventure.
Adventurers, as well as other creatures, can take short
rests in the midst of a day and a long rest to end it.

Short Rest
A short rest is a period of downtime, at least 1 hour long,
during which a character does nothing more strenuousthan eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the endof a short rest, up to the character’s maximum number ofHit Dice, which is equal to the character’s level. For each
Hit Die spent in this way, the player rolls the die and adds
the character’s Constitution modifier to it. The character
regains hit points equal to the total (minimum of 0). The
player can decide to spend an additional Hit Die after
each roll. A character regains some spent Hit Dice uponfinishing a long rest, as explained below.

Long Rest
A long rest is a period of extended downtime, at least 8hours long, during which a character sleeps for at least
6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, orsimilar adventuring activity—the characters must begin
the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost
hit points. The character also regains spent Hit Dice, up
to a number of dice equal to half of the character’s total
number of them (minimum of one die). For example, if acharacter has eight Hit Dice, he or she can regain four
spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one long restin a 24-hour period, and a character must have at least
1 hit point at the start of the rest to gain its benefits.

Between Adventures

Between trips to dungeons and battles against ancientevils, adventurers need time to rest, recuperate, andprepare for their next adventure. Many adventurers also
use this time to perform other tasks, such as craftingarms and armor, performing research, or spending
their hard-earned gold.
In some cases, the passage of time is something that
occurs with little fanfare or description. When starting a
new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe
in general terms what your character has
been doing. At other times, the DM might want to keep
track of just how much time is passing as events beyond
your perception stay in motion.

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70Lifestyle Expenses
Between adventures, you choose a particular quality oflife and pay the cost of maintaining that lifestyle, as described in chapter 5.
Living a particular lifestyle doesn’t have a huge effecton your character, but your lifestyle can affect the way
other individuals and groups react to you. For example,
when you lead an aristocratic lifestyle, it might be easierfor you to influence the nobles of the city than if you livein poverty.

Downtime Activities
Between adventures, the DM might ask you what yourcharacter is doing during his or her downtime. Periodsof downtime can vary in duration, but each downtime
activity requires a certain number of days to complete
before you gain any benefit, and at least 8 hours of each
day must be spent on the downtime activity for the day
to count. The days do not need to be consecutive. If you
have more than the minimum amount of days to spend,
you can keep doing the same thing for a longer periodof time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend hisor her downtime performing an activity not covered here,
discuss it with your DM.

Crafting

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficientwith tools related to the object you are trying to create(typically artisan’s tools). You might also need access to
special materials or locations necessary to create it. For
example, someone proficient with smith’s tools needs aforge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you cancraft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth
half the total market value. If something you want to craft
has a market value greater than 5 gp, you make progress
every day in 5-gp increments until you reach the market
value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward
the crafting of a single item, provided that the characters all have proficiency with the requisite tools and areworking together in the same place. Each character contributes 5 gp worth of effort for every day spent helping tocraft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft asuit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestylewithout having to pay 1 gp per day, or a comfortable
lifestyle at half the normal cost (see chapter 5 for more
information on lifestyle expenses).

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put
your performance skill to use during your downtime, youearn enough to support a wealthy lifestyle instead.

Recuperating

You can use downtime between adventures to recoverfrom a debilitating injury, disease, or poison.
After three days of downtime spent recuperating,you can make a DC 15 Constitution saving throw.
On a successful save, you can choose one of thefollowing results:• End one effect on you that prevents you from regaining hit points.
• For the next 24 hours, gain advantage on saving throws
against one disease or poison currently
affecting you.

Researching

The time between adventures is a great chance to perform research, gaining insight into mysteries that haveunfurled over the course of the campaign. Research can
include poring over dusty tomes and crumbling scrolls
in a library or buying drinks for the locals to pry rumors
and gossip from their lips.
When you begin your research, the DM determines
whether the information is available, how many days of
downtime it will take to find it, and whether there are any
restrictions on your research (such as needing to seek out
a specific individual, tome, or location). The DM mightalso require you to make one or more ability checks,
such as an Intelligence (Investigation) check to find clues
pointing toward the information you seek, or a Charisma(Persuasion) check to secure someone’s aid. Once thoseconditions are met, you learn the information if it isavailable.
For each day of research, you must spend 1 gp to cover
your expenses. This cost is in addition to your normal
lifestyle expenses (as discussed in chapter 5).

Training

You can spend time between adventures learning a new
language or training with a set of tools. Your DM mightallow additional training options.
First, you must find an instructor willing to teach you.
The DM determines how long it takes, and whether one
or more ability checks are required.
The training lasts for 250 days and costs 1 gp per day.
After you spend the requisite amount of time and money,
you learn the new language or gain proficiency with
the new tool.

Practicing a Profession

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day(see chapter 5 for more information on lifestyle expenses).
This benefit lasts as long you continue to practice yourprofession.

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71Chapter 9: Combat
The clatter of a sword striking against a shield.
The terrible rending sound as monstrous claws tearthrough armor. A brilliant flash of light as a ball of flame
blossoms from a wizard’s spell. The sharp tang of bloodin the air, cutting through the stench of vile monsters.
Roars of fury, shouts of triumph, cries of pain. Combat in
D&D can be chaotic, deadly, and thrilling.
This chapter provides the rules you need for your characters and monsters to engage in combat, whether it isa brief skirmish or an extended conflict in a dungeon or
on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon
Master controls all the monsters and nonplayer characters involved in combat, and each other player controls anadventurer. “You” can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides,
a flurry of weapon swings, feints, parries, footwork, andspellcasting. The game organizes the chaos of combat
into a cycle of rounds and turns. A round represents
about 6 seconds in the game world. During a round, eachparticipant in a battle takes a turn. The order of turns isdetermined at the beginning of a combat encounter, when
everyone rolls initiative. Once everyone has taken a turn,the fight continues to the next round if neither side has
defeated the other.

SurpriseA band of adventurers sneaks up on a bandit camp,springing from the trees to attack them. A gelatinous
cube glides down a dungeon passage, unnoticed by theadventurers until the cube engulfs one of them. In thesesituations, one side of the battle gains surprise over
the other.
The DM determines who might be surprised. If neither side tries to be stealthy, they automatically noticeeach other. Otherwise, the DM compares the Dexterity(Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing

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 theadventurers’ marching order or their stated positions in
the room or other location, the DM figures out where theadversaries are—how far away and in what direction.
3. Roll initiative. Everyone involved in the combat
encounter rolls initiative, determining the order of
combatants’ turns.
4. Take turns. Each participant in the battle takes a turn ininitiative order.
5. Begin the next round. When everyone involved in the
combat has had a turn, the round ends. Repeat step 4
until the fighting stops.

side. Any character or monster that doesn’t notice athreat is surprised at the start of the encounter.
If you’re surprised, you can’t move or take an action
on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be
surprised even if the other members aren’t.

Initiative
Initiative determines the order of turns during combat.
When combat starts, every participant makes a Dexterity
check to determine their place in the initiative order. The
DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The DM ranks the combatants in order from the one
with the highest Dexterity check total to the one withthe lowest. This is the order (called the initiative order)in which they act during each round. The initiative orderremains the same from round to round.
If a tie occurs, the DM decides the order among tied
DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide theorder if the tie is between a monster and a player character. Optionally, the DM can have the tied characters andmonsters each roll a d20 to determine the order, highestroll going first.

Your Turn
On your turn, you can move a distance up to your speed
and take one action. You decide whether to move first or
take your action first. Your speed—sometimes called yourwalking speed—is noted on your character sheet.
The most common actions you can take are describedin the “Actions in Combat” section later in this chapter.
Many class features and other abilities provide additional
options for your action.
The “Movement and Position” section later in this chapter gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on
your turn, consider taking the Dodge or Ready action, as
described in “Actions in Combat.”

Bonus Actions

Various class features, spells, and other abilities let you
take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows arogue to take a bonus action. You can take a bonus action
only when a special ability, spell, or other feature of thegame states that you can do something as a bonus action.
You otherwise don’t have a bonus action to take.
You can take only one bonus action on your turn, so you
must choose which bonus action to use when you havemore than one available.
You choose when to take a bonus action during yourturn, unless the bonus action’s timing is specified, andanything that deprives you of your ability to take actions
also prevents you from taking a bonus action.

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Other Activity on Your TurnYour turn can include a variety of flourishes that require
neither your action nor your move.
You can communicate however you are able, throughbrief utterances and gestures, as you take your turn.
You can also interact with one object or feature of theenvironment for free, during either your move or youraction. For example, you could open a door during yourmove as you stride toward a foe, or you could draw yourweapon as part of the same action you use to attack.
If you want to interact with a second object, you need
to use your action. Some magic items and other special
objects always require an action to use, as statedin their descriptions.
The DM might require you to use an action for anyof these activities when it needs special care or when it
presents an unusual obstacle. For instance, the DM
could reasonably expect you to use an action to open astuck door or turn a crank to lower a drawbridge.

ReactionsCertain special abilities, spells, and situations allow you
to take a special action called a reaction. A reaction isan instant response to a trigger of some kind, which canoccur on your turn or on someone else’s. The opportunity
attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you can’t take another one
until the start of your next turn. If the reaction interrupts
another creature’s turn, that creature can continue its
turn right after the reaction.

On your turn, you can move a distance up to yourspeed. You can use as much or as little of your speed as
you like on your turn, following the rules here.
Your movement can include jumping, climbing, andswimming. These different modes of movement can be
combined with walking, or they can constitute your entire
move. However you’re moving, you deduct the distance ofeach part of your move from your speed until it is used up
or until you are done moving.
The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing,and swimming.

Breaking Up Your Move
You can break up your movement on your turn, using
some of your speed before and after your action. For
example, if you have a speed of 30 feet, you can move
10 feet, take your action, and then move 20 feet.

Moving between Attacks

If you take an action that includes more than one weapon
attack, you can break up your movement even further bymoving between those attacks. For example, a fighter
who can make two attacks with the Extra Attack feature
and who has a speed of 25 feet could move 10 feet, makean attack, move 15 feet, and then attack again.

Using Different SpeedsInteracting with Objects Around You

If you have more than one speed, such as your walking
speed and a flying speed, you can switch back and forth
between your speeds during your move. Whenever you
switch, subtract the distance you’ve already moved fromthe new speed. The result determines how much farther
you can move. If the result is 0 or less, you can’t use the
new speed during the current move.
For example, if you have a speed of 30 and a flying
speed of 60 because a wizard cast the fly spell on you,you could fly 20 feet, then walk 10 feet, and then leap into
the air to fly 30 feet more.

Here are a few examples of the sorts of thing you can do intandem with your movement and action:

Difficult Terrain

Movement and Position

In combat, characters and monsters are in constantmotion, often using movement and position to gain theupper hand.

• draw or sheathe a sword• open or close a door
• withdraw a potion from your backpack• pick up a dropped axe• take a bauble from a table• remove a ring from your finger• stuff some food into your mouth• plant a banner in the ground• fish a few coins from your belt pouch• drink all the ale in a flagon• throw a lever or a switch• pull a torch from a sconce• take a book from a shelf you can reach• extinguish a small flame• don a mask
• pull the hood of your cloak up and over your head
• put your ear to a door
• kick a small stone• turn a key in a lock
• tap the floor with a 10-foot pole• hand an item to another character

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked
forests, treacherous staircases—the setting ofa typical fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1
extra foot. This rule is true even if multiple things ina space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow,
and shallow bogs are examples of difficult terrain. The
space of another creature, whether hostile or not, alsocounts as difficult terrain.

Being Prone
Combatants often find themselves lying on the ground,either because they are knocked down or because they
throw themselves down. In the game, they are prone,
a condition described in appendix A.
You can drop prone without using any of your speed.
Standing up takes more effort; doing so costs anamount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet

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of movement to stand up. You can’t stand up if you don’t
have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic
such as teleportation. Every foot of movement whilecrawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore, costs 3 feet of movement.

Moving Around Other Creatures
You can move through a nonhostile creature’s space. In
contrast, you can move through a hostile creature’s space
only if the creature is at least two sizes larger or smaller
than you. Remember that another creature’s space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can’t
willingly end your move in its space.
If you leave a hostile creature’s reach during your move,
you provoke an opportunity attack, as explained later inthe chapter.

Flying Movement
Flying creatures enjoy many benefits of mobility, butthey must also deal with the danger of falling. If a flying
creature is knocked prone, has its speed reduced to 0, oris otherwise deprived of the ability to move, the creature
falls, unless it has the ability to hover or it is being held
aloft by magic, such as by the fly spell.

Creature Size
Each creature takes up a different amount of space.
The Size Categories table shows how much spacea creature of a particular size controls in combat.
Objects sometimes use the same size categories.

Size Categories
Size
Tiny
Small
Medium
Large
Huge
Gargantuan

Space

Space
2½ by 2½ ft.
5 by 5 ft.
5 by 5 ft.
10 by 10 ft.
15 by 15 ft.
20 by 20 ft. or larger

Example Monsters
Imp, sprite
Giant rat, goblin
Orc, werewolf
Hippogriff, ogre
Fire giant, treant
Kraken, purple worm

A creature’s space is the area in feet that it effectively
controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide,
for example, but it does control a space that wide. If a
Medium hobgoblin stands in a 5-foot-wide doorway,
other creatures can’t get through unless the hobgoblin
lets them.
A creature’s space also reflects the area it needs to fighteffectively. For that reason, there’s a limit to the numberof creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can
fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewerof them can surround a creature. If four Large creatures
crowd around a Medium or smaller one, there’s little
room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large
enough for a creature one size smaller than it. Thus, aLarge creature can squeeze through a passage that’s only
5 feet wide. While squeezing through a space, a creaturemust spend 1 extra foot for every foot it moves there, andit has disadvantage on attack rolls and Dexterity saving
throws. Attack rolls against the creature have advantage
while it’s in the smaller space.

Actions in Combat

When you take your action on your turn, you can take oneof the actions presented here, an action you gained fromyour class or a special feature, or an action that you improvise. Many monsters have action options of their own
in their stat blocks.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind of roll you need to make, if any, to determine success or failure.

Attack
The most common action to take in combat is the Attack
action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack.
See the “Making an Attack” section for the rules that govern attacks.
Certain features, such as the Extra Attack featureof the fighter, allow you to make more than one attack
with this action.

Variant: Playing on a Grid
If you play out a combat using a square grid and miniaturesor other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square bysquare on the grid. This means you use your speed in 5-footsegments. This is particularly easy if you translate yourspeed into squares by dividing the speed by 5. For example,
a speed of 30 feet translates into a speed of 6 squares.
If you use a grid often, consider writing your speed insquares on your character sheet.
Entering a Square. To enter a square, you must haveat least 1 square of movement left, even if the square
is diagonally adjacent to the square you’re in. (The rulefor diagonal movement sacrifices realism for the sake ofsmooth play. The Dungeon Master’s Guide provides guidanceon using a more realistic approach.)
If a square costs extra movement, as a square ofdifficult terrain does, you must have enough movement
left to pay for entering it. For example, you must haveat least 2 squares of movement left to enter a square ofdifficult terrain.
Corners. Diagonal movement can’t cross the corner of awall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two
things—whether creatures or objects—start counting
squares from a square adjacent to one of them and stop
counting in the space of the other one. Count by theshortest route.

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74Cast a Spell

Hide

Spellcasters such as wizards and clerics, as well as many
monsters, have access to spells and can use them to great
effect in combat. Each spell has a casting time, which
specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting aspell is, therefore, not necessarily an action. Most spells
do have a casting time of 1 action, so a spellcaster often
uses his or her action in combat to cast such a spell. See
chapter 10 for the rules on spellcasting.

When you take the Hide action, you make a Dexterity(Stealth) check in an attempt to hide, following the rules
in chapter 7 for hiding. If you succeed, you gain certain
benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals yourspeed, after applying any modifiers. With a speed of 30
feet, for example, you can move up to 60 feet on your turn
if you dash.
Any increase or decrease to your speed changes thisadditional movement by the same amount. If your speedof 30 feet is reduced to 15 feet, for instance, you can move
up to 30 feet this turn if you dash.

Disengage
If you take the Disengage action, your movement doesn’t
provoke opportunity attacks for the rest of the turn.

Dodge
When you take the Dodge action, you focus entirely on
avoiding attacks. Until the start of your next turn, any
attack roll made against you has disadvantage if you can
see the attacker, and you make Dexterity saving throws
with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed
drops to 0.

Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, thecreature you aid gains advantage on the next ability
check it makes to perform the task you are helping with,
provided that it makes the check before the start of yournext turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract
the target, or in some other way team up to make yourally’s attack more effective. If your ally attacks the target
before your next turn, the first attack roll is made withadvantage.

Improvising an Action
Your character can do things not covered by the actions inthis chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in magical defenses, or
calling for a parley with a foe. The only limits to the actions
you can attempt are your imagination and your character’sability scores. See the descriptions of the ability scores inchapter 7 for inspiration as you improvise.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind of roll you need to make, if any, to determine
success or failure.

Ready
Sometimes you want to get the jump on a foe or wait for aparticular circumstance before you act. To do so, you cantake the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will
trigger your reaction. Then, you choose the action you
will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull thelever that opens it,” and “If the goblin steps next to me, I
move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but holdits energy, which you release with your reaction when thetrigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic
requires concentration (explained in chapter 10). If yourconcentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the
web spell and ready magic missile, your web spell ends,
and if you take damage before you release magic missile
with your reaction, your concentration might be broken.

SearchWhen you take the Search action, you devote yourattention to finding something. Depending on the nature of your search, the DM might have you make a
Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an
attack. When an object requires your action for its use,
you take the Use an Object action. This action is also useful when you want to interact with more than one object
on your turn.

Making an Attack

Whether you’re striking with a melee weapon, firing aweapon at range, or making an attack roll as part of aspell, an attack has a simple structure.
1. Choose a target. Pick a target within your attack’s
range: a creature, an object, or a location.
2. Determine modifiers. The DM determines whether
the target has cover and whether you have advantage
or disadvantage against the target. In addition, spells,

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75special abilities, and other effects can apply penalties
or bonuses to your attack roll.
3. Resolve the attack. You make the attack roll. On a hit,
you roll damage, unless the particular attack has rulesthat specify otherwise. Some attacks cause special
effects in addition to or instead of damage.
If there’s ever any question whether something you’re
doing counts as an attack, the rule is simple: if you’remaking an attack roll, you’re making an attack.

Ranged Attacks
When you make a ranged attack, you fire a bow or acrossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shootspines from its tail. Many spells also involve making a
ranged attack.

Range

When you make an attack, your attack roll determines
whether the attack hits or misses. To make an attack roll,roll a d20 and add the appropriate modifiers. If the totalof the roll plus modifiers equals or exceeds the target’sArmor Class (AC), the attack hits. The AC of a characteris determined at character creation, whereas the AC of amonster is in its stat block.

You can make ranged attacks only against targets withina specified range.
If a ranged attack, such as one made with a spell, has asingle range, you can’t attack a target beyond this range.
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number
is the normal range, and the larger number is the longrange. Your attack roll has disadvantage when your target
is beyond normal range, and you can’t attack a target beyond the long range.

Modifiers to the Roll

Ranged Attacks in Close Combat

Attack Rolls

When a character makes an attack roll, the two mostcommon modifiers to the roll are an ability modifier
and the character’s proficiency bonus. When a monster
makes an attack roll, it uses whatever modifier is provided in its stat block.
Ability Modifier. The ability modifier used for a melee
weapon attack is Strength, and the ability modifier used
for a ranged weapon attack is Dexterity. Weapons thathave the finesse or thrown property break this rule.
Some spells also require an attack roll. The ability
modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10.
Proficiency Bonus. You add your proficiency bonus
to your attack roll when you attack using a weapon withwhich you have proficiency, as well as when you attack
with a spell.

Aiming a ranged attack is more difficult when a foe
is next to you. When you make a ranged attack with aweapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile
creature who can see you and who isn’t incapacitated.

Melee Attacks

Sometimes fate blesses or curses a combatant, causing
the novice to hit and the veteran to miss.
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is calleda critical hit, which is explained later in this chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

Used in hand-to-hand combat, a melee attack allows you
to attack a foe within your reach. A melee attack typicallyuses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack
when it strikes with its claws, horns, teeth, tentacles, orother body part. A few spells also involve making a melee attack.
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee
attack. Certain creatures (typically those larger thanMedium) have melee attacks with a greater reach than 5
feet, as noted in their descriptions.
Instead of using a weapon to make a melee weapon
attack, you can use an unarmed strike: a punch, kick,head-butt, or similar forceful blow (none of which countas weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You areproficient with your unarmed strikes.

Unseen Attackers and Targets

Opportunity Attacks

Rolling 1 or 20

Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you can’t see, you havedisadvantage on the attack roll. This is true whether
you’re guessing the target’s location or you’re targeting acreature you can hear but not see. If the target isn’t in thelocation you targeted, you automatically miss, but the DM
typically just says that the attack missed, not whether you
guessed the target’s location correctly.
When a creature can’t see you, you have advantage on
attack rolls against it.
If you are hidden—both unseen and unheard—when
you make an attack, you give away your location when theattack hits or misses.

In a fight, everyone is constantly watching for enemies
to drop their guard. You can rarely move heedlessly past
your foes without putting yourself in danger; doing so
provokes an opportunity attack.
You can make an opportunity attack when a hostile
creature that you can see moves out of your reach. To
make the opportunity attack, you use your reaction
to make one melee attack against the provoking creature. The attack occurs right before the creature leaves
your reach.
You can avoid provoking an opportunity attack bytaking the Disengage action. You also don’t provoke anopportunity attack when you teleport or when someone
or something moves you without using your movement,
action, or reaction. For example, you don’t provoke an

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opportunity attack if an explosion hurls you out of a foe’s
reach or if gravity causes you to fall past an enemy.

Two-Weapon Fighting

When you take the Attack action and attack with a lightmelee weapon that you’re holding in one hand, you can
use a bonus action to attack with a different light melee
weapon that you’re holding in the other hand. You don’t
add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you canthrow the weapon, instead of making a melee attack with it.

Grappling

When you want to grab a creature or wrestle with it, you
can use the Attack action to make a special melee attack,a grapple. If you’re able to make multiple attacks with the
Attack action, this attack replaces one of them.
The target of your grapple must be no more than one
size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target
by making a grapple check, a Strength (Athletics) check
contested by the target’s Strength (Athletics) or Dexterity(Acrobatics) check (the target chooses the ability to use).
You succeed automatically if the target is incapacitated. If
you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things
that end it, and you can release the target whenever you
like (no action required).
Escaping a Grapple. A grappled creature can use its
action to escape. To do so, it must succeed on a Strength(Athletics) or Dexterity (Acrobatics) check contested byyour Strength (Athletics) check.
Moving a Grappled Creature. When you move, you
can drag or carry the grappled creature with you, but
your speed is halved, unless the creature is two or moresizes smaller than you.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push
it away from you. If you’re able to make multiple attacks
with the Attack action, this attack replaces one of them.
The target of your shove must be no more than one
size larger than you, and it must be within your reach.
You make a Strength (Athletics) check contested by
the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
succeed automatically if the target is incapacitated. If
you succeed, you either knock the target prone or push
it 5 feet away from you.

Cover

Walls, trees, creatures, and other obstacles can provide
cover during combat, making a target more difficult
to harm. A target can benefit from cover only when an
attack or other effect originates on the opposite side of
the cover.
There are three degrees of cover. If a target is behind
multiple sources of cover, only the most protective degreeof cover applies; the degrees aren’t added together. For
example, if a target is behind a creature that gives halfContests in Combat
Battle often involves pitting your prowess against that ofyour foe. Such a challenge is represented by a contest. Thissection includes the most common contests that require anaction in combat: grappling and shoving a creature. The DM
can use these contests as models for improvising others.

cover and a tree trunk that gives three-quarters cover, thetarget has three-quarters cover.
A target with half cover has a +2 bonus to AC and
Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might
be a low wall, a large piece of furniture, a narrow tree
trunk, or a creature, whether that creature is an enemy
or a friend.
A target with three-quarters cover has a +5 bonus to
AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an
obstacle. The obstacle might be a portcullis, an arrowslit, or a thick tree trunk.
A target with total cover can’t be targeted directly by
an attack or a spell, although some spells can reach sucha target by including it in an area of effect. A target has
total cover if it is completely concealed by an obstacle.

Damage and Healing

Injury and the risk of death are constant companionsof those who explore the worlds of D&D. The thrust ofa sword, a well-placed arrow, or a blast of flame from afireball spell all have the potential to damage, or even kill,
the hardiest of creatures.

Hit Points
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures withmore hit points are more difficult to kill. Those withfewer hit points are more fragile.
A creature’s current hit points (usually just called hit
points) can be any number from the creature’s hit point
maximum down to 0. This number changes frequently as
a creature takes damage or receives healing.
Whenever a creature takes damage, that damage issubtracted from its hit points. The loss of hit points has
no effect on a creature’s capabilities until the creaturedrops to 0 hit points.

Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice,
add any modifiers, and apply the damage to your target.
Magic weapons, special abilities, and other factors cangrant a bonus to damage.
When attacking with a weapon, you add your ability
modifier—the same modifier used for the attack roll—tothe damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other effect deals damage to more than
one target at the same time, roll the damage once for allof them. For example, when a wizard casts fireball or a

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cleric casts flame strike, the spell’s damage is rolled once
for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dicefor the attack’s damage against the target. Roll all of theattack’s damage dice twice and add them together. Then
add any relevant modifiers as normal. To speed up play,
you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger,roll 2d4 for the damage, rather than 1d4, and then add
your relevant ability modifier. If the attack involves otherdamage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

Damage Types

Dungeon Masters describe hit point loss in different ways.
When your current hit point total is half or more of yourhit point maximum, you typically show no signs of injury.
When you drop below half your hit point maximum, youshow signs of wear, such as cuts and bruises. An attack
that reduces you to 0 hit points strikes you directly, leaving
a bleeding injury or other trauma, or it simply knocks you
unconscious.

Damage Resistance andVulnerability
Some creatures and objects are exceedingly difficult or
unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage
type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type,damage of that type is doubled against it.
Resistance and then vulnerability are applied after allother modifiers to damage. For example, a creature has
resistance to bludgeoning damage and is hit by an attack
that deals 25 bludgeoning damage. The creature is also
within a magical aura that reduces all damage by 5. The
25 damage is first reduced by 5 and then halved, so thecreature takes 10 damage.
Multiple instances of resistance or vulnerability that
affect the same damage type count as only one instance.
For example, if a creature has resistance to fire damage
as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against thecreature, not reduced by three-quarters.

RICHARD WHITTERS

Different attacks, damaging spells, and other harmful
effects deal different types of damage. Damage types haveno rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a
DM assign a damage type to a new effect.
Acid. The corrosive spray of a black dragon’s breathand the dissolving enzymes secreted by a black pudding
deal acid damage.
Bludgeoning. Blunt force attacks—hammers, falling,
constriction, and the like—deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast of a white dragon’s breathdeal cold damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into adamaging form. Most effects that deal force damage arespells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon’s
breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead
and some spells, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including
spears and monsters’ bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green
dragon’s breath deal poison damage.
Psychic. Mental abilities such as a mind flayer’s psionicblast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric’s flame
strike spell or an angel’s smiting weapon, sears the flesh
like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters’ claws dealslashing damage.
Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.

Describing the Effects of Damage

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Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you,
you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must
make a special saving throw, called a death saving throw,
to determine whether you creep closer to death or hang
onto life. Unlike other saving throws, this one isn’t tied toany ability score. You are in the hands of fate now, aided
only by spells and features that improve your chances ofsucceeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. A success or failure has no effectby itself. On your third success, you become stable (seebelow). On your third failure, you die. The successes
and failures don’t need to be consecutive; keep trackof both until you collect three of a kind. The number ofboth is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while
you have 0 hit points, you suffer a death saving throw
failure. If the damage is from a critical hit, you suffer two
failures instead. If the damage equals or exceeds your hit
point maximum, you suffer instant death.

Healing

Stabilizing a Creature

Unless it results in death, damage isn’t permanent. Even
death is reversible through powerful magic. Rest can
restore a creature’s hit points (as explained in chapter 8),
and magical methods such as a cure wounds spell or a
potion of healing can remove damage in an instant.
When a creature receives healing of any kind, hit points
regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit
points regained in excess of this number are lost. For
example, a druid grants a ranger 8 hit points of healing.
If the ranger has 14 current hit points and has a hit point
maximum of 20, the ranger regains 6 hit points from thedruid, not 8.
A creature that has died can’t regain hit points until
magic such as the revivify spell has restored it to life.

Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright orfall unconscious, as explained in the following sections.

RICHARD WHITTERS

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage
remaining, you die if the remaining damage equals
or exceeds your hit point maximum.
For example, a cleric with a maximum of 12 hit points
currently has 6 hit points. If she takes 18 damage froman attack, she is reduced to 0 hit points, but 12 damage
remains. Because the remaining damage equals her hit
point maximum, the cleric dies.

The best way to save a creature with 0 hit points is toheal it. If healing is unavailable, the creature can atleast be stabilized so that it isn’t killed by a failed deathsaving throw.
You can use your action to administer first aid to an
unconscious creature and attempt to stabilize it, which
requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws,even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must
start making death saving throws again, if it takes any
damage. A stable creature that isn’t healed regains
1 hit point after 1d4 hours.

Monsters and Death

Most DMs have a monster die the instant it drops to0 hit points, rather than having it fall unconscious andmake 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
Sometimes an attacker wants to incapacitate a foe, rather
than deal a killing blow. When an attacker reduces acreature to 0 hit points with a melee attack, the attacker
can knock the creature out. The attacker can make thischoice the instant the damage is dealt. The creature falls
unconscious and is stable.

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79Temporary Hit Points

Controlling a Mount

Some spells and special abilities confer temporary hit
points to a creature. Temporary hit points aren’t actual
hit points; they are a buffer against damage, a pool of hit
points that protect you from injury.
When you have temporary hit points and take damage,the temporary hit points are lost first, and any leftoverdamage carries over to your normal hit points. For
example, if you have 5 temporary hit points and take7 damage, you lose the temporary hit points and thentake 2 damage.
Because temporary hit points are separate from youractual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points andreceive temporary hit points.
Healing can’t restore temporary hit points, and they
can’t be added together. If you have temporary hit points
and receive more of them, you decide whether to keep
the ones you have or to gain the new ones. For example,
if a spell grants you 12 temporary hit points when you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points
doesn’t restore you to consciousness or stabilize you.
They can still absorb damage directed at you while you’rein that state, but only true healing can save you.
Unless a feature that grants you temporary hit points
has a duration, they last until they’re depleted or you finish a long rest.

While you’re mounted, you have two options. You caneither control the mount or allow it to act independently.
Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained toaccept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The
initiative of a controlled mount changes to match yours
when you mount it. It moves as you direct it, and it has
only three action options: Dash, Disengage, and Dodge. A
controlled mount can move and act even on the turn thatyou mount it.
An independent mount retains its place in the initiative
order. Bearing a rider puts no restrictions on the actions
the mount can take, and it moves and acts as it wishes. It
might flee from combat, rush to attack and devour a badly
injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity
attack while you’re on it, the attacker can target you or
the mount.

Mounted Combat

A knight charging into battle on a warhorse, a wizard
casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits ofspeed and mobility that a mount can provide.
A willing creature that is at least one size larger than
you and that has an appropriate anatomy can serve as amount, using the following rules.

Mounting and Dismounting

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, orfind themselves in a flooded dungeon room, they mustfight in a challenging environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that
doesn’t have a swimming speed (either natural or granted
by magic) has disadvantage on the attack roll unless theweapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target
beyond the weapon’s normal range. Even against a target
within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that isthrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water
have resistance to fire damage.

Once during your move, you can mount a creature thatis within 5 feet of you or dismount. Doing so costs anamount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feetof movement to mount a horse. Therefore, you can’t
mount it if you don’t have 15 feet of movement left or
if your speed is 0.
If an effect moves your mount against its will while
you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a spacewithin 5 feet of it. If you’re knocked prone while mounted,
you must make the same saving throw.
If your mount is knocked prone, you can use yourreaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in aspace within 5 feet it.

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RICHARD WHITTERS

Part 3The Rules of Magic

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Chapter 10: Spellcasting
Magic permeates the worlds of D&D and most often
appears in the form of a spell.
This chapter provides the rules for casting spells.
Different character classes have distinctive ways oflearning and preparing their spells, and monsters
use spells in unique ways. Regardless of its source,
a spell follows the rules here.

What Is a Spell?

A spell is a discrete magical effect, a single shaping of
the magical energies that suffuse the multiverse into a
specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic
suffusing the world, pins them in place in a particularpattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases,
all in the span of seconds.
Spells can be versatile tools, weapons, or protective
wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away,
and restore life to the dead.
Uncounted thousands of spells have been createdover the course of the multiverse’s history, and many ofthem are long forgotten. Some might yet lie recorded in
crumbling spellbooks hidden in ancient ruins or trappedin the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power
and wisdom to do so.

Spell Level
Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (butstill impressive) magic missile at 1st level and the incredible time stop at 9th. Cantrips—simple but powerful spells
that characters can cast almost by rote—are level 0. The
higher a spell’s level, the higher level a spellcaster must
be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level,
not 9th level, to cast a 9th-level spell.

Known and Prepared Spells
Before a spellcaster can use a spell, he or she must havethe spell firmly fixed in mind, or must have access to thespell in a magic item. Members of a few classes have alimited list of spells they know that are always fixed inmind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards,
undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
In every case, the number of spells a caster can have
fixed in mind at any given time depends on the character’s level.

Spell Slots
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells
before resting. Manipulating the fabric of magic andchanneling its energy into even a simple spell is physically and mentally taxing, and higher-level spells areeven more so. Thus, each spellcasting class’s description
includes a table showing how many spell slots of eachspell level a character can use at each character level. For
example, the 3rd-level wizard Umara has four 1st-level
spell slots and two 2nd-level slots.
When a character casts a spell, he or she expends a
slot of that spell’s level or higher, effectively “filling” a slotwith the spell. You can think of a spell slot as a groove ofa certain size—small for a 1st-level slot, larger for a spellof higher level. A 1st-level spell fits into a slot of any size,
but a 9th-level spell fits only in a 9th-level slot. So when
Umara casts magic missile, a 1st-level spell, she spends
one of her four 1st-level slots and has three remaining.
Finishing a long rest restores any expended spell slots(see chapter 8 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 ahigher level than the spell, the spell assumes the higher
level for that casting. For instance, if Umara casts magic
missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill theslot it is put into.
Some spells, such as magic missile and cure wounds,
have more powerful effects when cast at a higher level, as
detailed in a spell’s description.

Cantrips
A cantrip is a spell that can be cast at will, without using
a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind
and infused the caster with the magic needed to produce
the effect over and over. A cantrip’s spell level is 0.

Rituals
Certain spells have a special tag: ritual. Such a spell
can be cast following the normal rules for spellcasting,or the spell can be cast as a ritual. The ritual version of aspell takes 10 minutes longer to cast than normal.
It also doesn’t expend a spell slot, which means the ritualversion of a spell can’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster must have afeature that grants the ability to do so. The cleric and thedruid, for example, have such a feature. The caster mustalso have the spell prepared or on his or her list of spells
known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

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82Casting a Spell

Components

When a character casts any spell, the same basic rules
are followed, regardless of the character’s class or thespell’s effects.
Each spell description in chapter 11 begins with a blockof information, including the spell’s name, level, school ofmagic, casting time, range, components, and duration. The
rest of a spell entry describes the spell’s effect.

A spell’s components are the physical requirements you
must meet in order to cast it. Each spell’s description
indicates whether it requires verbal (V), somatic (S),or material (M) components. If you can’t provide one
or more of a spell’s components, you are unable to castthe spell.

Casting Time

Most spells require the chanting of mystic words. The
words themselves aren’t the source of the spell’s power;
rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic inmotion. Thus, a character who is gagged or in an areaof silence, such as one created by the silence spell, can’t
cast a spell with a verbal component.

Most spells require a single action to cast, but somespells require a bonus action, a reaction, or much moretime to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,provided that you haven’t already taken a bonus action
this turn. You can’t cast another spell during the sameturn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells takea fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction,
the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require
more time to cast: minutes or even hours. When you casta spell with a casting time longer than a single action orreaction, you must spend your action each turn casting
the spell, and you must maintain your concentration
while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend
a spell slot. If you want to try casting the spell again, youmust start over.

Range
The target of a spell must be within the spell’s range. Fora spell like magic missile, the target is a creature. For aspell like fireball, the target is the point in space where
the ball of fire erupts.
Most spells have ranges expressed in feet. Some spells
can target only a creature (including you) that you touch.
Other spells, such as the shield spell, affect only you.
These spells have a range of self.
Spells that create cones or lines of effect that originate
from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of
Effect” later in the this chapter).
Once a spell is cast, its effects aren’t limited by its range,
unless the spell’s description says otherwise.

Casting in Armor
Because of the mental focus and precise gestures required
for spellcasting, you must be proficient with the armor you
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting.

Verbal (V)Somatic (S)Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires asomatic component, the caster must have free use of atleast one hand to perform these gestures.

Material (M)Casting some spells requires particular objects, specifiedin parentheses in the component entry. A character canuse a component pouch or a spellcasting focus (foundin chapter 5) in place of the components specified for aspell. But if a cost is indicated for a component, a character must have that specific component before he or she
can cast the spell.
If a spell states that a material component is consumed
by the spell, the caster must provide this component foreach casting of the spell.
A spellcaster must have a hand free to access thesecomponents—or to hold a spellcasting focus—but it canbe the same hand that he or she uses to perform somaticcomponents.

Duration
A spell’s duration is the length of time the spell persists.
A duration can be expressed in rounds, minutes, hours,
or even years. Some spells specify that their effects last
until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals,
creates, or alters a creature or an object in a way that
can’t be dispelled, because its magic exists only for
an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration,such a spell ends.
If a spell must be maintained with concentration, thatfact appears in its Duration entry, and the spell specifies
how long you can concentrate on it. You can end concentration at any time (no action required).

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83Normal activity, such as moving and attacking, doesn’tinterfere with concentration. The following factors canbreak concentration:• Casting another spell that requires concentration.
You lose concentration on a spell if you cast anotherspell that requires concentration. You can’t concentrateon two spells at once.
• Taking damage. Whenever you take damage while
you are concentrating on a spell, you must make aConstitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take,whichever number is higher. If you take damage frommultiple sources, such as an arrow and a dragon’s
breath, you make a separate saving throw for eachsource of damage.
• Being incapacitated or killed. You lose concentration
on a spell if you are incapacitated or if you die.
The DM might also decide that certain environmental
phenomena, such as a wave crashing over you while
you’re on a storm-tossed ship, require you to succeed on a
DC 10 Constitution saving throw to maintain concentration on a spell.

Targets
A typical spell requires you to pick one or more targets
to be affected by the spell’s magic. A spell’s description
tells you whether the spell targets creatures, objects, or apoint of origin for an area of effect (described below).
Unless a spell has a perceptible effect, a creature might
not know it was targeted by a spell at all. An effect likecrackling lightning is obvious, but a more subtle effect,
such as an attempt to read a creature’s thoughts, typicallygoes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it,
so it can’t be behind total cover.
If you place an area of effect at a point that you can’t
see and an obstruction, such as a wall, is between you
and that point, the point of origin comes into being on thenear side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you canchoose yourself, unless the creature must be hostile orspecifically a creature other than you. If you are in thearea of effect of a spell you cast, you can target yourself.

Areas of Effect
Spells such as burning hands and cone of cold cover anarea, allowing them to affect multiple creatures at once.
A spell’s description specifies its area of effect, which
typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point oforigin, a location from which the spell’s energy erupts.
The rules for each shape specify how you position its
point of origin. Typically, a point of origin is a point inspace, but some spells have an area whose origin is acreature or an object.
A spell’s effect expands in straight lines from the pointof origin. If no unblocked straight line extends from thepoint of origin to a location within the area of effect, that

The Schools of Magic
Academies of magic group spells into eight categories
called schools of magic. Scholars, particularly wizards,
apply these categories to all spells, believing that all magic
functions in essentially the same way, whether it derives
from rigorous study or is bestowed by a deity.
The schools of magic help describe spells; they have norules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though someof them have aggressive uses. They create magical barriers,
negate harmful effects, harm trespassers, or banish
creatures to other planes of existence.
Conjuration spells involve the transportation of objects
and creatures from one location to another. Some spells
summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
conjurations create objects or effects out of nothing.
Divination spells reveal information, whether in theform of secrets long forgotten, glimpses of the future, thelocations of hidden things, the truth behind illusions, or
visions of distant people or places.
Enchantment spells affect the minds of others,
influencing or controlling their behavior. Such spells canmake enemies see the caster as a friend, force creatures totake a course of action, or even control another creature
like a puppet.
Evocation spells manipulate magical energy to produce
a desired effect. Some call up blasts of fire or lightning.
Others channel positive energy to heal wounds.
Illusion spells deceive the senses or minds of others. They
cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
things that never happened. Some illusions create phantom
images that any creature can see, but the most insidious
illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life anddeath. Such spells can grant an extra reserve of life force,drain the life energy from another creature, create theundead, or even bring the dead back to life.
Creating the undead through the use of necromancyspells such as animate dead is not a good act, and only evil
casters use such spells frequently.
Transmutation spells change the properties of a creature,object, or environment. They might turn an enemy intoa harmless creature, bolster the strength of an ally, makean object move at the caster’s command, or enhancea creature’s innate healing abilities to rapidly recoverfrom injury.

location isn’t included in the spell’s area. To block one ofthese imaginary lines, an obstruction must provide total
cover, as explained in chapter 9.

Cone

A cone extends in a direction you choose from its point oforigin. A cone’s width at a given point along its length isequal to that point’s distance from the point of origin. A
cone’s area of effect specifies its maximum length.
A cone’s point of origin is not included in the cone’s
area of effect, unless you decide otherwise.

Cube

You select a cube’s point of origin, which lies anywhere
on a face of the cubic effect. The cube’s size is expressedas the length of each side.
A cube’s point of origin is not included in the cube’s
area of effect, unless you decide otherwise.

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84

Cylinder

A cylinder’s point of origin is the center of a circle of aparticular radius, as given in the spell description. The
circle must either be on the ground or at the height of thespell effect. The energy in a cylinder expands in straightlines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effectthen shoots up from the base or down from the top, to a
distance equal to the height of the cylinder.
A cylinder’s point of origin is included in the cylinder’sarea of effect.

Line

A line extends from its point of origin in a straight path
up to its length and covers an area defined by its width.
A line’s point of origin is not included in the line’s areaof effect, unless you decide otherwise.

SphereYou select a sphere’s point of origin, and the sphere
extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.
A sphere’s point of origin is included in the sphere’s
area of effect.

Saving Throws
Many spells specify that a target can make a saving
throw to avoid some or all of a spell’s effects. The spell
specifies the ability that the target uses for the save andwhat happens on a success or failure.
The DC to resist one of your spells equals 8 + yourspellcasting ability modifier + your proficiency bonus +any special modifiers.

Attack Rolls

The effects of different spells add together while the durations of those spells overlap. The effects of the samespell cast multiple times don’t combine, however. Instead,the most potent effect—such as the highest bonus—fromthose castings applies while their durations overlap. Or
the most recent effect applies if the castings are equallypotent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; heor she doesn’t get to roll two bonus dice.

The Weave of Magic
The worlds within the D&D multiverse are magicalplaces. All existence is suffused with magical power, andpotential energy lies untapped in every rock, stream, andliving creature, and even in the air itself. Raw magic is the
stuff of creation, the mute and mindless will of existence,
permeating every bit of matter and present in every
manifestation of energy throughout the multiverse.
Mortals can’t directly shape this raw magic. Instead, they
make use of a fabric of magic, a kind of interface between
the will of a spellcaster and the stuff of raw magic. The
spellcasters of the Forgotten Realms call it the Weave andrecognize its essence as the goddess Mystra, but casters
have varied ways of naming and visualizing this interface.
By any name, without the Weave, raw magic is locked away
and inaccessible; the most powerful archmage can’t lighta candle with magic in an area where the Weave has been
torn. But surrounded by the Weave, a spellcaster can shapelightning to blast foes, transport hundreds of miles in theblink of an eye, or even reverse death itself.
All magic depends on the Weave, though different kindsof magic access it in a variety of ways. The spells of wizards,
warlocks, sorcerers, and bards are commonly called arcane
magic. These spells rely on an understanding—learned or
intuitive—of the workings of the Weave. The caster plucks
directly at the strands of the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
magic. The spells of clerics, druids, paladins, and rangers
are called divine magic. These spellcasters’ access to the
Weave is mediated by divine power—gods, the divine forcesof nature, or the sacred weight of a paladin’s oath.
Whenever a magic effect is created, the threads ofthe Weave intertwine, twist, and fold to make the effectpossible. When characters use divination spells such asdetect magic or identify, they glimpse the Weave. A spell suchas dispel magic smooths the Weave. Spells such as antimagic
field rearrange the Weave so that magic flows around,rather than through, the area affected by the spell. And inplaces where the Weave is damaged or torn, magic works inunpredictable ways—or not at all.

RICHARD WHITTERS

Some spells require the caster to make an attack rollto determine whether the spell effect hits the intended
target. Your attack bonus with a spell attack equals yourspellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged
attacks. Remember that you have disadvantage on a
ranged attack roll if you are within 5 feet of a hostile
creature that can see you and that isn’t incapacitated (seechapter 9).

Combining Magical Effects

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85

Chapter 11: Spells
This chapter describes the most common spellsin the worlds of Dungeons & Dragons. The chapter
begins with lists of selected spell lists for the most common spellcasting classes. The remainder contains spell
descriptions, presented in alphabetical order by the nameof the spell.

Wizard Spells

4th Level

Cantrips (0 Level)

Arcane Eye
Dimension DoorGreater Invisibility
Ice Storm
Stoneskin
Wall of Fire

Cleric Spells

4th Level

Cantrips (0 Level)

Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature

Acid Splash
Dancing Lights
Fire Bolt
Light
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp

5th Level

1st Level

CommuneFlame Strike
Greater Restoration
Mass Cure Wounds
Raise Dead

Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Identify
Mage Armor
Magic Missile
ShieldSilent Image
Sleep
Thunderwave

Guidance
Light
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy

1st Level
BlessCommandCure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith

6th Level
Blade Barrier
Find the Path
Harm
Heal
Heroes’ Feast
True Seeing

2nd Level

7th Level

Aid
AuguryHold Person
Lesser Restoration
Prayer of Healing
Silence
Spiritual Weapon
Warding Bond

Etherealness
Fire Storm
Regenerate
Resurrection

8th Level
Antimagic Field
Earthquake
Holy Aura

3rd Level
Beacon of Hope
Dispel Magic
Mass Healing Word
Protection from Energy
Remove Curse
Revivify
Speak with Dead
Spirit Guardians

9th Level
Astral Projection
Gate
Mass Heal
True Resurrection

2nd Level
Arcane Lock
Blur
Darkness
Flaming Sphere
Hold Person
Invisibility
Knock
Levitate
Magic Weapon
Misty Step
Shatter
Spider Climb
SuggestionWeb

5th Level
Cone of Cold
Dominate Person
Dream
PasswallWall of Stone

6th Level
Chain Lightning
Disintegrate
Globe of Invulnerability
Mass Suggestion
Otto’s Irresistible Dance
True Seeing

7th Level
Delayed Blast FireballFinger of Death
Mordenkainen’s Sword
Teleport

8th Level
Dominate Monster
Maze
Power Word Stun
Sunburst

9th Level
Foresight
Imprisonment
Meteor Swarm
Power Word Kill
Time Stop

3rd Level
Counterspell
Dispel Magic
FireballFly
Haste
Lightning Bolt
Major Image
Protection from Energy

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86Spell Descriptions

The spells are presented in alphabetical order.

Acid Splash

Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one or two creatures
you can see within range. If you choose two, they must
be within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aid

2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Eachtarget’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Antimagic Field
8th-level abjuration

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a pinch of powdered iron oriron filings)
Duration: Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds
you. This area is divorced from the magical energy thatsuffuses the multiverse. Within the sphere, spells can’t
be cast, summoned creatures disappear, and even magic
items become mundane. Until the spell ends, the spheremoves with you, centered on you.
Spells and other magical effects, except those createdby an artifact or a deity, are suppressed in the sphereand can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed,
it doesn’t function, but the time it spends suppressedcounts against its duration.
Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target
a creature or an object in the sphere have no effect onthat target.
Areas of Magic. The area of another spell or magicaleffect, such as fireball, can’t extend into the sphere. If thesphere overlaps an area of magic, the part of the areathat is covered by the sphere is suppressed. For example,
the flames created by a wall of fire are suppressed within
the sphere, creating a gap in the wall if the overlap islarge enough.

Spells. Any active spell or other magical effect on acreature or an object in the sphere is suppressed while
the creature or object is in it.
Magic Items. The properties and powers of magic
items are suppressed in the sphere. For example, a+1 longsword in the sphere functions as a nonmagicallongsword.
A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or
wielded by an attacker in the sphere. If a magic weapon
or a piece of magic ammunition fully leaves the sphere(for example, if you fire a magic arrow or throw a magic
spear at a target outside the sphere), the magic of theitem ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail towork in the sphere, whether the sphere is the destinationor the departure point for such magical travel. A portal
to another location, world, or plane of existence, as wellas an opening to an extradimensional space such as thatcreated by the rope trick spell, temporarily closes whilein the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out ofexistence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer
within the sphere.
Dispel Magic. Spells and magical effects such as dispel
magic have no effect on the sphere. Likewise, the spheres
created by different antimagic field spells don’t nullify
each other.

Arcane Eye

4th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit of bat fur)Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range thathovers in the air for the duration.
You mentally receive visual information from the eye,which has normal vision and darkvision out to 30 feet.
The eye can look in every direction.
As an action, you can move the eye up to 30 feet inany direction. There is no limit to how far away fromyou the eye can move, but it can’t enter another plane ofexistence. A solid barrier blocks the eye’s movement, but
the eye can pass through an opening as small as 1 inch
in diameter.

Arcane Lock

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp,
which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You andthe creatures you designate when you cast this spell can
open the object normally. You can also set a password
that, when spoken within 5 feet of the object, suppresses
this spell for 1 minute. Otherwise, it is impassable

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87

until it is broken or the spell is dispelled or suppressed.
Casting knock on the object suppresses arcane lock for
10 minutes.
While affected by this spell, the object is more difficult
to break or force open; the DC to break it or pick any
locks on it increases by 10.

Astral Projection
9th-level necromancy

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each creature you affect withthis spell, you must provide one jacinth worth at least
1,000 gp and one ornately carved bar of silver worth atleast 100 gp, all of which the spell consumes)
Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell
fails and the casting is wasted if you are already on thatplane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t
need food or air and doesn’t age.
Your astral body resembles your mortal form in almost
every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery
cord that extends from between your shoulder blades andtrails behind you, fading to invisibility after 1 foot. This
cord is your tether to your material body. As long as thetether remains intact, you can find your way home. If thecord is cut—something that can happen only when an
effect specifically states that it does—your soul and bodyare separated, killing you instantly.
Your astral form can freely travel through the Astral
Plane and can pass through portals there leading to any
other plane. If you enter a new plane or return to the plane
you were on when casting this spell, your body and possessions are transported along the silver cord, allowing
you to re-enter your body as you enter the new plane. Your
astral form is a separate incarnation. Any damage or othereffects that apply to it have no effect on your physical body,nor do they persist when you return to it.
The spell ends for you and your companions when
you use your action to dismiss it. When the spell ends,
the affected creature returns to its physical body, andit awakens.
The spell might also end early for you or one of yourcompanions. A successful dispel magic spell used against
an astral or physical body ends the spell for that creature.
If a creature’s original body or its astral form drops to0 hit points, the spell ends for that creature. If the spellends and the silver cord is intact, the cord pulls thecreature’s astral form back to its body, ending its state ofsuspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find theirown way back to their bodies, usually by dropping to 0
hit points.

Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, orsimilar tokens worth at least 25 gp)
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, layingout ornate cards, or employing some other divining tool,
you receive an omen from an otherworldly entity about
the results of a specific course of action that you plan totake within the next 30 minutes. The DM chooses fromthe following possible omens:
Weal, for good resultsWoe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of acompanion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Beacon of Hope
3rd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minuteThis spell bestows hope and vitality. Choose any numberof creatures within range. For the duration, each target
has advantage on Wisdom saving throws and deathsaving throws, and regains the maximum number of hit
points possible from any healing.

Blade Barrier
6th-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades
made of magical energy. The wall appears within range
and lasts for the duration. You can make a straight wall
up to 100 feet long, 20 feet high, and 5 feet thick, or aringed wall up to 60 feet in diameter, 20 feet high, and 5feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time
on a turn or starts its turn there, the creature must makea Dexterity saving throw. On a failed save, the creaturetakes 6d10 slashing damage. On a successful save, thecreature takes half as much damage.

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88Bless

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a saving
throw before the spell ends, the target can roll a d4 andadd the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Blur

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minuteYour body becomes blurred, shifting and wavering to
all who can see you. For the duration, any creature has
disadvantage on attack rolls against you. An attacker isimmune to this effect if it doesn’t rely on sight, as withblindsight, or can see through illusions, as with truesight.

Burning Hands
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers
spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must
make a Dexterity saving throw. A creature takes 3d6 firedamage on a failed save, or half as much damage on a
successful one.
The fire ignites any flammable objects in the area thataren’t being worn or carried.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Chain Lightning
6th-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass,or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target ofyour choice that you can see within range. Three bolts
then leap from that target to as many as three othertargets, each of which must be within 30 feet of the firsttarget. A target can be a creature or an object and can betargeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half
as much damage on a successful one.

At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, one additional bolt leaps
from the first target to another target for each slot level
above 6th.

Charm Person

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a Wisdom saving throw, and does sowith advantage if you or your companions are fighting it.
If it fails the saving throw, it is charmed by you until thespell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as afriendly acquaintance. When the spell ends, the creatureknows it was charmed by you.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.

Command

1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 roundYou speak a one-word command to a creature you cansee within range. The target must succeed on a Wisdomsaving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it doesn’t
understand your language, or if your command is directly
harmful to it.
Some typical commands and their effects follow. Youmight issue a command other than one described here. If
you do so, the DM determines how the target behaves. If
the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves
within 5 feet of you.
Drop. The target drops whatever it is holding and thenends its turn.
Flee. The target spends its turn moving away from youby the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A
flying creature stays aloft, provided that it is able to do so.
If it must move to stay aloft, it flies the minimum distanceneeded to remain in the air.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.

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89Commune

Components: S
Duration: Instantaneous

Casting Time: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or
unholy water)
Duration: 1 minute

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd levelor lower, its spell fails and has no effect. If it is casting aspell of 4th level or higher, make an ability check using
your spellcasting ability. The DC equals 10 + the spell’slevel. On a success, the creature’s spell fails and has
no effect.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the interrupted spell has
no effect if its level is less than or equal to the level of thespell slot you used.

5th-level divination (ritual)

You contact your deity or a divine proxy and ask up to
three questions that can be answered with a yes or no.
You must ask your questions before the spell ends. You
receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you
might receive “unclear” as an answer if a question
pertains to information that lies beyond the deity’s
knowledge. In a case where a one-word answer could be
misleading or contrary to the deity’s interests, the DM
might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Comprehend Languages
1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of
any spoken language that you hear. You also understandany written language that you see, but you must be touching the surface on which the words are written. It takes
about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text ora glyph, such as an arcane sigil, that isn’t part of a written language.

Cone of Cold

5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature
in a 60-foot cone must make a Constitution saving throw.
A creature takes 8d8 cold damage on a failed save, or
half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue
until it thaws.
At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.

Counterspell

3rd-level abjuration
Casting Time: 1 reaction, which you take when you see acreature within 60 feet of you casting a spell
Range: 60 feet

Cure Wounds

1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal
to 1d8 + your spellcasting ability modifier. This spell has
no effect on undead or constructs.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

Dancing Lights
Evocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood,or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range,
making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration. You can also
combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose,each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights
up to 60 feet to a new spot within range. A light must bewithin 20 feet of another light created by this spell, and alight winks out if it exceeds the spell’s range.

Darkness

2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or
piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose
within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature
with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding
or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely

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90

covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of lightcreated by a spell of 2nd level or lower, the spell that created the light is dispelled.

Death Ward

4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection
from death.
The first time the target would drop to 0 hit points as aresult of taking damage, the target instead drops to 1 hit
point, and the spell ends.
If the spell is still in effect when the target is subjected
to an effect that would kill it instantaneously without
dealing damage, that effect is instead negated against thetarget, and the spell ends.

Delayed Blast Fireball
7th-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger,
then condenses to linger at a chosen point within range
as a glowing bead for the duration. When the spell ends,
either because your concentration is broken or because
you decide to end it, the bead blossoms with a low roar
into an explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered onthat point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated
damage on a failed save, or half as much damage on a
successful one.
The spell’s base damage is 12d6. If at the end of yourturn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has
expired, the creature touching it must make a Dexterity
saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful
save, the creature can throw the bead up to 40 feet. Whenit strikes a creature or a solid object, the spell ends, andthe bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using
a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Detect Magic

1st-level divination (ritual)
Casting Time: 1 action
Range: Self

Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within
30 feet of you. If you sense magic in this way, you can use
your action to see a faint aura around any visible creatureor object in the area that bears magic, and you learn its
school of magic, if any.
The spell can penetrate most barriers, but it is blockedby 1 foot of stone, 1 inch of common metal, a thin sheet oflead, or 3 feet of wood or dirt.

Dimension Door
4th-level conjuration

Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any
other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize,
or one you can describe by stating distance and direction,such as “200 feet straight downward” or “upward to thenorthwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight
doesn’t exceed what you can carry. You can also bring
one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must bewithin 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by anobject or a creature, you and any creature traveling withyou each take 4d6 force damage, and the spell fails toteleport you.

Disguise Self
1st-level illusion

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different
until the spell ends or until you use your action to dismiss
it. You can seem 1 foot shorter or taller and can appear
thin, fat, or in between. You can’t change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion
is up to you.
The changes wrought by this spell fail to hold up tophysical inspection. For example, if you use this spell to
add a hat to your outfit, objects pass through the hat, andanyone who touches it would feel nothing or would feelyour head and hair. If you use this spell to appear thinnerthan you are, the hand of someone who reaches out totouch you would bump into you while it was seemingly
still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against yourspell save DC.

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91Disintegrate

6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
A thin green ray springs from your pointing finger to atarget that you can see within range. The target can be acreature, an object, or a creation of magical force, such as
the wall created by wall of force.
A creature targeted by this spell must make a Dexterity
saving throw. On a failed save, the target takes 10d6 + 40
force damage. The target is disintegrated if this damage
leaves it with 0 hit points.
A disintegrated creature and everything it is wearing
and carrying, except magic items, are reduced to a pile offine gray dust. The creature can be restored to life only bymeans of a true resurrection or a wish spell.
This spell automatically disintegrates a Large orsmaller nonmagical object or a creation of magical force.
If the target is a Huge or larger object or creation of force,
this spell disintegrates a 10-foot-cube portion of it. A
magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, the damage increases by
3d6 for each slot level above 6th.

Dispel Magic

3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within
range. Any spell of 3rd level or lower on the target ends.
For each spell of 4th level or higher on the target, makean ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a successful check, thespell ends.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, you automatically end theeffects of a spell on the target if the spell’s level is equal toor less than the level of the spell slot you used.

Divination

4th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (incense and a sacrificial offering
appropriate to your religion, together worth at least 25
gp, which the spell consumes)
Duration: InstantaneousYour magic and an offering put you in contact with a god
or a god’s servants. You ask a single question concerninga specific goal, event, or activity to occur within 7 days.
The DM offers a truthful reply. The reply might be a shortphrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of acompanion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Dominate Monster
8th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You attempt to beguile a creature that you can see within
range. It must succeed on a Wisdom saving throw or becharmed by you for the duration. If you or creatures thatare friendly to you are fighting it, it has advantage on thesaving throw.
While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the sameplane of existence. You can use this telepathic link toissue commands to the creature while you are conscious(no action required), which it does its best to obey. You
can specify a simple and general course of action, suchas “Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order and doesn’t
receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, thecreature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time,
you can also cause the creature to use a reaction, but thisrequires you to use your own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a
9th-level spell slot, the duration is concentration, up
to 8 hours.

Dominate Person
5th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see
within range. It must succeed on a Wisdom saving throwor be charmed by you for the duration. If you or creaturesthat are friendly to you are fighting it, it has advantage on
the saving throw.
While the target is charmed, you have a telepathic linkwith it as long as the two of you are on the same plane ofexistence. You can use this telepathic link to issue commands to the creature while you are conscious (no action
required), which it does its best to obey. You can specify a
simple and general course of action, such as “Attack thatcreature,” “Run over there,” or “Fetch that object.” If thecreature completes the order and doesn’t receive further
direction from you, it defends and preserves itself to thebest of its ability.

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92You can use your action to take total and precise control of the target. Until the end of your next turn, thecreature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time
you can also cause the creature to use a reaction, but thisrequires you to use your own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a
6th-level spell slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot, the durationis concentration, up to 1 hour. When you use a spell slotof 8th level or higher, the duration is concentration, up
to 8 hours.

Dream

5th-level illusion
Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab of ink,
and a writing quill plucked from a sleeping bird)
Duration: 8 hours
This spell shapes a creature’s dreams. Choose a creature
known to you as the target of this spell. The target must
be on the same plane of existence as you. Creatures that
don’t sleep, such as elves, can’t be contacted by this spell.
You, or a willing creature you touch, enters a trance state,
acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t takeactions or move.
If the target is asleep, the messenger appears in thetarget’s dreams and can converse with the target as longas it remains asleep, through the duration of the spell.
The messenger can also shape the environment of the
dream, creating landscapes, objects, and other images.
The messenger can emerge from the trance at any time,ending the effect of the spell early. The target recalls the
dream perfectly upon waking. If the target is awake when
you cast the spell, the messenger knows it, and can either
end the trance (and the spell) or wait for the target to fallasleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous andterrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then thetarget must make a Wisdom saving throw. On a failed
save, echoes of the phantasmal monstrosity spawn anightmare that lasts the duration of the target’s sleep andprevents the target from gaining any benefit from that
rest. In addition, when the target wakes up, it takes 3d6
psychic damage.
If you have a body part, lock of hair, clipping from anail, or similar portion of the target’s body, the target
makes its saving throw with disadvantage.

Earthquake

8th-level evocation
Casting Time: 1 action
Range: 500 feet

Components: V, S, M (a pinch of dirt, a piece of rock, anda lump of clay)
Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point on the groundthat you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius
circle centered on that point and shakes creatures andstructures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Eachcreature on the ground that is concentrating must make aConstitution saving throw. On a failed save, the creature’s
concentration is broken.
When you cast this spell and at the end of each turnyou spend concentrating on it, each creature on the
ground in the area must make a Dexterity saving throw.
On a failed save, the creature is knocked prone.
This spell can have additional effects depending on theterrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell’s area atthe start of your next turn after you cast the spell. A totalof 1d6 such fissures open in locations chosen by the DM.
Each is 1d10 × 10 feet deep, 10 feet wide, and extends
from one edge of the spell’s area to the opposite side. A
creature standing on a spot where a fissure opens must
succeed on a Dexterity saving throw or fall in. A creaturethat successfully saves moves with the fissure’s edge
as it opens.
A fissure that opens beneath a structure causes it toautomatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage
to any structure in contact with the ground in the area
when you cast the spell and at the start of each of yourturns until the spell ends. If a structure drops to 0 hit
points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s
height must make a Dexterity saving throw. On a failed
save, the creature takes 5d6 bludgeoning damage, isknocked prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape.
The DM can adjust the DC higher or lower, depending on
the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or
become buried.

Etherealness

7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in
the area where it overlaps with your current plane. You
remain in the Border Ethereal for the duration or until
you use your action to dismiss the spell. During this time,
you can move in any direction. If you move up or down,
every foot of movement costs an extra foot. You can see
and hear the plane you originated from, but everything
there looks gray, and you can’t see anything more than60 feet away.
While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures thataren’t on the Ethereal Plane can’t perceive you and can’t

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93interact with you, unless a special ability or magic has
given them the ability to do so.
You ignore all objects and effects that aren’t on the
Ethereal Plane, allowing you to move through objects you
perceive on the plane you originated from.
When the spell ends, you immediately return to theplane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number offeet you are moved.
This spell has no effect if you cast it while you are on
the Ethereal Plane or a plane that doesn’t border it, suchas one of the Outer Planes.
At Higher Levels. When you cast this spell using aspell slot of 8th level or higher, you can target up to threewilling creatures (including you) for each slot level above
7th. The creatures must be within 10 feet of you when
you cast the spell.

Find the Path

6th-level divination
Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divinatory tools—suchas bones, ivory sticks, cards, teeth, or carved runes—
worth 100 gp and an object from the location you
wish to find)Duration: Concentration, up to 1 day
This spell allows you to find the shortest, most direct
physical route to a specific fixed location that you arefamiliar with on the same plane of existence. If you namea destination on another plane of existence, a destinationthat moves (such as a mobile fortress), or a destinationthat isn’t specific (such as “a green dragon’s lair”), thespell fails.
For the duration, as long as you are on the same planeof existence as the destination, you know how far it is andin what direction it lies. While you are traveling there,
whenever you are presented with a choice of paths along
the way, you automatically determine which path is theshortest and most direct route (but not necessarily thesafest route) to the destination.

Faerie Fire

1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minuteEach object in a 20-foot cube within range is outlined inblue, green, or violet light (your choice). Any creature in
the area when the spell is cast is also outlined in light if
it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.

Finger of Death
7th-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creaturethat you can see within range, causing it searing pain.
The target must make a Constitution saving throw. It
takes 7d8 + 30 necrotic damage on a failed save, or half
as much damage on a successful one.
A humanoid killed by this spell rises at the start of yournext turn as a zombie that is permanently under yourcommand, following your verbal orders to the best of
its ability.

Fireball

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to apoint you choose within range and then blossoms witha low roar into an explosion of flame. Each creature
in a 20-foot-radius sphere centered on that point must
make a Dexterity saving throw. A target takes 8d6 firedamage on a failed save, or half as much damage on a
successful one.
The fire spreads around corners. It ignites flammableobjects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.

Fire Bolt

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the target. On ahit, the target takes 1d10 fire damage. A flammable object
hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

Fire Storm

7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm made up of sheets of roaring flame appears in alocation you choose within range. The area of the storm
consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face
adjacent to the face of another cube. Each creature in thearea must make a Dexterity saving throw. It takes 7d10

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94

fire damage on a failed save, or half as much damage on a
successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you
choose, plant life in the area is unaffected by this spell.

Flame Strike

5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
A vertical column of divine fire roars down from theheavens in a location you specify. Each creature in a
10-foot-radius, 40-foot-high cylinder centered on a point
within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on afailed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot
level above 5th.

Flaming Sphere2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch ofbrimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied
space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of thesphere must make a Dexterity saving throw. The creaturetakes 2d6 fire damage on a failed save, or half as muchdamage on a successful one.
As a bonus action, you can move the sphere up to 30
feet. If you ram the sphere into a creature, that creaturemust make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feetwide. The sphere ignites flammable objects not being
worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

Fly

3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying
speed of 60 feet for the duration. When the spell ends, thetarget falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Foresight

9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited ability
to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls,
ability checks, and saving throws. Additionally, othercreatures have disadvantage on attack rolls against thetarget for the duration.
This spell immediately ends if you cast it again before
its duration ends.

Freedom of Movement
4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around thearm or a similar appendage)
Duration: 1 hour
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, andspells and other magical effects can neither reduce thetarget’s speed nor cause the target to be paralyzed or
restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as
manacles or a creature that has it grappled. Finally, being
underwater imposes no penalties on the target’s movement or attacks.

Gate

9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you cansee within range to a precise location on a different planeof existence. The portal is a circular opening, which you
can make 5 to 20 feet in diameter. You can orient theportal in any direction you choose. The portal lasts forthe duration.
The portal has a front and a back on each plane where
it appears. Travel through the portal is possible only bymoving through its front. Anything that does so is instantly transported to the other plane, appearing in theunoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals
created by this spell from opening in their presence or
anywhere within their domains.
When you cast this spell, you can speak the name of a
specific creature (a pseudonym, title, or nickname doesn’twork). If that creature is on a plane other than the one
you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the

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nearest unoccupied space on your side of the portal. You
gain no special power over the creature, and it is free toact as the DM deems appropriate. It might leave, attack
you, or help you.

Globe of Invulnerability
6th-level abjuration

Casting Time: 1 action
Range: Self (10-foot radius)Components: V, S, M (a glass or crystal bead thatshatters when the spell ends)
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into
existence in a 10-foot radius around you and remains forthe duration.
Any spell of 5th level or lower cast from outside thebarrier can’t affect creatures or objects within it, even
if the spell is cast using a higher level spell slot. Such aspell can target creatures and objects within the barrier,but the spell has no effect on them. Similarly, the area
within the barrier is excluded from the areas affected bysuch spells.
At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, the barrier blocks spells of
one level higher for each slot level above 6th.

Greater Invisibility
4th-level illusion

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until thespell ends. Anything the target is wearing or carrying isinvisible as long as it is on the target’s person.

Greater Restoration
5th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100
gp, which the spell consumes)
Duration: Instantaneous

Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for theduration in an unoccupied space of your choice that you
can see within range. The guardian occupies that space
and is indistinct except for a gleaming sword and shieldemblazoned with the symbol of your deity.
Any creature hostile to you that moves to a spacewithin 10 feet of the guardian for the first time on a turn
must succeed on a Dexterity saving throw. The creaturetakes 20 radiant damage on a failed save, or half as muchdamage on a successful one. The guardian vanishes
when it has dealt a total of 60 damage.

Guidance

Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spellends, the target can roll a d4 and add the number rolled
to one ability check of its choice. It can roll the die before
or after making the ability check. The spell then ends.

Guiding Bolt

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 roundA flash of light streaks toward a creature of your choicewithin range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, andthe next attack roll made against this target before theend of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Harm

6th-level necromancy

You imbue a creature you touch with positive energy to
undo a debilitating effect. You can reduce the target’s
exhaustion level by one, or end one of the following
effects on the target:

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous• One effect that charmed or petrified the target• One curse, including the target’s attunement to acursed magic item
• Any reduction to one of the target’s ability scores• One effect reducing the target’s hit point maximum

You unleash a virulent disease on a creature that you cansee within range. The target must make a Constitution
saving throw. On a failed save, it takes 14d6 necrotic
damage, or half as much damage on a successful save.
The damage can’t reduce the target’s hit points below 1.
If the target fails the saving throw, its hit point maximum
is reduced for 1 hour by an amount equal to the necrotic
damage it took. Any effect that removes a disease allows
a creature’s hit point maximum to return to normal before that time passes.

Guardian of Faith
4th-level conjuration

Casting Time: 1 action
Range: 30 feetHaste

3rd-level transmutation
Casting Time: 1 action

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Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range.
Until the spell ends, the target’s speed is doubled, it gains
a +2 bonus to AC, it has advantage on Dexterity saving
throws, and it gains an additional action on each of its
turns. That action can be used only to take the Attack(one weapon attack only), Dash, Disengage, Hide, or Usean Object action.
When the spell ends, the target can’t move or takeactions until after its next turn, as a wave of lethargy
sweeps over it.

Heal

6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range. A surgeof positive energy washes through the creature, causing
it to regain 70 hit points. This spell also ends blindness,deafness, and any diseases affecting the target. This spell
has no effect on constructs or undead.
At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Healing Word
1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on undead orconstructs.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.

Heroes’ Feast

6th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S , M (a gem-encrusted bowl worth atleast 1,000 gp, which the spell consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent foodand drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
don’t set in until this hour is over. Up to twelve creatures
can partake of the feast.
A creature that partakes of the feast gains several
benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened,
and makes all Wisdom saving throws with advantage.
Its hit point maximum also increases by 2d10, and it

gains the same number of hit points. These benefits lastfor 24 hours.

Hold Person

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The
target must succeed on a Wisdom saving throw or beparalyzed for the duration. At the end of each of its turns,
the target can make another Wisdom saving throw. On a
success, the spell ends on the target.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet of each other when
you target them.

Holy Aura

8th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a tiny reliquary worth at least
1,000 gp containing a sacred relic, such as a scrap ofcloth from a saint’s robe or a piece of parchment from areligious text)
Duration: Concentration, up to 1 minute
Divine light washes out from you and coalesces in a softradiance in a 30-foot radius around you. Creatures ofyour choice in that radius when you cast this spell shed
dim light in a 5-foot radius and have advantage on all
saving throws, and other creatures have disadvantage on
attack rolls against them until the spell ends. In addition,
when a fiend or an undead hits an affected creature witha melee attack, the aura flashes with brilliant light. The
attacker must succeed on a Constitution saving throw or
be blinded until the spell ends.

Ice Storm

4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few
drops of water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a
20-foot-radius, 40-foot-high cylinder centered on a point
within range. Each creature in the cylinder must make a
Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half
as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult
terrain until the end of your next turn.
At Higher Levels. When you cast this spell using aspell slot of 5th level or higher, the bludgeoning damage
increases by 1d8 for each slot level above 4th.

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Identify

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp andan owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout
the casting of the spell. If it is a magic item or some othermagic-imbued object, you learn its properties and how to
use them, whether it requires attunement to use, and how
many charges it has, if any. You learn whether any spells
are affecting the item and what they are. If the item wascreated by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting,you learn what spells, if any, are currently affecting it.

Imprisonment

9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved
statuette in the likeness of the target, and a special
component that varies according to the version of thespell you choose, worth at least 500 gp per Hit Dieof the target)
Duration: Until dispelled
You create a magical restraint to hold a creature that you
can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds,
it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe,eat, or drink, and it doesn’t age. Divination spells can’t
locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth ina sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor
can any creature teleport or use planar travel to get intoor out of it.
The special component for this version of the spell is asmall mithral orb.
Chaining. Heavy chains, firmly rooted in the ground,hold the target in place. The target is restrained until thespell ends, and it can’t move or be moved by any means
until then.
The special component for this version of the spell is afine chain of precious metal.
Hedged Prison. The spell transports the target into atiny demiplane that is warded against teleportation andplanar travel. The demiplane can be a labyrinth, a cage,a tower, or any similar confined structure or area ofyour choice.
The special component for this version of the spell is aminiature representation of the prison made from jade.
Minimus Containment. The target shrinks to a heightof 1 inch and is imprisoned inside a gemstone or similar
object. Light can pass through the gemstone normally(allowing the target to see out and other creatures to seein), but nothing else can pass through, even by means ofteleportation or planar travel. The gemstone can’t be cutor broken while the spell remains in effect.
The special component for this version of the spell isa large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in
any of its versions, you can specify a condition that willcause the spell to end and release the target. The condition can be as specific or as elaborate as you choose,but the DM must agree that the condition is reasonable
and has a likelihood of coming to pass. The conditions
can be based on a creature’s name, identity, or deity butotherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or
hit points.
A dispel magic spell can end the spell only if it is cast as
a 9th-level spell, targeting either the prison or the special
component used to create it.
You can use a particular special component to create
only one prison at a time. If you cast the spell again using
the same component, the target of the first casting is immediately freed from its binding.

Inflict Wounds
1st-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you canreach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

Invisibility

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spellends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends
for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Knock

2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a

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98padlock, or another object that contains a mundane ormagical means that prevents access.
A target that is held shut by a mundane lock or thatis stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of themis unlocked.
If you choose a target that is held shut with arcane lock,that spell is suppressed for 10 minutes, during whichtime the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as
far away as 300 feet, emanates from the target object.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving
throw to avoid the spell.

Lightning Bolt
3rd-level evocation

Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber,crystal, or glass)
Duration: Instantaneous

You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded,deafened, paralyzed, or poisoned.

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 failed
save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area thataren’t being worn or carried.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.

Levitate

Locate Creature

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or apiece of golden wire bent into a cup shape with a longshank on one end)
Duration: Concentration, up to 10 minutes

Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour

Lesser Restoration
2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

2nd-level transmutation

One creature or loose object of your choice that you
can see within range rises vertically, up to 20 feet, andremains suspended there for the duration. The spell
can levitate a target that weighs up to 500 pounds. An
unwilling creature that succeeds on a Constitution saving
throw is unaffected.
The target can move only by pushing or pulling against
a fixed object or surface within reach (such as a wall ora ceiling), which allows it to move as if it were climbing.
You can change the target’s altitude by up to 20 feet ineither direction on your turn. If you are the target, you
can move up or down as part of your move. Otherwise,
you can use your action to move the target, which mustremain within the spell’s range.
When the spell ends, the target floats gently to theground if it is still aloft.

Light

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
covering the object with something opaque blocks thelight. The spell ends if you cast it again or dismiss it as
an action.

4th-level divination

Describe or name a creature that is familiar to you. You
sense the direction to the creature’s location, as long asthat creature is within 1,000 feet of you. If the creature ismoving, you know the direction of its movement.
The spell can locate a specific creature known toyou, or the nearest creature of a specific kind (such asa human or a unicorn), so long as you have seen such acreature up close—within 30 feet—at least once. If thecreature you described or named is in a different form,
such as being under the effects of a polymorph spell, thisspell doesn’t locate the creature.
This spell can’t locate a creature if running water at
least 10 feet wide blocks a direct path between you andthe creature.

Mage Armor

1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor,
and a protective magical force surrounds it until the spellends. The target’s base AC becomes 13 + its Dexterity
modifier. The spell ends if the target dons armor or if you
dismiss the spell as an action.

Mage Hand

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet

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99Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it isever more than 30 feet away from you or if you cast thisspell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You canmove the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry
more than 10 pounds.

Magic Missile
1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Eachdart hits a creature of your choice that you can see within
range. A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct
them to hit one creature or several.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.

Magic Weapon

2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends,
that weapon becomes a magic weapon with a +1 bonus toattack rolls and damage rolls.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus
increases to +3.

Major Image
3rd-level illusion

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or someother 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 completely real, including sounds, smells, and temperatureappropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enoughto deal thunder damage or deafen a creature, or a smellthat might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can
use your action to cause the image to move to any otherspot within range. As the image changes location, you
can alter its appearance so that its movements appear
natural for the image. For example, if you create an image of a creature and move it, you can alter the image sothat it appears to be walking. Similarly, you can cause theillusion to make different sounds at different times, evenmaking it carry on a conversation, for example.
Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat 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
discerns the illusion for what it is, the creature can see
through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Mass Cure Wounds
5th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of
your choice within range. Choose up to six creaturesin a 30-foot-radius sphere centered on that point. Eachtarget regains hit points equal to 3d8 + your spellcasting
ability modifier. This spell has no effect on undead orconstructs.
At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the healing increases by
1d8 for each slot level above 5th.

Mass Heal

9th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from you into injured
creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures thatyou can see within range. Creatures healed by this spell
are also cured of all diseases and any effect making themblinded or deafened. This spell has no effect on undeador constructs.

Mass Healing Word
3rd-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creaturesof your choice that you can see within range regain hit
points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

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At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the healing increases by
1d4 for each slot level above 3rd.

Mass Suggestion
6th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, M (a snake’s tongue and either a bit ofhoneycomb or a drop of sweet oil)
Duration: 24 hours
You suggest a course of activity (limited to a sentenceor two) and magically influence up to twelve creaturesof your choice that you can see within range and that
can hear and understand you. Creatures that can’t becharmed are immune to this effect. The suggestion must
be worded in such a manner as to make the course ofaction sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do someother obviously harmful act automatically negates theeffect of the spell.
Each target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you describedto the best of its ability. The suggested course of action
can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends
when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you mightsuggest that a group of soldiers give all their money to thefirst beggar they meet. If the condition isn’t met before
the spell ends, the activity isn’t performed.
If you or any of your companions damage a creature
affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7thlevel spell slot, the duration is 10 days. When you use an
8th-level spell slot, the duration is 30 days. When you use
a 9th-level spell slot, the duration is a year and a day.

Maze

8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range intoa labyrinthine demiplane. The target remains there forthe duration or until it escapes the maze.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check. If
it succeeds, it escapes, and the spell ends (a minotaur orgoristro demon automatically succeeds).
When the spell ends, the target reappears in the spaceit left or, if that space is occupied, in the nearest unoccupied space.

Meteor Swarm
9th-level evocation

Casting Time: 1 action
Range: 1 mile

Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a
40-foot-radius sphere centered on each point you choose
must make a Dexterity saving throw. The sphere spreads
around corners. A creature takes 20d6 fire damage and20d6 bludgeoning damage on a failed save, or half as
much damage on a successful one. A creature in the areaof more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Minor Illusion
Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within rangethat lasts for the duration. The illusion also ends if you
dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from awhisper to a scream. It can be your voice, someone else’s
voice, a lion’s roar, a beating of drums, or any other soundyou choose. The sound continues unabated throughout
the duration, or you can make discrete sounds at different
times before the spell ends.
If you create an image of an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because things
can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion witha successful Intelligence (Investigation) check against
your spell save DC. If a creature discerns the illusion forwhat it is, the illusion becomes faint to the creature.

Misty Step

2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.

Mordenkainen’s Sword
7th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with agrip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers
within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of thesword. On a hit, the target takes 3d10 force damage.

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101Until the spell ends, you can use a bonus action on eachof your turns to move the sword up to 20 feet to a spot
you can see and repeat this attack against the same target or a different one.

Otto’s Irresistible Dance
6th-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping
its feet, and capering for the duration. Creatures that
can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance
without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target isaffected by this spell, other creatures have advantage on
attack rolls against it. As an action, a dancing creature
makes a Wisdom saving throw to regain control of itself.
On a successful save, the spell ends.

Passwall

5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point of your choice that you cansee on a wooden, plaster, or stone surface (such as a wall,a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feetwide, 8 feet tall, and 20 feet deep. The passage creates no
instability in a structure surrounding it.
When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected
to an unoccupied space nearest to the surface on which
you cast the spell.

Poison Spray

Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see
within range and project a puff of noxious gas from yourpalm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).

Power Word Kill
9th-level enchantment

Casting Time: 1 action
Range: 60 feet

Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature
you can see within range to die instantly. If the creature
you choose has 100 hit points or fewer, it dies. Otherwise,
the spell has no effect.

Power Word Stun
8th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that can overwhelm the mindof one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it isstunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving
throw at the end of each of its turns. On a successful
save, this stunning effect ends.

Prayer of Healing
2nd-level evocation

Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within
range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead orconstructs.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the healing increases by
1d8 for each slot level above 2nd.

Prestidigitation
Transmutation cantrip

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of thefollowing magical effects within range:• You create an instantaneous, harmless sensory effect,
such as a shower of sparks, a puff of wind, faint musicalnotes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch,or a small campfire.
• You instantaneously clean or soil an object no larger
than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving
material for 1 hour.
• You make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end ofyour next turn.

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If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time, andyou can dismiss such an effect as an action.

Protection from Energy
3rd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire,lightning, or thunder.

Raise Dead

5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life, provided thatit has been dead no longer than 10 days. If the creature’s
soul is both willing and at liberty to rejoin the body, thecreature returns to life with 1 hit point.
This spell also neutralizes any poisons and curesnonmagical diseases that affected the creature at thetime it died. This spell doesn’t, however, remove magicaldiseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when thecreature returns to life. The spell can’t return an undead
creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking bodyparts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target
takes a −4 penalty to all attack rolls, saving throws, andability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.

Ray of Frost

Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against thetarget. On a hit, it takes 1d8 cold damage, and its speed isreduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Regenerate

7th-level transmutation
Casting Time: 1 minute
Range: Touch

Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour
You touch a creature and stimulate its natural healingability. The target regains 4d8 + 15 hit points. For theduration of the spell, the target regains 1 hit point at thestart of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails,
and so on), if any, are restored after 2 minutes. If you
have the severed part and hold it to the stump, the spell
instantaneously causes the limb to knit to the stump.

Remove Curse

3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object
end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to theobject so it can be removed or discarded.

Resistance

Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spellends, the target can roll a d4 and add the number rolled
to one saving throw of its choice. It can roll the die before
or after making the saving throw. The spell then ends.

Resurrection

7th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp,
which the spell consumes)
Duration: Instantaneous
You touch a dead creature that has been dead for no morethan a century, that didn’t die of old age, and that isn’t
undead. If its soul is free and willing, the target returns tolife with all its hit points.
This spell neutralizes any poisons and cures normal
diseases afflicting the creature when it died. It doesn’t,
however, remove magical diseases, curses, and the like; ifsuch effects aren’t removed prior to casting the spell, theyafflict the target on its return to life.
This spell closes all mortal wounds and restores any
missing body parts.
Coming back from the dead is an ordeal. The target
takes a −4 penalty to all attack rolls, saving throws, andability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has
been dead for one year or longer taxes you greatly. Until
you finish a long rest, you can’t cast spells again, and you
have disadvantage on all attack rolls, ability checks, andsaving throws.

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Revivify

3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which thespell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute.
That creature returns to life with 1 hit point. This spell
can’t return to life a creature that has died of old age, nor
can it restore any missing body parts.

Sacred Flame
Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you cansee within range. The target must succeed on a Dexterity
saving throw or take 1d8 radiant damage. The target
gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sanctuary

1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until
the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a
Wisdom saving throw. On a failed save, the creature mustchoose a new target or lose the attack or spell. This spell
doesn’t protect the warded creature from area effects,
such as the explosion of a fireball.
If the warded creature makes an attack, casts a spellthat affects an enemy, or deals damage to another creature, this spell ends.

At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.

Shield

1st-level abjuration
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 roundAn invisible barrier of magical force appears and protectsyou. Until the start of your next turn, you have a +5 bonus
to AC, including against the triggering attack, and you
take no damage from magic missile.

Shield of Faith
1st-level abjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit ofholy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature ofyour choice within range, granting it a +2 bonus to AC for
the duration.

Shocking Grasp
Evocation cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock toa creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack rollif the target is wearing armor made of metal. On a hit, thetarget takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shatter

Silence

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

2nd-level evocation

A sudden loud ringing noise, painfully intense, erupts
from a point of your choice within range. Each creature
in a 10-foot-radius sphere centered on that point must
make a Constitution saving throw. A creature takes 3d8
thunder damage on a failed save, or half as much damage
on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on
this saving throw.
A nonmagical object that isn’t being worn or carriedalso takes the damage if it’s in the spell’s area.

2nd-level illusion (ritual)

For the duration, no sound can be created within or passthrough a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely
inside the sphere is immune to thunder damage, andcreatures are deafened while entirely inside it. Castinga spell that includes a verbal component is impossible there.

Silent Image
1st-level illusion

Casting Time: 1 action
Range: 60 feet

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104Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

Components: V, S, M (burning incense)
Duration: 10 minutes

You create the image of an object, a creature, or someother visible phenomenon that is no larger than a 15-footcube. The image appears at a spot within range and lasts
for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to
any spot within range. As the image changes location,
you can alter its appearance so that its movements appear natural for the image. For example, if you create animage of a creature and move it, you can alter the image
so that it appears to be walking.
Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat 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
discerns the illusion for what it is, the creature can see
through the image.

You grant the semblance of life and intelligence to acorpse of your choice within range, allowing it to answer
the questions you pose. The corpse must still have amouth and can’t be undead. The spell fails if the corpse
was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to fivequestions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief,
cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it
recognizes you as an enemy. This spell doesn’t return thecreature’s soul to its body, only its animating spirit. Thus,
the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t
speculate about future events.

Sleep

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals,
or a cricket)
Duration: 1 minuteThis spell sends creatures into a magical slumber. Roll
5d8; the total is how many hit points of creatures thisspell can affect. Creatures within 20 feet of a point you
choose within range are affected in ascending order of
their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage,or someone uses an action to shake or slap the sleeper
awake. Subtract each creature’s hit points from the total
before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or lessthan the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’taffected by this spell.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, roll an additional 2d8 foreach slot level above 1st.

Spare the Dying
Necromancy cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on undead or constructs.

Speak with Dead

Spider Climb

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains
the ability to move up, down, and across vertical surfaces
and upside down along ceilings, while leaving its hands
free. The target also gains a climbing speed equal to its
walking speed.

Spirit Guardians
3rd-level conjuration

Casting Time: 1 action
Range: Self (15-foot radius)Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you
to a distance of 15 feet for the duration. If you are good orneutral, their spectral form appears angelic or fey (yourchoice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An
affected creature’s speed is halved in the area, and when
the creature enters the area for the first time on a turnor starts its turn there, it must make a Wisdom saving
throw. On a failed save, the creature takes 3d8 radiantdamage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creaturetakes half as much damage.
At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by
1d8 for each slot level above 3rd.

Spiritual Weapon
2nd-level evocation

Casting Time: 1 bonus action
Range: 60 feet3rd-level necromancy

Casting Time: 1 action
Range: 10 feet

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105Components: V, S
Duration: 1 minuteSunburst

You create a floating, spectral weapon within range thatlasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell
attack against a creature within 5 feet of the weapon. On
a hit, the target takes force damage equal to 1d8 + yourspellcasting ability modifier.
As a bonus action on your turn, you can move theweapon 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 andThor for his hammer) make this spell’s effect resemble
that weapon.
At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the damage increases by
1d8 for every two slot levels above the 2nd.

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous

Stoneskin

4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which
the spell consumes)
Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touchas hard as stone. Until the spell ends, the target has
resistance to nonmagical bludgeoning, piercing, andslashing damage.

Suggestion

2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit ofhoneycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentenceor two) and magically influence a creature you can see
within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect.
The suggestion must be worded in such a manner as tomake the course of action sound reasonable. Asking thecreature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends
the spell.
The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you describedto the best of its ability. The suggested course of action
can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends
when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you mightsuggest that a knight give her warhorse to the first beggar
she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, thespell ends.

8th-level evocation

Brilliant sunlight flashes in a 60-foot radius centered on apoint you choose within range. Each creature in that lightmust make a Constitution saving throw. On a failed save,a creature takes 12d6 radiant damage and is blinded
for 1 minute. On a successful save, it takes half as muchdamage and isn’t blinded by this spell. Undead and oozes
have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a
successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.

Teleport

7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range,
or a single object that you can see within range, to a destination you select. If you target an object, it must be able
to fit entirely inside a 10-foot cube, and it can’t be held or
carried by an unwilling creature.
The destination you choose must be known to you, andit must be on the same plane of existence as you. Your
familiarity with the destination determines whether you
arrive there successfully. The DM rolls d100 and consults
the table.
Familiarity. “Permanent circle” means a permanent
teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object takenfrom the desired destination within the last six months,
such as a book from a wizard’s library, bed linen from aroyal suite, or a chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often, aplace you have carefully studied, or a place you can see
when you cast the spell. “Seen casually” is someplace
you have seen more than once but with which you aren’tvery familiar. “Viewed once” is a place you have seen
once, possibly using magic. “Description” is a place
whose location and appearance you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead
viewed an illusion, or you are attempting to teleport to a
familiar location that no longer exists.
On Target. You and your group (or the target object)appear where you want to.
Off Target. You and your group (or the target object)appear a random distance away from the destination ina random direction. Distance off target is 1d10 × 1d10
percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be

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106

off target by 15 percent, or 18 miles. The DM determines
the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so onaround the points of the compass. If you were teleporting
to a coastal city and wound up 18 miles out at sea, you
could be in trouble.
Similar Area. You and your group (or the target object)wind up in a different area that’s visually or thematicallysimilar to the target area. If you are heading for yourhome laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shopthat has many of the same tools and implements as yourlaboratory. Generally, you appear in the closest similarplace, but since the spell has no range limit, you could
conceivably wind up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in adifficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on
the table to see where you wind up (multiple mishaps canoccur, dealing damage each time).
Familiarity
Permanent circle
Associated object
Very familiar
Seen casually
Viewed once
Description
False destination

Mishap
—
—
01–05
01–33
01–43
01–43
01–50

Similar
Area
—
—
06–13
34–43
44–53
44–53
51–100Off
Target
—
—
14–24
44–53
54–73
54–73
—

On
Target01–100
01–100
25–100
54–10074–10074–100—Thaumaturgy

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:• Your voice booms up to three times as loud as normal
for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harmless tremors in the groundfor 1 minute.
• You create an instantaneous sound that originates froma point of your choice within range, such as a rumble ofthunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you candismiss such an effect as an action.

Thunderwave

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Eachcreature in a 15-foot cube originating from you must
make a Constitution saving throw. On a failed save, acreature takes 2d8 thunder damage and is pushed 10 feetaway from you. On a successful save, the creature takes
half as much damage and isn’t pushed.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 feetaway from you by the spell’s effect, and the spell emits athunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Time Stop

9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself.
No time passes for other creatures, while you take 1d4 +1 turns in a row, during which you can use actions andmove as normal.
This spell ends if one of the actions you use during thisperiod, or any effects that you create during this period,
affects a creature other than you or an object being wornor carried by someone other than you. In addition, thespell ends if you move to a place more than 1,000 feetfrom the location where you cast it.

True Resurrection
9th-level necromancy

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water anddiamonds worth at least 25,000 gp, which thespell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer
than 200 years and that died for any reason except oldage. If the creature’s soul is free and willing, the creatureis restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison,cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missingorgans and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original
no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied
space you choose within 10 feet of you.

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True Seeing

6th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that costs
25 gp; is made from mushroom powder, saffron, andfat; and is consumed by the spell)
Duration: 1 hour
This spell gives the willing creature you touch the ability
to see things as they actually are. For the duration, thecreature has truesight, notices secret doors hidden bymagic, and can see into the Ethereal Plane, all out to arange of 120 feet.

Wall of Fire

4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range.
You can make the wall up to 60 feet long, 20 feet high,and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque andlasts for the duration.
When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save, acreature takes 5d8 fire damage, or half as much damage
on a successful save.
One side of the wall, selected by you when you cast thisspell, deals 5d8 fire damage to each creature that ends its
turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall forthe first time on a turn or ends its turn there. The otherside of the wall deals no damage.
At Higher Levels. When you cast this spell using aspell slot of 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

Wall of Stone
5th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into existence
at a point you choose within range. The wall is 6 inches
thick and is composed of ten 10-foot-by-10-foot panels.
Each panel must be contiguous with at least one otherpanel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (yourchoice). If a creature would be surrounded on all sides by
the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it
can use its reaction to move up to its speed so that it is nolonger enclosed by the wall.
The wall can have any shape you desire, though it can’t
occupy the same space as a creature or object. The wall
doesn’t need to be vertical or rest on any firm foundation.

It must, however, merge with and be solidly supported
by existing stone. Thus, you can use this spell to bridge achasm or create a ramp.
If you create a span greater than 20 feet in length, youmust halve the size of each panel to create supports. You
can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30
hit points per inch of thickness. Reducing a panel to 0 hit
points destroys it and might cause connected panels tocollapse at the DM’s discretion.
If you maintain your concentration on this spell for its
whole duration, the wall becomes permanent and can’tbe dispelled. Otherwise, the wall disappears when thespell ends.

Warding Bond

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth atleast 50 gp each, which you and the target must wear
for the duration)
Duration: 1 hour
This spell wards a willing creature you touch and createsa mystic connection between you and the target until thespell ends. While the target is within 60 feet of you, it
gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage,
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you andthe target become separated by more than 60 feet. It also
ends if the spell is cast again on either of the connected
creatures. You can also dismiss the spell as an action.

Web

2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of
your choice within range. The webs fill a 20-foot cubefrom that point for the duration. The webs are difficult
terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses(such as walls or trees) or layered across a floor, wall, or
ceiling, the conjured web collapses on itself, and the spellends at the start of your next turn. Webs layered over aflat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or thatenters them during its turn must make a Dexterity saving
throw. On a failed save, the creature is restrained as longas it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs
exposed to fire burns away in 1 round, dealing 2d4 firedamage to any creature that starts its turn in the fire.

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RICHARD WHITTERS

Part 4Dungeon Master’s Tools

109
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Chapter 12: Monsters
As the Dungeon Master, you have a vast array of
resources available to you to make the game exciting
and fun for the players—and monsters are at the top of
the list. A monster is defined as any creature that can beinteracted with and potentially fought and killed. Even
something as harmless as a frog or as benevolent as aunicorn is a monster by this definition. The term also
applies to humans, elves, dwarves, and other folk who
might be friends or rivals to the player characters.
This chapter presents a wide selection of ready-toplay monsters—a sample of what can be found in the
Monster Manual. Each description uses a standardized
format that clearly explains the monster’s capabilities.
Guidelines for understanding the information found in amonster’s statistics are given below.

Statistics

A monster’s statistics, sometimes referred to as its stat
block, provide the essential information that you need to
run the monster.

Size
A monster can be Tiny, Small, Medium, Large, Huge, orGargantuan. See chapter 9 of this document for more information on creature size and space.

Type
A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects
in the game interact in special ways with creatures of aparticular type. For example, an arrow of dragon slaying
deals extra damage not only to dragons but also othercreatures of the dragon type, such as dragon turtles
and wyverns.
The game includes the following monster types, whichhave no rules of their own.
Aberrations are utterly alien beings. Many of them
have innate magical abilities drawn from the creature’s
alien mind rather than the mystical forces of the world.
The quintessential aberrations are aboleths, beholders,mind flayers, and slaadi.
Beasts are nonhumanoid creatures that are a naturalpart of the fantasy ecology. Some of them have magicalpowers, but most are unintelligent and lack any societyor language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Celestials are creatures native to the Upper Planes.
Many of them are the servants of deities, employed as
messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the
exceptional celestial who strays from a good alignmentis a horrifying rarity. Celestials include angels, couatls,
and pegasi.
Constructs are made, not born. Some are programmedby their creators to follow a simple set of instructions,while others are imbued with sentience and capable ofindependent thought. Golems are the iconic constructs.
Many creatures native to the outer plane of Mechanus,such as modrons, are constructs shaped from theraw material of the plane by the will of more powerfulcreatures.
Dragons are large reptilian creatures of ancient origin
and tremendous power. True dragons, including the good
metallic dragons and the evil chromatic dragons, arehighly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, butless powerful, less intelligent, and less magical, such as
wyverns and pseudodragons.
Elementals are creatures native to the elemental
planes. Some creatures of this type are little more than
animate masses of their respective elements, including
the creatures simply called elementals. Others havebiological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the mostimportant civilizations on the elemental planes. Other
elemental creatures include azers, invisible stalkers, andwater weirds.
Fey are magical creatures closely tied to the forces ofnature. They dwell in twilight groves and misty forests.
In some worlds, they are closely tied to the Feywild, also
called the Plane of Faerie. Some are also found in theOuter Planes, particularly the planes of Arborea and theBeastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
but many more labor under the leadership of archdevils
and demon princes. Evil priests and mages sometimes
summon fiends to the material world to do their bidding.
If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds,
rakshasas, and yugoloths.
Giants tower over humans and their kind. They are
humanlike in shape, though some have multiple heads(ettins) or deformities (fomorians). The six varieties oftrue giant are hill giants, stone giants, frost giants, fire
giants, cloud giants, and storm giants. Besides these,creatures such as ogres and trolls are giants.
Humanoids are the main peoples of the D&D world,both civilized and savage, including humans and a tremendous variety of other species. They have language
and culture, few if any innate magical abilities (thoughmost humanoids can learn spellcasting), and a bipedal
form. The most common humanoid races are the ones
most suitable as player characters: humans, dwarves,
elves, and halflings. Almost as numerous but far moresavage and brutal, and almost uniformly evil, are theraces of goblinoids (goblins, hobgoblins, and bugbears),
orcs, gnolls, lizardfolk, and kobolds.
Monstrosities are monsters in the strictest sense—
frightening creatures that are not ordinary, not truly
natural, and almost never benign. Some are the results ofmagical experimentation gone awry (such as owlbears),and others are the product of terrible curses (including
minotaurs and yuan-ti). They defy categorization, and insome sense serve as a catch-all category for creaturesthat don’t fit into any other type.

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110Oozes are gelatinous creatures that rarely have a fixed
shape. They are mostly subterranean, dwelling in cavesand dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings
and gelatinous cubes are among the most recognizable oozes.
Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some arecarnivorous. The quintessential plants are the shambling
mound and the treant. Fungal creatures such as the gas
spore and the myconid also fall into this category.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic
magic or some unholy curse. Undead include walking
corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

Tags

A monster might have one or more tags appended to its
type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional
categorization for certain creatures. The tags have norules of their own, but something in the game, such asa magic item, might refer to them. For instance, a spearthat is especially effective at fighting demons would work
against any monster that has the demon tag.

Alignment
A monster’s alignment provides a clue to its dispositionand how it behaves in a roleplaying or combat situation.
For example, a chaotic evil monster might be difficult
to reason with and might attack characters on sight,
whereas a neutral monster might be willing to negotiate.
See chapter 4 of this document for descriptions of thedifferent alignments.
The alignment specified in a monster’s stat block isthe default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you
want a good-aligned green dragon or an evil storm giant,there’s nothing stopping you.
Some creatures can have any alignment. In otherwords, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion
toward law, chaos, good, or evil. For example, a berserker
can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.
Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t makemoral or ethical choices, but rather act on instinct. These
creatures are unaligned, which means they don’t have analignment.

Armor ClassA monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity
into account. Otherwise, a monster’s AC is based on its
Dexterity modifier and natural armor, if any. If a monster
has natural armor, wears armor, or carries a shield, thisis noted in parentheses after its AC value.

Hit Points
A monster usually dies or is destroyed when it drops
to 0 hit points. For more on hit points, see chapter 1 ofthis document.
A monster’s hit points are presented both as a die
expression and as an average number. For example, amonster with 2d8 hit points has 9 hit points on average (2 × 4½).
A monster’s size determines the die used to calculate
its hit points, as shown in the Hit Dice by Size table.

Hit Dice by Size
Monster Size
Tiny
Small
Medium
Large
Huge
Gargantuan

Hit Die
d4
d6
d8
d10
d12
d20

Average HP per Die
2½
3½
4½
5½
6½
10½

A monster’s Constitution modifier also affects thenumber of hit points it has. Its Constitution modifier ismultiplied by the number of Hit Dice it possesses, andthe result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit
Dice, it has 2d8 + 2 hit points (average 11).

Speed
A monster’s speed tells you how far it can move on its
turn. For more information on speed, see chapter 8 andchapter 9 of this document.
All creatures have a walking speed, simply called themonster’s speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet.
Some creatures have one or more of the following additional movement modes.

Burrow

A monster that has a burrowing speed can use that speed
to move through sand, earth, mud, or ice. A monster can’tburrow through solid rock unless it has a special trait
that allows it to do so.

Climb

A monster that has a climbing speed can use all or part ofits movement to move on vertical surfaces. The monster
doesn’t need to spend extra movement to climb.

Fly

A monster that has a flying speed can use all or part ofits movement to fly. Some monsters have the ability tohover, which makes them hard to knock out of the air (asexplained in the rules on flying in chapter 9 of this document). Such a monster stops hovering when it dies.

Swim

A monster that has a swimming speed doesn’t need tospend extra movement to swim.

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Ability Scores
Every monster has six ability scores (Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma) andcorresponding modifiers. For more information on ability scores and how they’re used in play, see chapter 7 ofthis document.

Saving Throws
The Saving Throws entry is reserved for creatures thatare adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened
might gain a bonus on its Wisdom saving throws. Most
creatures don’t have special saving throw bonuses, inwhich case this section is absent.
A saving throw bonus is the sum of a monster’s relevant
ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in theProficiency Bonus by Challenge Rating table).

Proficiency Bonus by Challenge Rating
Challenge
0
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
11
12
13

Proficiency
Bonus
+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5

Challenge
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Proficiency
Bonus
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
+8
+8
+8
+8
+9
+9

SkillsThe Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that isvery perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
A skill bonus is the sum of a monster’s relevant ability
modifier and its proficiency bonus, which is determinedby the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers
might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency
bonus) to account for its heightened expertise.

Vulnerabilities, Resistances,and Immunities
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures areeven resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a

magic item, or another magical source). In addition, somecreatures are immune to certain conditions.

SensesThe Senses entry notes a monster’s passive Wisdom(Perception) score, as well as any special senses the monster might have. Special senses are described below.

Blindsight

A monster with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and grayoozes, typically have this special sense, as do creatureswith echolocation or heightened senses, such as bats andtrue dragons.
If a monster is naturally blind, it has a parentheticalnote to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

Darkvision

A monster with darkvision can see in the dark within a
specific radius. The monster can see in dim light within
the radius as if it were bright light, and in darkness as
if it were dim light. The monster can’t discern color in
darkness, only shades of gray. Many creatures that live
underground have this special sense.

Tremorsense

A monster with tremorsense can detect and pinpoint theorigin of vibrations within a specific radius, provided
that the monster and the source of the vibrations are incontact with the same ground or substance. Tremorsense
can’t be used to detect flying or incorporeal creatures.
Many burrowing creatures, such as ankhegs and umber
hulks, have this special sense.

Truesight

A monster with truesight can, out to a specific range, seein normal and magical darkness, see invisible creaturesand objects, automatically detect visual illusions andsucceed on saving throws against them, and perceive
the original form of a shapechanger or a creature that istransformed by magic. Furthermore, the monster can see
into the Ethereal Plane within the same range.

Languages
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand alanguage but can’t speak it, and this is noted in its entry.
A “—” indicates that a creature neither speaks nor understands any language.

Telepathy

Telepathy is a magical ability that allows a monster tocommunicate mentally with another creature within a
specified range. The contacted creature doesn’t need toshare a language with the monster to communicate inthis way with it, but it must be able to understand at least
one language. A creature without telepathy can receiveand respond to telepathic messages but can’t initiate or
terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted
creature and can end the telepathic contact at any time.

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The contact is broken as soon as the two creatures are
no longer within range of each other or if the telepathic
monster contacts a different creature within range. A
telepathic monster can initiate or terminate a telepathic
conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact,
and any current contact is terminated.
A creature within the area of an antimagic field or in
any other location where magic doesn’t function can’tsend or receive telepathic messages.

Challenge
A monster’s challenge rating tells you how great a threat
the monster is, according to the encounter-building
guidelines in chapter 13 of this document. Those guidelines specify the number of adventurers of a certain levelthat should be able to defeat a monster of a particularchallenge rating without suffering any deaths.
Monsters that are significantly weaker than 1st-level
characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except
in large numbers; those with no effective attacks areworth no experience points, while those that have attacks
are worth 10 XP each.
Some monsters present a greater challenge than even atypical 20th-level party can handle. These monsters havea challenge rating of 21 or higher and are specifically designed to test player skill.

Experience Points

The number of experience points (XP) a monster is worth
is based on its challenge rating. Typically, XP is awardedfor defeating the monster, although the DM may also
award XP for neutralizing the threat posed by the monster in some other manner.
Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP
noted in its stat block.
The guidelines in chapter 13 of this document explain
how to create encounters using XP budgets, as well as
how to adjust an encounter’s difficulty.

Experience Points by Challenge Rating
Challenge
0
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
11
12
13

XP
0 or 10
25
50
100
200
450
700
1,100
1,800
2,300
2,900
3,900
5,000
5,900
7,200
8,400
10,000

Challenge
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

XP
11,50013,00015,00018,00020,00022,00025,00033,00041,00050,00062,00075,00090,000105,000
120,000
135,000
155,000

Special Traits

Special traits (which appear after a monster’s challenge
rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounterand that require some explanation.

Innate Spellcasting

A monster with the innate ability to cast spells has the
Innate Spellcasting special trait. Unless noted otherwise,
an innate spell of 1st level or higher is always cast at its
lowest possible level and can’t be cast at a higher level.
If a monster has a cantrip where its level matters and nolevel is given, use the monster’s challenge rating.
An innate spell can have special rules or restrictions.
For example, a drow mage can innately cast the levitate
spell, but the spell has a “self only” restriction, whichmeans that the spell affects only the drow mage.
A monster’s innate spells can’t be swapped out withother spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.

Spellcasting

A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spellsof 1st level and higher (as explained in chapter 10 of thisdocument). The spellcaster level is also used for any cantrips included in the feature.
The monster has a list of spells known or preparedfrom a particular class. The list might also include spells
from a feature in that class, such as the Divine Domainfeature of the cleric. The monster is considered a member of that class when attuning to or using a magic itemthat requires membership in the class or access to its
spell list.
A monster can cast a spell from its list at a higher level
if it has the spell slot to do so. For example, a drow magewith the 3rd-level lightning bolt spell can cast it as a 5thlevel spell by using one of its 5th-level spell slots.
You can change the spells that a monster knows or has
prepared, replacing any spell on a monster’s spell list
with a different spell of the same level and from the sameclass list. If you do so, you might cause the monster tobe a greater or lesser threat than suggested by its challenge rating.

Actions
When a monster takes its action, it can choose fromthe options in the Actions section of its stat block or
use one of the actions available to all creatures, suchas the Dash or Hide action, as described in chapter 9 ofthis document.

Melee and Ranged Attacks

The most common actions that a monster will take incombat are melee and ranged attacks. These can be spell
attacks or weapon attacks, where the “weapon” might bea manufactured item or a natural weapon, such as a claw
or tail spike. For more information on different kinds ofattacks, see chapter 9 of this document.
Creature vs. Target. The target of a melee or ranged
attack is usually either one creature or one target, thedifference being that a “target” can be a creature oran object.

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Hit. Any damage dealt or other effects that occur asa result of an attack hitting a target are described after
the “Hit” notation. You have the option of taking averagedamage or rolling the damage; for this reason, both theaverage damage and the die expression are presented.
Miss. If an attack has an effect that occurs on a miss,that information is presented after the “Miss:” notation.

Multiattack

A creature that can make multiple attacks on its turn has
the Multiattack ability. A creature can’t use Multiattack
when making an opportunity attack, which must be a single melee attack.

Ammunition

A monster carries enough ammunition to make its
ranged attacks. You can assume that a monster has 2d4
pieces of ammunition for a thrown weapon attack, and2d10 pieces of ammunition for a projectile weapon suchas a bow or crossbow.

Reactions
If a monster can do something special with its reaction,that information is contained here. If a creature has no
special reaction, this section is absent.

Limited Usage
Some special abilities have restrictions on the number oftimes they can be used.
X/Day. The notation “X/Day” means a special ability
can be used X number of times and that a monster must
finish a long rest to regain expended uses. For example,“1/Day” means a special ability can be used once and thatthe monster must finish a long rest to use it again.
Recharge X–Y. The notation “Recharge X–Y” means amonster can use a special ability once and that the ability
then has a random chance of recharging during eachsubsequent round of combat. At the start of each of themonster’s turns, roll a d6. If the roll is one of the numbersin the recharge notation, the monster regains the use of
the special ability. The ability also recharges when themonster finishes a short or long rest.
For example, “Recharge 5–6” means a monster canuse the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or
6 on a d6.
Recharge after a Short or Long Rest. This notationmeans that a monster can use a special ability once andthen must finish a short or long rest to use it again.

Grapple Rules for Monsters
Many monsters have special attacks that allow them toquickly grapple prey. When a monster hits with such an
attack, it doesn’t need to make an additional ability check todetermine whether the grapple succeeds, unless the attack
says otherwise.
A creature grappled by the monster can use its action
to try to escape. To do so, it must succeed on a Strength(Athletics) or Dexterity (Acrobatics) check against theescape DC in the monster’s stat block. If no escape DC
is given, assume the DC is 10 + the monster’s Strength(Athletics) modifier.

Equipment
A stat block rarely refers to equipment, other than armor
or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be
dressed appropriately.
You can equip monsters with additional gear and trinkets however you like, using chapter 5 of this document
for inspiration, and you decide how much of a monster’sequipment is recoverable after the creature is slain andwhether any of that equipment is still usable. A battered
suit of armor made for a monster is rarely usable bysomeone else, for instance.
If a spellcasting monster needs material components
to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.

Legendary Creatures

A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn,and it might exert magical influence for miles around.
If a creature assumes the form of a legendary creature,such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.

Legendary Actions
A legendary creature can take a certain number of
special actions—called legendary actions—outside its
turn. Only one legendary action option can be used ata time and only at the end of another creature’s turn. A
creature regains its spent legendary actions at the startof its turn. It can forgo using them, and it can’t use themwhile incapacitated or otherwise unable to take actions.
If surprised, it can’t use them until after its first turn inthe combat.

A Legendary Creature’s LairA legendary creature might have a section describing
its lair and the special effects it can create while there,
either by act of will or simply by being present. Not alllegendary creatures have lairs. This section applies only
to legendary creatures that spend a great deal of time intheir lairs and are most likely to be encountered there.

Lair Actions

If a legendary creature has lair actions, it can use themto harness the ambient magic in its lair. On initiative
count 20 (losing all initiative ties), it can use one of its lairaction options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one
until after its first turn in the combat.

Regional Effects

The mere presence of a legendary creature can havestrange and wondrous effects on its environment, as
noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Monster Stat Blocks
The odor of sulfur and pumice surrounds a red dragon,
whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its
eyes dance with flame when it is angry.

Adult Red Dragon
Huge dragon, chaotic evil

Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)DEX
10 (+0)CON
25 (+7)INT
16 (+3)

A Red Dragon’s Lair
WIS
13 (+1)CHA
21 (+5)

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.

Actions
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice thatis within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. If acreature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence forthe next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in a
60-foot cone. Each creature in that area must make a DC 21
Dexterity saving throw, taking 63 (18d6) fire damage on afailed save, or half as much damage on a successful one.

Legendary Actions
The dragon can take 3 legendary actions, choosing from theoptions below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed.

Red dragons lair in high mountains or hills, dwelling incaverns under snow-capped peaks, or within the deephalls of abandoned mines and dwarven strongholds.
Caves with volcanic or geothermal activity are the mosthighly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases
wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red
dragon spends as much of its time outside the mountainas in it. For a red dragon, the great heights of the world
are the throne from which it can look out to survey all it
controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of
its life, the enemies it has slain, and the nations it hasconquered.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a row:
• Magma erupts from a point on the ground the dragon
can see within 120 feet of it, creating a 20-foot-high,5-foot-radius geyser. Each creature in the geyser’s area
must make a DC 15 Dexterity saving throw, taking
21 (6d6) fire damage on a failed save, or half as muchdamage on a successful one.
• A tremor shakes the lair in a 60-foot radius around thedragon. Each creature other than the dragon on the
ground in that area must succeed on a DC 15 Dexterity
saving throw or be knocked prone.
• Volcanic gases form a cloud in a 20-foot-radius spherecentered on a point the dragon can see within 120 feetof it. The sphere spreads around corners, and its area
is lightly obscured. It lasts until initiative count 20 on
the next round. Each creature that starts its turn in thecloud must succeed on a DC 13 Constitution saving
throw or be poisoned until the end of its turn. Whilepoisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary red dragon’s lair iswarped by the dragon’s magic, which creates one or moreof the following effects:• Small earthquakes are common within 6 miles of the
dragon’s lair.
• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
• Rocky fissures within 1 mile of the dragon’s lair form
portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of
1d10 days.

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Air Elemental

Pounce. If the allosaurus moves at least 30 feet straight
toward a creature and then hits it with a claw attack on thesame turn, that target must succeed on a DC 13 Strengthsaving throw or be knocked prone. If the target is prone,
the allosaurus can make one bite attack against it as abonus action.

Large elemental, neutral

Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)STR
14 (+2)DEX
20 (+5)CON
14 (+2)INT
6 (−2)

WIS
10 (+0)CHA
6 (−2)

Damage Resistances lightning, thunder; bludgeoning,piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Air Form. The elemental can enter a hostile creature’s spaceand stop there. It can move through a space as narrow as 1
inch wide without squeezing.

Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,a target takes 15 (3d8 + 2) bludgeoning damage and is flungup 20 feet away from the elemental in a random direction andknocked prone. If a thrown target strikes an object, such as awall or floor, the target takes 3 (1d6) bludgeoning damage forevery 10 feet it was thrown. If the target is thrown at anothercreature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone.

An air elemental is a funneling cloud of whirling air
with a vague semblance of a face. It can turn itself intoa screaming cyclone, creating a whirlwind that batterscreatures even as it flings them away.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.

The allosaurus is a predatory dinosaur of great size,
strength, and speed. It can run down almost any preyover open ground, pouncing to pull creatures down with
its wicked claws.

Animated Armor
Medium construct, unaligned

Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR
14 (+2)DEX
11 (+0)CON
13 (+1)INT
1 (−5)WIS
3 (−4)CHA
1 (−5)

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages —Challenge 1 (200 XP)
Antimagic Susceptibility. The armor is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, thearmor must succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it isindistinguishable from a normal suit of armor.

Actions

Allosaurus

Multiattack. The armor makes two melee attacks.

Large beast, unaligned

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.
STR
19 (+4)DEX
13 (+1)CON
17 (+3)INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

This suit of magically animated plate armor clamors as it
moves, banging and grinding like the vengeful spirit of afallen knight.

Skills Perception +5
Senses passive Perception 15
Languages —Challenge 2 (450 XP)

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Ankylosaurus

Awakened Shrub

Armor Class 15 (natural armor)
Hit Points 68 (8d12 + 16)
Speed 30 ft.

Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.

Huge beast, unaligned

STR
19 (+4)DEX
11 (+0)CON
15 (+2)

Small plant, unaligned

INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

Senses passive Perception 11
Languages —Challenge 3 (700 XP)

STR
3 (−4)DEX
8 (−1)

CON
11 (+0)INT
10 (+0)WIS
10 (+0)CHA
6 (−2)

Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)

Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is acreature, it must succeed on a DC 14 Strength saving throwor be knocked prone.

False Appearance. While the shrub remains motionless, it isindistinguishable from a normal shrub.

Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 − 1) slashing damage.

Thick armor plating covers the body of the plant-eating
dinosaur ankylosaurus, which defends itself against
predators with a knobbed tail that delivers a devastating strike.

An awakened shrub is an ordinary shrub given sentienceand mobility by magic.

Ape

Awakened Tree

Medium beast, unaligned

Huge plant, unaligned

Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)DEX
14 (+2)CON
14 (+2)

Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft.
INT
6 (−2)WIS
12 (+1)CHA
7 (−2)

Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages —Challenge 1/2 (100 XP)

STR
19 (+4)DEX
6 (−2)

CON
15 (+2)

INT
10 (+0)WIS
10 (+0)CHA
7 (−2)

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)

Actions
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.

False Appearance. While the tree remains motionless, it isindistinguishable from a normal tree.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.

An awakened tree is an ordinary tree given sentience andmobility by magic.

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Axe Beak

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Large beast, unaligned

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)DEX
12 (+1)CON
12 (+1)INT
2 (−4)

WIS
10 (+0)CHA
5 (−3)

Medium undead, chaotic evil

Armor Class 12
Hit Points 58 (13d8)
Speed 0 ft., fly 40 ft. (hover)Senses passive Perception 10
Languages —Challenge 1/4 (50 XP)

STR
1 (−5)

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.

An axe beak is a tall flightless bird with strong legs, awedge-shaped beak, and a nasty disposition.

BaboonSmall beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
STR
8 (−1)

BansheeDEX
14 (+2)CON
11 (+0)INT
4 (−3)WIS
12 (+1)CHA
6 (−2)

Senses passive Perception 11
Languages —Challenge 0 (10 XP)

DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA
17 (+3)

Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing fromnonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can magically sense the presence of
creatures up to 5 miles away that aren’t undead or constructs.
She knows the general direction they’re in but not their
exact locations.
Incorporeal Movement. The banshee can move throughother creatures and objects as if they were difficult terrain.
She takes 5 (1d10) force damage if she ends her turninside an object.

Actions
Pack Tactics. The baboon has advantage on an attack rollagainst a creature if at least one of the baboon’s allies iswithin 5 feet of the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 − 1) piercing damage.

BadgerTiny beast, unaligned

Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.
STR
4 (−3)DEX
11 (+0)CON
12 (+1)INT
2 (−4)WIS
12 (+1)

Senses darkvision 30 ft., passive Perception 11
Languages —Challenge 0 (10 XP)

CHA
5 (−3)

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60
feet of the banshee that can see her must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end ofeach of its turns, with disadvantage if the banshee is withinline of sight, ending the effect on itself on a success. If atarget’s saving throw is successful or the effect ends for it, thetarget is immune to the banshee’s Horrifying Visage for the
next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided
that she isn’t in sunlight. This wail has no effect on constructs
and undead. All other creatures within 30 feet of her that canhear her must make a DC 13 Constitution saving throw. Ona failure, a creature drops to 0 hit points. On a success, acreature takes 10 (3d6) psychic damage.

The woeful banshee is a spiteful creature formed fromthe spirit of a female elf. Its face is wreathed in a wild
tangle of hair, its body clad in wispy rags that flutter andstream around it.

Keen Smell. The badger has advantage on Wisdom(Perception) checks that rely on smell.

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strong jaws, the creature consumes this stone, which returns to organic form in its gullet.

Bat

Tiny beast, unaligned

Black Bear

Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)DEX
15 (+2)Medium beast, unalignedCON
8 (−1)INT
2 (−4)WIS
12 (+1)CHA
4 (−3)

Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft.
STR
15 (+2)

Senses blindsight 60 ft., passive Perception 11
Languages —Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom(Perception) checks that rely on hearing.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage.

DEX
10 (+0)CON
14 (+2)INT
2 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 1/2 (100 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its biteand one with its claws.

Basilisk

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Medium monstrosity, unaligned

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.

Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR
16 (+3)DEX
8 (−1)

CON
15 (+2)INT
2 (−4)WIS
8 (−1)CHA
7 (−2)

Senses darkvision 60 ft., passive Perception 9
Languages —Challenge 3 (700 XP)
Petrifying Gaze. If a creature starts its turn within 30 feetof the basilisk and the two of them can see each other, thebasilisk can force the creature to make a DC 12 Constitution
saving throw if the basilisk isn’t incapacitated. On a failed
save, the creature magically begins to turn to stone and isrestrained. It must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, thecreature is petrified until freed by the greater restoration spellor other magic.
A creature that isn’t surprised can avert its eyes to avoid thesaving throw at the start of its turn. If it does so, it can’t see
the basilisk until the start of its next turn, when it can avert its
eyes again. If it looks at the basilisk in the meantime, it must
immediately make the save.
If the basilisk sees its reflection within 30 feet of it inbright light, it mistakes itself for a rival and targets itself
with its gaze.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)poison damage.

A basilisk is a multilegged, reptilian horror whose deadly
gaze transforms victims into porous stone. With its

Blink Dog

Medium fey, lawful good

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.
STR
12 (+1)DEX
17 (+3)CON
12 (+1)INT
10 (+0)WIS
13 (+1)CHA
11 (+0)Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages Blink Dog, understands Sylvan but can’t speak it
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The dog has advantage on Wisdom(Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). The dog magically teleports, alongwith any equipment it is wearing or carrying, up to 40 feet toan unoccupied space it can see. Before or after teleporting,the dog can make one bite attack.

A blink dog takes its name from its ability to blink in andout of existence, a talent it uses to aid its attacks and to
avoid harm.

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119Blood Hawk

Brown Bear

Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.

Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

Small beast, unaligned

STR
6 (−2)DEX
14 (+2)CON
10 (+0)Large beast, unaligned

INT
3 (−4)WIS
14 (+2)CHA
5 (−3)

STR
19 (+4)DEX
10 (+0)CON
16 (+3)INT
2 (−4)WIS
13 (+1)CHA
7 (−2)

Skills Perception +4
Senses passive Perception 14
Languages —Challenge 1/8 (25 XP)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 1 (200 XP)

Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.

Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.

Pack Tactics. The hawk has advantage on an attack rollagainst a creature if at least one of the hawk’s allies is within 5feet of the creature and the ally isn’t incapacitated.

Actions

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.

Taking its name from its crimson feathers and aggressive
nature, the blood hawk fearlessly attacks with its daggerlike beak.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

BugbearMedium humanoid (goblinoid), chaotic evil

Boar

Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

Medium beast, unaligned

Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
13 (+1)

Multiattack. The bear makes two attacks: one with its biteand one with its claws.

DEX
11 (+0)CON
12 (+1)STR
15 (+2)INT
2 (−4)WIS
9 (−1)CHA
5 (−3)

Senses passive Perception 9
Languages —Challenge 1/4 (50 XP)
Charge. If the boar moves at least 20 feet straight toward atarget and then hits it with a tusk attack on the same turn, thetarget takes an extra 3 (1d6) slashing damage. If the target isa creature, it must succeed on a DC 11 Strength saving throwor be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar
takes 7 damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.

Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.

DEX
14 (+2)CON
13 (+1)INT
8 (−1)WIS
11 (+0)CHA
9 (−1)

Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when
the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits
it with an attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack.

ActionsMorningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing
damage in melee or 5 (1d6 + 2) piercing damage at range.

Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond ofsetting ambushes and fleeing when outmatched.

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CamelActions

Armor Class 9
Hit Points 15 (2d10 + 4)
Speed 50 ft.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.

Multiattack. The centaur makes two attacks: one with its pikeand one with its hooves or two with its longbow.

Large beast, unaligned

STR
16 (+3)DEX
8 (−1)

CON
14 (+2)INT
2 (−4)WIS
8 (−1)CHA
5 (−3)

Senses passive Perception 9
Languages —Challenge 1/8 (25 XP)

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they
avoid conflict but fight fiercely when pressed.

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

ChimeraLarge monstrosity, chaotic evilCat

Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.

Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.

STR
19 (+4)Tiny beast, unaligned

STR
3 (−4)DEX
15 (+2)CON
10 (+0)INT
3 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —Challenge 0 (10 XP)

DEX
11 (+0)CON
19 (+4)INT
3 (−4)WIS
14 (+2)

CHA
10 (+0)Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages understands Draconic but can’t speak
Challenge 6 (2,300 XP)

Actions

Keen Smell. The cat has advantage on Wisdom (Perception)
checks that rely on smell.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

Multiattack. The chimera makes three attacks: one with its
bite, one with its horns, and one with its claws. When its
fire breath is available, it can use the breath in place of its
bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.

Centaur

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.

Fire Breath (Recharge 5–6). The dragon head exhales fire in a
15-foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 31 (7d8) fire damage on a failed
save, or half as much damage on a successful one.

Large monstrosity, neutral good

STR
18 (+4)DEX
14 (+2)CON
14 (+2)INT
9 (−1)WIS
13 (+1)CHA
11 (+0)Skills Athletics +6, Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)

A chimera is a vile combination of goat, lion, and dragon,
and features the heads of all three of those creatures. It
likes to swoop down from the sky and engulf prey with its
fiery breath before landing to attack.

Charge. If the centaur moves at least 30 feet straight toward atarget and then hits it with a pike attack on the same turn, thetarget takes an extra 10 (3d6) piercing damage.

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Cockatrice

Crab

Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.

Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.

Small monstrosity, unaligned

STR
6 (−2)DEX
12 (+1)CON
12 (+1)Tiny beast, unaligned

INT
2 (−4)WIS
13 (+1)CHA
5 (−3)

Senses darkvision 60 ft., passive Perception 11
Languages —Challenge 1/2 (100 XP)

STR
2 (−4)DEX
11 (+0)CON
10 (+0)INT
1 (−5)WIS
8 (−1)CHA
2 (−4)

Skills Stealth +2
Senses blindsight 30 ft., passive Perception 9
Languages —Challenge 0 (10 XP)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must
succeed on a DC 11 Constitution saving throw against being
magically petrified. On a failed save, the creature begins toturn to stone and is restrained. It must repeat the saving
throw at the end of its next turn. On a success, the effectends. On a failure, the creature is petrified for 24 hours.

The cockatrice looks like a hideous hybrid of lizard, bird,
and bat. It is infamous for its ability to turn flesh to stone.

Amphibious. The crab can breathe air and water.

Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.

Crocodile
Large beast, unaligned

Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.

Constrictor Snake
Large beast, unaligned

STR
15 (+2)

Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.
STR
15 (+2)DEX
14 (+2)CON
12 (+1)INT
1 (−5)

WIS
10 (+0)CHA
3 (−4)

Senses blindsight 10 ft., passive Perception 10
Languages —Challenge 1/4 (50 XP)

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.

DEX
10 (+0)CON
13 (+1)INT
2 (−4)

WIS
10 (+0)CHA
5 (−3)

Skills Stealth +2
Senses passive Perception 10
Languages —Challenge 1/2 (100 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target isgrappled (escape DC 12). Until this grapple ends, the target isrestrained, and the crocodile can’t bite another target.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and thetarget is grappled (escape DC 14). Until this grapple ends,
the creature is restrained, and the snake can’t constrict
another target.

Chapter 12: Monsters
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122

Cyclops

Huge giant, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
22 (+6)DEX
11 (+0)CON
20 (+5)INT
8 (−1)WIS
6 (−2)

CHA
10 (+0)Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 12 Constitution saving throw
against disease or become poisoned until the disease is
cured. Every 24 hours that elapse, the creature must repeat
the saving throw, reducing its hit point maximum by 5
(1d10) on a failure. This reduction lasts until the disease is
cured. The creature dies if the disease reduces its hit point
maximum to 0.

A death dog is an ugly two-headed hound that roams
plains, deserts, and the Underdark.

Senses passive Perception 8
Languages Giant
Challenge 6 (2,300 XP)
Poor Depth Perception. The cyclops has disadvantage on any
attack roll against a target more than 30 feet away.

Actions
Multiattack. The cyclops makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.

Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat
due to their size and strength, but they can often be
tricked by clever foes.

Death Dog

Deer

Medium beast, unaligned

Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR
11 (+0)DEX
16 (+3)CON
11 (+0)INT
2 (−4)WIS
14 (+2)CHA
5 (−3)

Senses passive Perception 12
Languages —Challenge 0 (10 XP)

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

Medium monstrosity, neutral evil

Dire Wolf

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)DEX
14 (+2)CON
14 (+2)Large beast, unaligned

INT
3 (−4)WIS
13 (+1)CHA
6 (−2)

Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages —Challenge 1 (200 XP)
Two-Headed. The dog has advantage on Wisdom(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or knocked
unconscious.

Actions
Multiattack. The dog makes two bite attacks.

Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)DEX
15 (+2)CON
15 (+2)INT
3 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against
a creature if at least one of the wolf’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or beknocked prone.

Chapter 12: Monsters
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123

Doppelganger

Draft Horse

Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.

Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.

Medium monstrosity (shapechanger), neutral

STR
11 (+0)DEX
18 (+4)CON
14 (+2)

INT
11 (+0)Large beast, unaligned

WIS
12 (+1)CHA
14 (+2)

STR
18 (+4)DEX
10 (+0)CON
12 (+1)INT
2 (−4)WIS
11 (+0)CHA
7 (−2)

Skills Deception +6, Insight +3
Condition Immunities charmedSenses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Senses passive Perception 10
Languages —Challenge 1/4 (50 XP)

Shapechanger. The doppelganger can use its action topolymorph into a Small or Medium humanoid it has seen, orback into its true form. Its statistics, other than its size, are thesame in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage.

Ambusher. In the first round of a combat, the doppelganger
has advantage on attack rolls against any creature
it surprised.
Surprise Attack. If the doppelganger surprises a creature andhits it with an attack during the first round of combat, thetarget takes an extra 10 (3d6) damage from the attack.

Actions
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads thesurface thoughts of one creature within 60 feet of it. The
effect can penetrate barriers, but 3 feet of wood or dirt,
2 feet of stone, 2 inches of metal, or a thin sheet of lead
blocks it. While the target is in range, the doppelganger cancontinue reading its thoughts, as long as the doppelganger’s
concentration isn’t broken (as if concentrating on a spell).
While reading the target’s mind, the doppelganger has
advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.

Actions

Eagle

Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
STR
6 (−2)DEX
15 (+2)CON
10 (+0)INT
2 (−4)WIS
14 (+2)CHA
7 (−2)

Skills Perception +4
Senses passive Perception 14
Languages —Challenge 0 (10 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Doppelgangers are devious shapeshifters that take on
the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection
and disguise.

Chapter 12: Monsters
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124

Earth Elemental

Elephant

Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., burrow 30 ft.

Armor Class 12 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft.

Large elemental, neutral

STR
20 (+5)DEX
8 (−1)

CON
20 (+5)INT
5 (−3)

Huge beast, unaligned

WIS
10 (+0)CHA
5 (−3)

STR
22 (+6)DEX
9 (−1)

CON
17 (+3)

Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashingfrom nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft.,passive Perception 10
Languages TerranChallenge 5 (1,800 XP)

Senses passive Perception 10
Languages —Challenge 4 (1,100 XP)

Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental
doesn’t disturb the material it moves through.

Actions

Siege Monster. The elemental deals double damage to objects
and structures.

INT
3 (−4)WIS
11 (+0)CHA
6 (−2)

Trampling Charge. If the elephant moves at least 20 feetstraight toward a creature and then hits it with a gore attackon the same turn, that target must succeed on a DC 12
Strength saving throw or be knocked prone. If the target isprone, the elephant can make one stomp attack against it asa bonus action.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 21 (3d10 + 5) bludgeoning damage.

Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.

An earth elemental plods forward like a walking hill,club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set
with chunks of metal, gems, and bright minerals.

Elk

Large beast, unaligned

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 50 ft.
STR
16 (+3)DEX
10 (+0)CON
12 (+1)INT
2 (−4)

WIS
10 (+0)CHA
6 (−2)

Senses passive Perception 10
Languages —Challenge 1/4 (50 XP)
Charge. If the elk moves at least 20 feet straight toward atarget and then hits it with a ram attack on the same turn,the target takes an extra 7 (2d6) damage. If the target is acreature, it must succeed on a DC 13 Strength saving throwor be knocked prone.

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Chapter 12: Monsters
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125

Fire Elemental

Fire Giant

Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.

Armor Class 18 (plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.

Large elemental, neutral

STR
10 (+0)DEX
17 (+3)CON
16 (+3)Huge giant, lawful evilINT
6 (−2)

WIS
10 (+0)CHA
7 (−2)

STR
25 (+7)DEX
9 (−1)

CON
23 (+6)INT
10 (+0)WIS
14 (+2)CHA
13 (+1)

Damage Resistances bludgeoning, piercing, and slashingfrom nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)

Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)

Fire Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature thattouches the elemental or hits it with a melee attack while
within 5 feet of it takes 5 (1d10) fire damage. In addition,
the elemental can enter a hostile creature’s space and stop
there. The first time it enters a creature’s space on a turn,that creature takes 5 (1d10) fire damage and catches fire; until
someone takes an action to douse the fire, the creature takes
5 (1d10) fire damage at the start of each of its turns.

Multiattack. The giant makes two greatsword attacks.

Illumination. The elemental sheds bright light in a 30-footradius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves inwater, or for every gallon of water splashed on it, it takes 1
cold damage.

Actions
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.

With dark skin and flaming red hair, fire giants have afearsome reputation as soldiers and conquerors. They
dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder,and destroy.

Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a
flammable object, it ignites. Until a creature takes an action
to douse the fire, the target takes 5 (1d10) fire damage at thestart of each of its turns.

A faint humanoid shape shows in a fire elemental’s
capricious devastation. Wherever it moves, it sets its
surroundings ablaze, turning the world to ash, smoke,and cinders.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

126Flameskull

Flesh Golem

Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft. (hover)Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.

Tiny undead, neutral evil

STR
1 (−5)DEX
17 (+3)CON
14 (+2)Medium construct, neutral

INT
16 (+3)WIS
10 (+0)CHA
11 (+0)Skills Arcana +5, Perception +2
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed,
poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15foot radius, or bright light in a 15-foot radius and dim lightfor an additional 15 feet. It can switch between the options
as an action.
Magic Resistance. The flameskull has advantage on saving
throws against spells and other magical effects.
Rejuvenation. If the flameskull is destroyed, it regains
all its hit points in 1 hour unless holy water is sprinkled
on its remains or a dispel magic or remove curse spell iscast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has thefollowing wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball

Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one
target. Hit: 10 (3d6) fire damage.

Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadfulspells called up from the dark recesses of its memory.

STR
19 (+4)DEX
9 (−1)

CON
18 (+4)INT
6 (−2)

WIS
10 (+0)CHA
5 (−3)

Damage Immunities lightning, poison; bludgeoning, piercing,and slashing from nonmagical attacks not made withadamantine weapons
Condition Immunities charmed, exhaustion, frightened,paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creatorbut can’t speak
Challenge 5 (1,800 XP)
Berserk. Whenever the golem starts its turn with 40 hit points
or fewer, roll a d6. On a 6, the golem goes berserk. On eachof its turns while berserk, the golem attacks the nearest
creature it can see. If no creature is near enough to move toand attack, the golem attacks an object, with preference foran object smaller than itself. Once the golem goes berserk,
it continues to do so until it is destroyed or regains all
its hit points.
The golem’s creator, if within 60 feet of the berserk golem,
can try to calm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take anaction to make a DC 15 Charisma (Persuasion) check. If thecheck succeeds, the golem ceases being berserk. If it takes
damage while still at 40 hit points or fewer, the golem might
go berserk again.
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the endof its next turn.
Immutable Form. The golem is immune to any spell or effectthat would alter its form.
Lightning Absorption. Whenever the golem is subjected tolightning damage, it takes no damage and instead regains a
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.

A flesh golem is a grisly assortment of humanoid bodyparts stitched and bolted together into a muscled brute
imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the mostpotent weapons.

Chapter 12: Monsters
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127

Flying Snake

Frog

Armor Class 14
Hit Points 5 (2d4)Speed 30 ft., fly 60 ft., swim 30 ft.

Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 20 ft., swim 20 ft.

Tiny beast, unaligned

STR
4 (−3)DEX
18 (+4)CON
11 (+0)Tiny beast, unaligned

INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

Senses blindsight 10 ft., passive Perception 11
Languages —Challenge 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1 piercing damage plus 7 (3d4) poison damage.

A flying snake is a brightly colored, winged serpent
found in remote jungles.

Small construct, unaligned

INT
1 (−5)WIS
8 (−1)CHA
3 (−4)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start.

A frog has no effective attacks. It feeds on small insects
and typically dwells near water, in trees, or underground.

Frost Giant
Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

Armor Class 17 (natural armor)
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover)CON
11 (+0)CON
8 (−1)

Huge giant, neutral evil

Flying Sword

DEX
15 (+2)DEX
13 (+1)

Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Languages —Challenge 0 (0 XP)

Flyby. The snake doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.

STR
12 (+1)STR
1 (−5)INT
1 (−5)WIS
5 (−3)CHA
1 (−5)

Saving Throws Dex +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages —Challenge 1/4 (50 XP)
Antimagic Susceptibility. The sword is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, thesword must succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless andisn’t flying, it is indistinguishable from a normal sword.

Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.

STR
23 (+6)DEX
9 (−1)

CON
21 (+5)INT
9 (−1)

WIS
10 (+0)CHA
12 (+1)

Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.

Frost giants are creatures of ice and snow, with hair andbeards of pale white or light blue, and flesh as blue as
glacial ice. They respect only brute strength and skill
in battle.

A magically animated flying sword dances through theair, fighting like a warrior that can’t be injured.

Chapter 12: Monsters
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128

Gargoyle

Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 17 (4d6 + 3) necrotic damage.

Medium elemental, chaotic evil

Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2)DEX
11 (+0)CON
16 (+3)INT
6 (−2)WIS
11 (+0)CHA
7 (−2)

Damage Resistances bludgeoning, piercing, andslashing from nonmagical attacks not made withadamantine weapons
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages TerranChallenge 2 (450 XP)
False Appearance. While the gargoyle remains motionless, it
is indistinguishable from an inanimate statue.

Actions
Multiattack. The gargoyle makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

These malevolent creatures of elemental earth resemble
grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, delighting in the terror it creates when it
breaks from its suspended pose.

Ghost

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)DEX
13 (+1)CON
10 (+0)Horrifying Visage. Each non-undead creature within 60 feetof the ghost that can see it must succeed on a DC 13 Wisdomsaving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 × 10 years. A frightenedtarget can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success.
If a target’s saving throw is successful or the effect ends for it,
the target is immune to this ghost’s Horrifying Visage for the
next 24 hours. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can
see within 5 feet of it must succeed on a DC 13 Charisma
saving throw or be possessed by the ghost; the ghost thendisappears, and the target is incapacitated and loses control
of its body. The ghost now controls the body but doesn’t
deprive the target of awareness. The ghost can’t be targetedby any attack, spell, or other effect, except ones that turnundead, and it retains its alignment, Intelligence, Wisdom,Charisma, and immunity to being charmed and frightened. It
otherwise uses the possessed target’s statistics, but doesn’t
gain access to the target’s knowledge, class features, or
proficiencies.
The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned orforced out by an effect like the dispel evil and good spell. Whenthe possession ends, the ghost reappears in an unoccupied
space within 5 feet of the body. The target is immune to thisghost’s Possession for 24 hours after succeeding on thesaving throw or after the possession ends.

A ghost is the soul of a once-living creature, bound tohaunt a location, creature, or object from its life.

Medium undead, any alignment

STR
7 (−2)

Etherealness. The ghost enters the Ethereal Plane from theMaterial Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can’t
affect or be affected by anything on the other plane.

INT
10 (+0)WIS
12 (+1)

CHA
17 (+3)

Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing fromnonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)
Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through othercreatures and objects as if they were difficult terrain. It takes 5(1d10) force damage if it ends its turn inside an object.

Chapter 12: Monsters
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129

GhoulGiant Badger

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft., burrow 10 ft.

Medium undead, chaotic evil

STR
13 (+1)DEX
15 (+2)CON
10 (+0)Medium beast, unaligned

INT
7 (−2)

WIS
10 (+0)CHA
6 (−2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

STR
13 (+1)DEX
10 (+0)Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creatureother than an elf or undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Multiattack. The badger makes two attacks: one with its biteand one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.

Giant Bat

Giant Ape

Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.

Huge beast, unaligned

Large beast, unaligned

STR
15 (+2)

Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
INT
7 (−2)WIS
12 (+1)CHA
5 (−3)

Actions

With their razor-sharp teeth and jagged claws, ghoulsroam the night in packs, driven by an insatiable hunger
for humanoid flesh.

CON
18 (+4)WIS
12 (+1)

Keen Smell. The badger has advantage on Wisdom(Perception) checks that rely on smell.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) piercing damage.

DEX
14 (+2)INT
2 (−4)

Senses darkvision 30 ft., passive Perception 11
Languages —Challenge 1/4 (50 XP)

Actions

STR
23 (+6)CON
15 (+2)CHA
7 (−2)

Skills Athletics +9, Perception +4
Senses passive Perception 14
Languages —Challenge 7 (2,900 XP)

DEX
16 (+3)CON
11 (+0)INT
2 (−4)WIS
12 (+1)CHA
6 (−2)

Senses blindsight 60 ft., passive Perception 11
Languages —Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom(Perception) checks that rely on hearing.

Actions

Actions
Multiattack. The ape makes two fist attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
target. Hit: 30 (7d6 + 6) bludgeoning damage.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

130Giant Boar

Giant Constrictor Snake

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.

Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.

Large beast, unaligned

STR
17 (+3)DEX
10 (+0)CON
16 (+3)Huge beast, unaligned

INT
2 (−4)WIS
7 (−2)CHA
5 (−3)

Senses passive Perception 8
Languages —Challenge 2 (450 XP)

STR
19 (+4)DEX
14 (+2)CON
12 (+1)INT
1 (−5)

WIS
10 (+0)CHA
3 (−4)

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages —Challenge 2 (450 XP)

Charge. If the boar moves at least 20 feet straight toward atarget and then hits it with a tusk attack on the same turn, thetarget takes an extra 7 (2d6) slashing damage. If the target isa creature, it must succeed on a DC 13 Strength saving throwor be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar
takes 10 damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.

Actions

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and thetarget is grappled (escape DC 16). Until this grapple ends,
the creature is restrained, and the snake can’t constrict
another target.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

Giant Crab
Medium beast, unaligned

Giant Centipede

Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.

Small beast, unaligned

Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR
5 (−3)DEX
14 (+2)CON
12 (+1)STR
13 (+1)INT
1 (−5)WIS
7 (−2)CHA
3 (−4)

Senses blindsight 30 ft., passive Perception 8
Languages —Challenge 1/4 (50 XP)

DEX
15 (+2)CON
11 (+0)INT
1 (−5)WIS
9 (−1)CHA
3 (−4)

Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Languages —Challenge 1/8 (25 XP)
Amphibious. The crab can breathe air and water.

Actions

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage, and the target
must succeed on a DC 11 Constitution saving throw or take10 (3d6) poison damage. If the poison damage reduces thetarget to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while
poisoned in this way.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target isgrappled (escape DC 11). The crab has two claws, each ofwhich can grapple only one target.

Chapter 12: Monsters
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131

A giant eagle is a noble creature that speaks its own language and understands some speech.

Giant Crocodile
Huge beast, unaligned

Giant Elk

Armor Class 14 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 50 ft.
STR
21 (+5)DEX
9 (−1)

CON
17 (+3)Huge beast, unaligned

INT
2 (−4)

WIS
10 (+0)CHA
7 (−2)

Armor Class 14 (natural armor)
Hit Points 42 (5d12 + 10)
Speed 60 ft.
STR
19 (+4)

Skills Stealth +5
Senses passive Perception 10
Languages —Challenge 5 (1,800 XP)

DEX
16 (+3)CON
14 (+2)INT
7 (−2)WIS
14 (+2)

CHA
10 (+0)Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, andSylvan but can’t speak them
Challenge 2 (450 XP)

Hold Breath. The crocodile can hold its breathfor 30 minutes.

Actions
Multiattack. The crocodile makes two attacks: one with its
bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled(escape DC 16). Until this grapple ends, the target isrestrained, and the crocodile can’t bite another target.

Charge. If the elk moves at least 20 feet straight toward atarget and then hits it with a ram attack on the same turn,the target takes an extra 7 (2d6) damage. If the target is acreature, it must succeed on a DC 14 Strength saving throwor be knocked prone.

Actions

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
damage. If the target is a creature, it must succeed on a DC
16 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Giant Eagle

Giant Fire Beetle

Large beast, neutral good

Small beast, unaligned

Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 10 ft., fly 80 ft.
STR
16 (+3)DEX
17 (+3)CON
13 (+1)

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft.
INT
8 (−1)WIS
14 (+2)

CHA
10 (+0)Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common and Auran but
can’t speak them
Challenge 1 (200 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.

Actions
Multiattack. The eagle makes two attacks: one with its beakand one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

STR
8 (−1)DEX
10 (+0)CON
12 (+1)INT
1 (−5)WIS
7 (−2)CHA
3 (−4)

Senses blindsight 30 ft., passive Perception 8
Languages —Challenge 0 (10 XP)
Illumination. The beetle sheds bright light in a 10-foot radiusand dim light for an additional 10 feet.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) slashing damage.

A giant fire beetle is a nocturnal creature that features apair of glowing glands that give off light for 1d6 days after
the beetle dies.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

132

Giant Frog

Giant Goat

Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.

Armor Class 11 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 40 ft.

Medium beast, unaligned

STR
12 (+1)DEX
13 (+1)CON
11 (+0)Large beast, unaligned

INT
2 (−4)

WIS
10 (+0)CHA
3 (−4)

Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
Languages —Challenge 1/4 (50 XP)
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage, and the target is grappled(escape DC 11). Until this grapple ends, the target isrestrained, and the frog can’t bite another target.
Swallow. The frog makes one bite attack against a Small or
smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed targetis blinded and restrained, it has total cover against attacks
and other effects outside the frog, and it takes 5 (2d4) aciddamage at the start of each of the frog’s turns. The frog canhave only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrainedby it and can escape from the corpse using 5 feet of
movement, exiting prone.

STR
17 (+3)DEX
11 (+0)CON
12 (+1)INT
3 (−4)WIS
12 (+1)CHA
6 (−2)

Senses passive Perception 11
Languages —Challenge 1/2 (100 XP)
Charge. If the goat moves at least 20 feet straight toward atarget and then hits it with a ram attack on the same turn,the target takes an extra 5 (2d4) bludgeoning damage. If thetarget is a creature, it must succeed on a DC 13 Strengthsaving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength andDexterity saving throws made against effects that would
knock it prone.

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

Giant Hyena
Large beast, unaligned

Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
16 (+3)DEX
14 (+2)CON
14 (+2)INT
2 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 1 (200 XP)
Rampage. When the hyena reduces a creature to 0 hit points
with a melee attack on its turn, the hyena can take a bonus
action to move up to half its speed and make a bite attack.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

133Giant Lizard

Giant Owl

Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.

Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.

Large beast, unaligned

STR
15 (+2)DEX
12 (+1)CON
13 (+1)

Large beast, neutralINT
2 (−4)

WIS
10 (+0)CHA
5 (−3)

Senses darkvision 30 ft., passive Perception 10
Languages —Challenge 1/4 (50 XP)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Giant lizards are fearsome predators often used as
mounts or draft animals by reptilian humanoids and residents of the Underdark.

Large beast, unaligned

INT
8 (−1)WIS
13 (+1)

CHA
10 (+0)

Flyby. The owl doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom(Perception) checks that rely on hearing or sight.

Actions

Giant owls are intelligent creatures that are the guardians of their woodland realms.

Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.
CON
13 (+1)CON
12 (+1)

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.

Giant Octopus

DEX
13 (+1)DEX
15 (+2)Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands Common, Elvish, andSylvan but can’t speak them
Challenge 1/4 (50 XP)

Actions

STR
17 (+3)STR
13 (+1)INT
4 (−3)

WIS
10 (+0)CHA
4 (−3)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —Challenge 1 (200 XP)
Hold Breath. While out of water, the octopus can hold its
breath for 1 hour.
Underwater Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target isa creature, it is grappled (escape DC 16). Until this grapple
ends, the target is restrained, and the octopus can’t use its
tentacles on another target.

Giant Poisonous Snake
Medium beast, unaligned

Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
STR
10 (+0)DEX
18 (+4)CON
13 (+1)INT
2 (−4)

WIS
10 (+0)CHA
3 (−4)

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages —Challenge 1/4 (50 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 (1d4 + 4) piercing damage, and the target must makea DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.

Ink Cloud (Recharges after a Short or Long Rest). A 20-footradius cloud of ink extends all around the octopus if it isunderwater. The area is heavily obscured for 1 minute,although a significant current can disperse the ink. Afterreleasing the ink, the octopus can use the Dash action as abonus action.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

134Giant Rat

Giant Sea Horse

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

Armor Class 13 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.

Small beast, unaligned

STR
7 (−2)DEX
15 (+2)Large beast, unaligned

CON
11 (+0)INT
2 (−4)

WIS
10 (+0)CHA
4 (−3)

STR
12 (+1)DEX
15 (+2)CON
11 (+0)INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

Senses darkvision 60 ft., passive Perception 10
Languages —Challenge 1/8 (25 XP)

Senses passive Perception 11
Languages —Challenge 1/2 (100 XP)

Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.

Charge. If the sea horse moves at least 20 feet straight towarda target and then hits it with a ram attack on the same turn,the target takes an extra 7 (2d6) bludgeoning damage. If thetarget is a creature, it must succeed on a DC 11 Strengthsaving throw or be knocked prone.

Pack Tactics. The rat has advantage on an attack roll against acreature if at least one of the rat’s allies is within 5 feet of thecreature and the ally isn’t incapacitated.

Water Breathing. The sea horse can breathe only underwater.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.

Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Giant Scorpion

Giant sea horses are often used as mounts by aquatic
humanoids.

Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.

Giant Shark

Large beast, unaligned

STR
15 (+2)DEX
13 (+1)CON
15 (+2)Huge beast, unaligned

INT
1 (−5)WIS
9 (−1)CHA
3 (−4)

Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.

Senses blindsight 60 ft., passive Perception 9
Languages —Challenge 3 (700 XP)

STR
23 (+6)

Actions

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —Challenge 5 (1,800 XP)

Multiattack. The scorpion makes three attacks: two with its
claws and one with its sting.

DEX
11 (+0)CON
21 (+5)INT
1 (−5)

WIS
10 (+0)CHA
5 (−3)

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target isgrappled (escape DC 12). The scorpion has two claws, each ofwhich can grapple only one target.

Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
must make a DC 12 Constitution saving throw, taking 22(4d10) poison damage on a failed save, or half as muchdamage on a successful one.

Actions

Water Breathing. The shark can breathe only underwater.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.

A giant shark is 30 feet long and normally found indeep oceans.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

135Giant Spider

Amphibious. The toad can breathe air and water.

Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

Actions

Standing Leap. The toad’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.

Large beast, unaligned

STR
14 (+2)DEX
16 (+3)CON
12 (+1)INT
2 (−4)WIS
11 (+0)CHA
4 (−3)

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Languages —Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to makean ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact withthe same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must makea DC 11 Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, evenafter regaining hit points, and is paralyzed while poisonedin this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,range 30/60 ft., one creature. Hit: The target is restrainedby webbing. As an action, the restrained target can make a
DC 12 Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10; hp
5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until thisgrapple ends, the target is restrained, and the toad can’t bite
another target.
Swallow. The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed targetis blinded and restrained, it has total cover against attacks
and other effects outside the toad, and it takes 10 (3d6) aciddamage at the start of each of the toad’s turns. The toad canhave only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 5 feetof movement, exiting prone.

Giant Vulture
Large beast, neutral evil

Armor Class 10
Hit Points 22 (3d10 + 6)
Speed 10 ft., fly 60 ft.
STR
15 (+2)DEX
10 (+0)CON
15 (+2)INT
6 (−2)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3
Senses passive Perception 13
Languages understands Common but can’t speak
Challenge 1 (200 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom(Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack rollagainst a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Giant Toad

Actions

Large beast, unaligned

Multiattack. The vulture makes two attacks: one with its beakand one with its talons.

Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.

STR
15 (+2)DEX
13 (+1)CON
13 (+1)INT
2 (−4)

WIS
10 (+0)

Senses darkvision 30 ft., passive Perception 10
Languages —Challenge 1 (200 XP)

CHA
3 (−4)

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.

A giant vulture has advanced intelligence and a malevolent bent.

Chapter 12: Monsters
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136

Giant Wasp

Languages —Challenge 1/4 (50 XP)

Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.

Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to makean ability check.

Medium beast, unaligned

STR
10 (+0)DEX
14 (+2)CON
10 (+0)INT
1 (−5)

WIS
10 (+0)CHA
3 (−4)Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact withthe same web.

Senses passive Perception 10
Languages —Challenge 1/2 (100 XP)

Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) piercing damage, and the target must makea DC 11 Constitution saving throw, taking 7 (2d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, evenafter regaining hit points, and is paralyzed while poisonedin this way.

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 10(3d6) poison damage on a failed save, or half as muchdamage on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed while
poisoned in this way.

Giant Weasel

Giant wolf spiders hunt prey across open ground or hidein burrows or crevices to attack from ambush.

Gnoll

Medium beast, unaligned

Medium humanoid (gnoll), chaotic evil

Armor Class 13
Hit Points 9 (2d8)
Speed 40 ft.
STR
11 (+0)DEX
16 (+3)

Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
Speed 30 ft.
CON
10 (+0)INT
4 (−3)WIS
12 (+1)CHA
5 (−3)

Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages —Challenge 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.

Medium beast, unaligned

INT
6 (−2)

WIS
10 (+0)CHA
7 (−2)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
CON
13 (+1)CON
11 (+0)Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack.

Giant Wolf Spider

DEX
16 (+3)DEX
12 (+1)

Senses darkvision 60 ft., passive Perception 10
Languages Gnoll
Challenge 1/2 (100 XP)

Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

STR
12 (+1)STR
14 (+2)INT
3 (−4)WIS
12 (+1)CHA
4 (−3)

Gnolls are feral, hyena-headed humanoids that attack
without warning, slaughtering their victims and devouring their flesh.

Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

137

Goat

Grick

Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.

Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30 ft., climb 30 ft.

Medium beast, unaligned

STR
12 (+1)DEX
10 (+0)CON
11 (+0)Medium monstrosity, neutralINT
2 (−4)

WIS
10 (+0)CHA
5 (−3)

Senses passive Perception 10
Languages —Challenge 0 (10 XP)
Charge. If the goat moves at least 20 feet straight toward atarget and then hits it with a ram attack on the same turn,the target takes an extra 2 (1d4) bludgeoning damage. If thetarget is a creature, it must succeed on a DC 10 Strengthsaving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength andDexterity saving throws made against effects that would
knock it prone.

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

GoblinArmor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
DEX
14 (+2)CON
10 (+0)INT
10 (+0)DEX
14 (+2)CON
11 (+0)INT
3 (−4)WIS
14 (+2)CHA
5 (−3)

Damage Resistances bludgeoning, piercing, and slashingfrom nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages —Challenge 2 (450 XP)
Stone Camouflage. The grick has advantage on Dexterity(Stealth) checks made to hide in rocky terrain.

Actions
Multiattack. The grick makes one attack with its tentacles. If
that attack hits, the grick can make one beak attack against
the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

This wormlike monstrosity blends in with the rock of thecaverns it haunts. When prey comes near, its barbed tentacles unfurl to reveal its hungry, snapping beak.

Small humanoid (goblinoid), neutral evil

STR
8 (−1)

STR
14 (+2)

GriffonWIS
8 (−1)CHA
8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hideaction as a bonus action on each of its turns.

Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

Goblins are small, black-hearted humanoids that lair in
despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment othercreatures.

Large monstrosity, unaligned

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR
18 (+4)DEX
15 (+2)CON
16 (+3)INT
2 (−4)WIS
13 (+1)CHA
8 (−1)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages —Challenge 2 (450 XP)
Keen Sight. The griffon has advantage on Wisdom(Perception) checks that rely on sight.

Actions
Multiattack. The griffon makes two attacks: one with its beakand one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

A griffon is an avian carnivore with the muscular body ofa lion and the head, forelegs, and wings of an eagle.

Chapter 12: Monsters
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138HarpyHawk

Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.

Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 60 ft.

Medium monstrosity, chaotic evil

STR
12 (+1)DEX
13 (+1)CON
12 (+1)Tiny beast, unaligned

INT
7 (−2)

WIS
10 (+0)CHA
13 (+1)

Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions
Multiattack. The harpy makes two attacks: one with its claws
and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throwor be charmed until the song ends. The harpy must take abonus action on its subsequent turns to continue singing. It
can stop singing at any time. The song ends if the harpy isincapacitated.
While charmed by the harpy, a target is incapacitated andignores the songs of other harpies. If the charmed target ismore than 5 feet away from the harpy, the target must moveon its turn toward the harpy by the most direct route, trying
to get within 5 feet. It doesn’t avoid opportunity attacks, but
before moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other than the
harpy, a target can repeat the saving throw. A charmed target
can also repeat the saving throw at the end of each of its
turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy’ssong for the next 24 hours.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female.
Its sweet song has lured countless adventurers totheir deaths.

STR
5 (−3)DEX
16 (+3)CON
8 (−1)INT
2 (−4)WIS
14 (+2)CHA
6 (−2)

Skills Perception +4
Senses passive Perception 14
Languages —Challenge 0 (10 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.

Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

Hell Hound
Medium fiend, lawful evil

Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3)DEX
12 (+1)CON
14 (+2)INT
6 (−2)WIS
13 (+1)CHA
6 (−2)

Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak it
Challenge 3 (700 XP)
Keen Hearing and Smell. The hound has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack rollagainst a creature if at least one of the hound’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a
15-foot cone. Each creature in that area must make a DC
12 Dexterity saving throw, taking 21 (6d6) fire damage on afailed save, or half as much damage on a successful one.

Fire-breathing fiends that take the form of powerful dogs,
hell hounds commonly serve evil creatures that use themas guard animals and companions.

Chapter 12: Monsters
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Hill Giant

Hobgoblin

Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.

Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

Huge giant, chaotic evil

STR
21 (+5)DEX
8 (−1)

CON
19 (+4)

Medium humanoid (goblinoid), lawful evilINT
5 (−3)WIS
9 (−1)CHA
6 (−2)

Skills Perception +2
Senses passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)

STR
13 (+1)DEX
12 (+1)CON
12 (+1)INT
10 (+0)WIS
10 (+0)CHA
9 (−1)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the hobgoblin can deal
an extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of thehobgoblin that isn’t incapacitated.

Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.

Actions

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
target. Hit: 21 (3d10 + 5) bludgeoning damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.

Hill giants are selfish, dimwitted brutes that hunt andraid in constant search of food. Their skins are tan fromlives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.

Hippogriff

Large monstrosity, unaligned

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)DEX
13 (+1)CON
13 (+1)

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

Hobgoblins are large goblinoids with dark orange or
red-orange skin. A hobgoblin measures virtue by physicalstrength and martial prowess, caring about nothing except skill and cunning in battle.

Hunter Shark
Large beast, unaligned

INT
2 (−4)WIS
12 (+1)CHA
8 (−1)

Skills Perception +5
Senses passive Perception 15
Languages —Challenge 1 (200 XP)
Keen Sight. The hippogriff has advantage on Wisdom(Perception) checks that rely on sight.

Actions
Multiattack. The hippogriff makes two attacks: one with its
beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

A hippogriff is a magical creature possessing the wings
and forelimbs of an eagle, the hindquarters of a horse,
and a head that combines the features of both animals.

Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
18 (+4)DEX
13 (+1)CON
15 (+2)INT
1 (−5)

WIS
10 (+0)CHA
4 (−3)

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages —Challenge 2 (450 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

A hunter shark is 15 to 20 feet long, and usually hunts
alone in deep waters.

Chapter 12: Monsters
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140

HydraHyena

Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.

Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft.

Huge monstrosity, unaligned

STR
20 (+5)DEX
12 (+1)CON
20 (+5)

Medium beast, unaligned

INT
2 (−4)

WIS
10 (+0)CHA
7 (−2)

STR
11 (+0)DEX
13 (+1)CON
12 (+1)INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages —Challenge 8 (3,900 XP)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 0 (10 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Pack Tactics. The hyena has advantage on an attack rollagainst a creature if at least one of the hyena’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Multiple Heads. The hydra has five heads. While it has morethan one head, the hydra has advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its
heads that died since its last turn, unless it has taken firedamage since its last turn. The hydra regains 10 hit points foreach head regrown in this way.
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only foropportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.

Actions
Multiattack. The hydra makes as many bite attacks as
it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.

The hydra is a reptilian horror with a crocodilian bodyand multiple heads on long, serpentine necks. Although
its heads can be severed, the hydra magically regrows
them in short order.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.

JackalSmall beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR
8 (−1)DEX
15 (+2)CON
11 (+0)INT
3 (−4)WIS
12 (+1)CHA
6 (−2)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 0 (10 XP)
Keen Hearing and Smell. The jackal has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack rollagainst a creature if at least one of the jackal’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 – 1) piercing damage.

Chapter 12: Monsters
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

141

Killer Whale

Lion

Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.

Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft.

Huge beast, unaligned

STR
19 (+4)DEX
10 (+0)CON
13 (+1)

Large beast, unaligned

INT
3 (−4)WIS
12 (+1)CHA
7 (−2)

STR
17 (+3)DEX
15 (+2)CON
13 (+1)INT
3 (−4)WIS
12 (+1)CHA
8 (−1)

Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages —Challenge 3 (700 XP)

Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages —Challenge 1 (200 XP)

Echolocation. The whale can’t use its blindsight
while deafened.

Keen Smell. The lion has advantage on Wisdom (Perception)
checks that rely on smell.

Hold Breath. The whale can hold its breath for 30 minutes.

Pack Tactics. The lion has advantage on an attack roll against
a creature if at least one of the lion’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated.

Keen Hearing. The whale has advantage on Wisdom(Perception) checks that rely on hearing.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 21 (5d6 + 4) piercing damage.

Running Leap. With a 10-foot running start, the lion can longjump up to 25 feet.

KoboldActions

Small humanoid (kobold), lawful evil

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 30 ft.
STR
7 (−2)DEX
15 (+2)

Pounce. If the lion moves at least 20 feet straight toward acreature and then hits it with a claw attack on the same turn,that target must succeed on a DC 13 Strength saving throwor be knocked prone. If the target is prone, the lion can makeone bite attack against it as a bonus action.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
CON
9 (−1)INT
8 (−1)WIS
7 (−2)CHA
8 (−1)

Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack rollagainst a creature if at least one of the kobold’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

LizardTiny beast, unaligned

Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
STR
2 (−4)DEX
11 (+0)CON
10 (+0)INT
1 (−5)WIS
8 (−1)CHA
3 (−4)

Senses darkvision 30 ft., passive Perception 9
Languages —Challenge 0 (10 XP)

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Kobolds are craven reptilian humanoids that commonly
infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.

Chapter 12: Monsters
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142

Lizardfolk

Actions

Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 25 (4d8 + 7) piercing damage.

Medium humanoid (lizardfolk), neutral

STR
15 (+2)DEX
10 (+0)CON
13 (+1)INT
7 (−2)WIS
12 (+1)CHA
7 (−2)A mammoth is an elephantine creature with thick fur andlong tusks.

Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)

Manticore

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.

Large monstrosity, lawful evil

Actions
Multiattack. The lizardfolk makes two melee attacks, each
one with a different weapon.

STR
17 (+3)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

DEX
16 (+3)CON
17 (+3)INT
7 (−2)WIS
12 (+1)CHA
8 (−1)

Tail Spike Regrowth. The manticore has twenty-four tailspikes. Used spikes regrow when the manticore finishes
a long rest.

Actions
Multiattack. The manticore makes three attacks: one with its
bite and two with its claws or three with its tail spikes.

Lizardfolk are primitive reptilian humanoids that lurk inswamps and jungles. Fiercely territorial, they kill when it
is expedient and do whatever it takes to survive.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

MammothTail Spike. Ranged Weapon Attack: +5 to hit, range 100/200ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.

A manticore has a vaguely humanoid head, the body ofa lion, and the wings of a dragon. Its long tail ends in acluster of deadly spikes that can impale prey at impressive range.

Huge beast, unaligned

STR
24 (+7)DEX
9 (−1)

CON
21 (+5)INT
3 (−4)WIS
11 (+0)CHA
6 (−2)

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

Senses passive Perception 10
Languages —Challenge 6 (2,300 XP)
Trampling Charge. If the mammoth moves at least 20 feetstraight toward a creature and then hits it with a gore attackon the same turn, that target must succeed on a DC 18
Strength saving throw or be knocked prone. If the target isprone, the mammoth can make one stomp attack against it
as a bonus action.

Chapter 12: Monsters
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143

Mastiff

Actions
Multiattack. The medusa makes either three melee attacks—
one with its snake hair and two with its shortsword—or two
ranged attacks with its longbow.

Medium beast, unaligned

Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR
13 (+1)DEX
14 (+2)CON
12 (+1)INT
3 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or beknocked prone.

Mastiffs are impressive hounds prized by humanoids fortheir loyalty and keen senses.

A victim of a terrible curse, the serpent-haired medusa
petrifies all those who gaze upon it, turning creatures
into stone monuments to its corruption.

Merfolk

Medium humanoid (merfolk), neutral

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 40 ft.
STR
10 (+0)MedusaMedium monstrosity, lawful evilCON
16 (+3)DEX
13 (+1)CON
12 (+1)INT
11 (+0)WIS
11 (+0)CHA
12 (+1)

Skills Perception +2
Senses passive Perception 12
Languages Aquan, Common
Challenge 1/8 (25 XP)

Armor Class 15 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
DEX
15 (+2)

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6)poison damage.

Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

STR
10 (+0)Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)poison damage.

INT
12 (+1)WIS
13 (+1)CHA
15 (+2)Amphibious. The merfolk can breathe air and water.

Actions

Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)

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

Petrifying Gaze. When a creature that can see the medusa’seyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if
the medusa isn’t incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins toturn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid thesaving throw at the start of its turn. If the creature does so, it
can’t see the medusa until the start of its next turn, when it
can avert its eyes again. If the creature looks at the medusa inthe meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa
is, due to its curse, affected by its own gaze.

Merfolk are aquatic humanoids with the lower body of afish. They live in small tribes beneath the waves.

Chapter 12: Monsters
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144

Minotaur

Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

Large monstrosity, chaotic evil

Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)DEX
11 (+0)CON
16 (+3)INT
6 (−2)WIS
16 (+3)CHA
9 (−1)

STR
16 (+3)Charge. If the minotaur moves at least 10 feet straight towarda target and then hits it with a gore attack on the same turn,the target takes an extra 9 (2d8) piercing damage. If the target
is a creature, it must succeed on a DC 14 Strength saving
throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any
path it has traveled.
Reckless. At the start of its turn, the minotaur can gain
advantage on all melee weapon attack rolls it makes duringthat turn, but attack rolls against it have advantage until thestart of its next turn.

Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

Their fur stained with the blood of fallen foes, minotaurs
are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.

Mule

Medium beast, unaligned

Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
DEX
10 (+0)CON
13 (+1)INT
2 (−4)

WIS
10 (+0)Medium undead, lawful evil

Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft.

Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)

STR
14 (+2)Mummy

CHA
5 (−3)

Senses passive Perception 10
Languages —Challenge 1/8 (25 XP)

DEX
8 (−1)

CON
15 (+2)INT
6 (−2)

WIS
10 (+0)CHA
12 (+1)

Saving Throws Wis +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashingfrom nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life
Challenge 3 (700 XP)

Actions
Multiattack. The mummy can use its Dreadful Glare andmakes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed
on a DC 12 Constitution saving throw or be cursed withmummy rot. The cursed target can’t regain hit points, andits hit point maximum decreases by 10 (3d6) for every 24
hours that elapse. If the curse reduces the target’s hit point
maximum to 0, the target dies, and its body turns to dust.
The curse lasts until removed by the remove curse spell orother magic.
Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magicor become frightened until the end of the mummy’s next
turn. If the target fails the saving throw by 5 or more, it isalso paralyzed for the same duration. A target that succeedson the saving throw is immune to the Dreadful Glare of all
mummies (but not mummy lords) for the next 24 hours.

Raised by dark funerary rituals and still wrapped in the
shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.

Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength andDexterity saving throws made against effects that would
knock it prone.

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Nothic

Spider Climb. The jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make anability check.

Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

Actions

Medium aberration, neutral evil

STR
14 (+2)DEX
16 (+3)CON
16 (+3)INT
13 (+1)WIS
10 (+0)CHA
8 (−1)

Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)acid damage.

Reactions
Split. When a jelly that is Medium or larger is subjected tolightning or slashing damage, it splits into two new jellies if it
has at least 10 hit points. Each new jelly has hit points equal
to half the original jelly’s, rounded down. New jellies are one
size smaller than the original jelly.

Keen Sight. The nothic has advantage on Wisdom(Perception) checks that rely on sight.

An ochre jelly is a yellowish ooze that can slide underdoors and through narrow cracks in pursuit of creatures
to devour.

Actions
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

OctopusRotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
necrotic damage.

Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.

Weird Insight. The nothic targets one creature it can see
within 30 feet of it. The target must contest its Charisma(Deception) check against the nothic’s Wisdom (Insight)
check. If the nothic wins, it magically learns one fact or secretabout the target. The target automatically wins if it is immune
to being charmed.

A nothic is a monstrous creature with terrible talons anda single great eye. When driven to violence, it uses its
horrific gaze to rot the flesh from its enemies’ bones.

Small beast, unaligned

STR
4 (−3)DEX
15 (+2)CON
11 (+0)INT
3 (−4)

WIS
10 (+0)CHA
4 (−3)

Skills Perception +2, Stealth +4
Senses darkvision 30 ft., passive Perception 12
Languages —Challenge 0 (10 XP)
Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.

Ochre Jelly
Large ooze, unaligned

Water Breathing. The octopus can breathe only underwater.

Armor Class 8
Hit Points 45 (6d10 + 12)
Speed 10 ft., climb 10 ft.

Actions

STR
15 (+2)DEX
6 (−2)

CON
14 (+2)INT
2 (−4)WIS
6 (−2)CHA
1 (−5)

Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened,exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —Challenge 2 (450 XP)

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage, and the target is grappled(escape DC 10). Until this grapple ends, the octopus can’t
use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-footradius cloud of ink extends all around the octopus if it isunderwater. The area is heavily obscured for 1 minute,although a significant current can disperse the ink. Afterreleasing the ink, the octopus can use the Dash action as abonus action.

Amorphous. The jelly can move through a space as narrow as
1 inch wide without squeezing.

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146

Ogre

Owl

Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.

Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.

Large giant, chaotic evil

STR
19 (+4)DEX
8 (−1)

Tiny beast, unaligned

CON
16 (+3)INT
5 (−3)WIS
7 (−2)CHA
7 (−2)

Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

DEX
13 (+1)CON
8 (−1)INT
2 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —Challenge 0 (10 XP)

Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4)
piercing damage.

Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in afrustrated tantrum until it runs out of objects or creatures to smash.

Flyby. The owl doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom(Perception) checks that rely on hearing or sight.

Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

OwlbearLarge monstrosity, unaligned

Orc

Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.

Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
16 (+3)STR
3 (−4)DEX
12 (+1)CON
16 (+3)STR
20 (+5)INT
7 (−2)WIS
11 (+0)CHA
10 (+0)Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)

DEX
12 (+1)CON
17 (+3)INT
3 (−4)WIS
12 (+1)CHA
7 (−2)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —Challenge 3 (700 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom(Perception) checks that rely on sight or smell.

Aggressive. As a bonus action, the orc can move up to its
speed toward a hostile creature that it can see.

Actions

Actions

Multiattack. The owlbear makes two attacks: one with its
beak and one with its claws.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

Orcs are savage humanoids with stooped postures,
piggish faces, and prominent teeth that resemble tusks.
They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.

A monstrous cross between giant owl and bear, an owlbear’s reputation for ferocity and aggression makes it oneof the most feared predators of the wild.

Chapter 12: Monsters
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147

PantherPhase Spider

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft.

Medium beast, unaligned

STR
14 (+2)DEX
15 (+2)CON
10 (+0)Large monstrosity, unaligned

INT
3 (−4)WIS
14 (+2)CHA
7 (−2)

STR
15 (+2)DEX
15 (+2)CON
12 (+1)INT
6 (−2)

WIS
10 (+0)CHA
6 (−2)

Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages —Challenge 1/4 (50 XP)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages —Challenge 3 (700 XP)

Keen Smell. The panther has advantage on Wisdom(Perception) checks that rely on smell.

Ethereal Jaunt. As a bonus action, the spider can magicallyshift from the Material Plane to the Ethereal Plane,or vice versa.

Pounce. If the panther moves at least 20 feet straight toward acreature and then hits it with a claw attack on the same turn,that target must succeed on a DC 12 Strength saving throwor be knocked prone. If the target is prone, the panther canmake one bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Pegasus

Large celestial, chaotic good

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR
18 (+4)DEX
15 (+2)CON
16 (+3)Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to makean ability check.
Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must makea DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, evenafter regaining hit points, and is paralyzed while poisonedin this way.

A phase spider possesses the magical ability to phase in
and out of the Ethereal Plane. It seems to appear out of
nowhere and quickly vanishes after attacking.
INT
10 (+0)WIS
15 (+2)CHA
13 (+1)

Saving Throws Dex +4, Wis +4, Cha +3
Skills Perception +6
Senses passive Perception 16
Languages understands Celestial, Common, Elvish, andSylvan but can’t speak
Challenge 2 (450 XP)

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

The white winged horses known as pegasi soar throughthe skies, a vision of grace and majesty.

Chapter 12: Monsters
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148

Plesiosaurus

Polar Bear

Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft., swim 40 ft.

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft., swim 30 ft.

Large beast, unaligned

STR
18 (+4)DEX
15 (+2)CON
16 (+3)Large beast, unaligned

INT
2 (−4)WIS
12 (+1)CHA
5 (−3)

STR
20 (+5)DEX
10 (+0)CON
16 (+3)INT
2 (−4)WIS
13 (+1)CHA
7 (−2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —Challenge 2 (450 XP)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 2 (450 XP)

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) piercing damage.

This predatory marine reptile and cousin to the dinosaurs attacks any creature it encounters. Its long,
flexible neck lets it twist in any direction to deliver a powerful bite.

Poisonous SnakeCON
11 (+0)Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Medium beast, unaligned

Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
DEX
16 (+3)

Multiattack. The bear makes two attacks: one with its biteand one with its claws.

Pony

Tiny beast, unaligned

STR
2 (−4)

ActionsINT
1 (−5)

WIS
10 (+0)CHA
3 (−4)

Senses blindsight 10 ft., passive Perception 10
Languages —Challenge 1/8 (25 XP)

Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
15 (+2)DEX
10 (+0)CON
13 (+1)INT
2 (−4)WIS
11 (+0)CHA
7 (−2)

Senses passive Perception 10
Languages —Challenge 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on afailed save, or half as much damage on a successful one.

Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage.

Chapter 12: Monsters
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149

Pteranodon

Rat

Armor Class 13 (natural armor)
Hit Points 13 (3d8)
Speed 10 ft., fly 60 ft.

Armor Class 10
Hit Points 1 (1d4 − 1)
Speed 20 ft.

Medium beast, unaligned

STR
12 (+1)DEX
15 (+2)CON
10 (+0)Tiny beast, unaligned

INT
2 (−4)WIS
9 (−1)CHA
5 (−3)

Skills Perception +1
Senses passive Perception 11
Languages —Challenge 1/4 (50 XP)

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

These flying reptilian cousins to the dinosaurs have noteeth, instead using their sharp beaks to stab prey toolarge to swallow with one gulp.

CON
9 (−1)INT
2 (−4)

WIS
10 (+0)CHA
4 (−3)

Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Raven

Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 50 ft.

QuipperTiny beast, unaligned

STR
2 (−4)

Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 40 ft.
DEX
16 (+3)DEX
11 (+0)

Senses darkvision 30 ft., passive Perception 10
Languages —Challenge 0 (10 XP)

Flyby. The pteranodon doesn’t provoke an opportunity attack
when it flies out of an enemy’s reach.

STR
2 (−4)STR
2 (−4)CON
9 (−1)INT
1 (−5)WIS
7 (−2)CHA
2 (−4)

Senses darkvision 60 ft., passive Perception 8
Languages —Challenge 0 (10 XP)
Blood Frenzy. The quipper has advantage on melee attackrolls against any creature that doesn’t have all its hit points.
Water Breathing. The quipper can breathe only underwater.

Actions

DEX
14 (+2)CON
8 (−1)INT
2 (−4)WIS
12 (+1)CHA
6 (−2)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard,
such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

A quipper is a carnivorous fish with sharp teeth.

Chapter 12: Monsters
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150Reef Shark

Riding Horse

Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

Medium beast, unaligned

STR
14 (+2)DEX
13 (+1)CON
13 (+1)

Large beast, unaligned

INT
1 (−5)

WIS
10 (+0)CHA
4 (−3)

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages —Challenge 1/2 (100 XP)

STR
16 (+3)DEX
10 (+0)CON
12 (+1)INT
2 (−4)WIS
11 (+0)CHA
7 (−2)

Senses passive Perception 10
Languages —Challenge 1/4 (50 XP)

Pack Tactics. The shark has advantage on an attack rollagainst a creature if at least one of the shark’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage.

Water Breathing. The shark can breathe only underwater.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Reef sharks measure 6 to 10 feet long, and inhabit shallow waters and coral reefs.

Large beast, unaligned

CON
15 (+2)

Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.
DEX
14 (+2)CON
15 (+2)INT
3 (−4)WIS
12 (+1)CHA
8 (−1)

Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages —Challenge 2 (450 XP)

Armor Class 11 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
DEX
8 (−1)

Large beast, unaligned

STR
18 (+4)

Rhinoceros

STR
21 (+5)Saber-Toothed Tiger

INT
2 (−4)WIS
12 (+1)CHA
6 (−2)

Senses passive Perception 11
Languages —Challenge 2 (450 XP)
Charge. If the rhinoceros moves at least 20 feet straight
toward a target and then hits it with a gore attack on the sameturn, the target takes an extra 9 (2d8) bludgeoning damage. If
the target is a creature, it must succeed on a DC 15 Strengthsaving throw or be knocked prone.

Actions

Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward acreature and then hits it with a claw attack on the same turn,that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tiger can makeone bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.

Chapter 12: Monsters
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151

SatyrSea Horse

Armor Class 14 (leather armor)
Hit Points 31 (7d8)
Speed 40 ft.

Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 20 ft.

Medium fey, chaotic neutral

STR
12 (+1)DEX
16 (+3)CON
11 (+0)Tiny beast, unaligned

INT
12 (+1)WIS
10 (+0)CHA
14 (+2)Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

STR
1 (−5)DEX
12 (+1)CON
8 (−1)INT
1 (−5)

WIS
10 (+0)CHA
2 (−4)

Senses passive Perception 10
Languages —Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater.

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

Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

Satyrs are raucous fey that resemble stout male humans
with the furry lower bodies and cloven hooves of goats.
They frolic in wild forests, driven by curiosity and hedonism in equal measure.

Scorpion

SkeletonMedium undead, lawful evil

Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)DEX
14 (+2)CON
15 (+2)INT
6 (−2)WIS
8 (−1)CHA
5 (−3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
but can’t speak
Challenge 1/4 (50 XP)

Tiny beast, unaligned

Actions

Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1)
Speed 10 ft.
STR
2 (−4)DEX
11 (+0)CON
8 (−1)

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
INT
1 (−5)WIS
8 (−1)CHA
2 (−4)

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

Senses blindsight 10 ft., passive Perception 9
Languages —Challenge 0 (10 XP)

Actions
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must makea DC 9 Constitution saving throw, taking 4 (1d8) poison
damage on a failed save, or half as much damage on a
successful one.

Chapter 12: Monsters
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152

Spectator

SpiderArmor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 20 ft., climb 20 ft.

Medium aberration, lawful neutral

STR
8 (−1)DEX
14 (+2)CON
14 (+2)Tiny beast, unaligned

INT
13 (+1)WIS
14 (+2)CHA
11 (+0)Skills Perception +6
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) piercing damage.
Eye Rays. The spectator shoots up to two of the following
magical eye rays at one or two creatures it can see within 90
feet of it. It can use each ray only once on a turn.
1. Confusion Ray. The target must succeed on a DC 13
Wisdom saving throw, or it can’t take reactions until the endof its next turn. On its turn, the target can’t move, and it
uses its action to make a melee or ranged attack against arandomly determined creature within range. If the target can’t
attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdomsaving throw or be frightened for 1 minute. The target canrepeat the saving throw at the end of each of its turns, withdisadvantage if the spectator is visible to the target, ending
the effect on itself on a success.
4. Wounding Ray. The target must make a DC 13
Constitution saving throw, taking 16 (3d10) necrotic damage
on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates
enough food and water to sustain itself for 24 hours.

Reactions
Spell Reflection. If the spectator makes a successful saving
throw against a spell, or a spell attack misses it, the spectator
can choose another creature (including the spellcaster) it can
see within 30 feet of it. The spell targets the chosen creature
instead of the spectator. If the spell forced a saving throw,the chosen creature makes its own save. If the spell was an
attack, the attack roll is rerolled against the chosen creature.

A spectator is a lesser type of beholder—a foul and deadly
aberration. It resembles a floating sphere with a gaping
maw and a single great eye, set within four eyestalks thatshoot forth deadly rays.

STR
2 (−4)DEX
14 (+2)CON
8 (−1)INT
1 (−5)

WIS
10 (+0)CHA
2 (−4)

Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Languages —Challenge 0 (10 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to makean ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact withthe same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC
9 Constitution saving throw or take 2 (1d4) poison damage.

StirgeTiny beast, unaligned

Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
DEX(−3)16 (+3) 11 (+0)

CON
2 (−4)INT
8 (−1)WIS
6 (−2)

CHA 4

Senses darkvision 60 ft., passive Perception 9
Languages —Challenge 1/8 (25 XP)

Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
attaches to the target. While attached, the stirge doesn’t
attack. Instead, at the start of each of the stirge’s turns, thetarget loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of bloodfrom the target or the target dies. A creature, including thetarget, can use its action to detach the stirge.

This horrid monster looks like a cross between a large
bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as
it seeks to feed on the blood of living creatures.

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Stone Golem

Swarm of Bats

Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.

Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.

Large construct, unaligned

STR
22 (+6)DEX
9 (−1)

CON
20 (+5)

Medium swarm of Tiny beasts, unaligned

INT
3 (−4)WIS
11 (+0)CHA
1 (−5)STR
5 (−3)DEX
15 (+2)CON
10 (+0)INT
2 (−4)WIS
12 (+1)CHA
4 (−3)

Damage Immunities poison, psychic; bludgeoning, piercing,and slashing from nonmagical attacks not made withadamantine weapons
Condition Immunities charmed, exhaustion, frightened,paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creatorbut can’t speak
Challenge 10 (5,900 XP)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Languages —Challenge 1/4 (50 XP)

Immutable Form. The golem is immune to any spell or effectthat would alter its form.

Keen Hearing. The swarm has advantage on Wisdom(Perception) checks that rely on hearing.

Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.

Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny bat. The swarm can’t regain hit points
or gain temporary hit points.

Actions

Actions

Multiattack. The golem makes two slam attacks.

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,or 2 (1d4) piercing damage if the swarm has half of its hit
points or fewer.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or morecreatures it can see within 10 feet of it. Each target must
make a DC 17 Wisdom saving throw against this magic.
On a failed save, a target can’t use reactions, its speed ishalved, and it can’t make more than one attack on its turn.
In addition, the target can take either an action or a bonus
action on its turn, not both. These effects last for 1 minute.
A target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Stone golems are magical constructs cut and chiseledfrom stone to appear as tall, impressive statues. Likeother golems, they are nearly impervious to spells andordinary weapons.

Echolocation. The swarm can’t use its blindsight
while deafened.

Swarm of Insects

Medium swarm of Tiny beasts, unaligned

Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR
3 (−4)DEX
13 (+1)CON
10 (+0)INT
1 (−5)WIS
7 (−2)CHA
1 (−5)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can’t regain hit
points or gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 10 (4d4) piercing damage, or
5 (2d4) piercing damage if the swarm has half of its hit
points or fewer.

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Swarm of Poisonous Snakes
Medium swarm of Tiny beasts, unaligned

DEX
18 (+4)CON
11 (+0)Medium swarm of Tiny beasts, unaligned

Armor Class 10
Hit Points 24 (7d8 − 7)
Speed 30 ft.

Armor Class 14
Hit Points 36 (8d8)Speed 30 ft., swim 30 ft.
STR
8 (−1)

Swarm of Rats

INT
1 (−5)

WIS
10 (+0)CHA
3 (−4)STR
9 (−1)DEX
11 (+0)CON
9 (−1)INT
2 (−4)

Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny snake. The swarm can’t regain hit
points or gain temporary hit points.

Actions

Keen Smell. The swarm has advantage on Wisdom(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny rat. The swarm can’t regain hit points
or gain temporary hit points.

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creaturein the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
(1d6) piercing damage if the swarm has half of its hit points
or fewer. The target must make a DC 10 Constitution saving
throw, taking 14 (4d6) poison damage on a failed save, or half
as much damage on a successful one.

Actions

Swarm of Quippers

Swarm of Ravens

Armor Class 13
Hit Points 28 (8d8 − 8)
Speed 0 ft., swim 40 ft.

Armor Class 12
Hit Points 24 (7d8 − 7)
Speed 10 ft., fly 50 ft.

Medium swarm of Tiny beasts, unaligned

DEX
16 (+3)CON
9 (−1)INT
1 (−5)CHA
3 (−4)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —Challenge 1/4 (50 XP)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10
Languages —Challenge 2 (450 XP)

STR
13 (+1)WIS
10 (+0)

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 7 (2d6) piercing damage,or 3 (1d6) piercing damage if the swarm has half of its hit
points or fewer.

Medium swarm of Tiny beasts, unaligned

WIS
7 (−2)CHA
2 (−4)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages —Challenge 1 (200 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny quipper. The swarm can’t regain hit
points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.

Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creaturein the swarm’s space. Hit: 14 (4d6) piercing damage, or
7 (2d6) piercing damage if the swarm has half of its hit
points or fewer.

STR
6 (−2)DEX
14 (+2)CON
8 (−1)INT
3 (−4)WIS
12 (+1)CHA
6 (−2)

Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages —Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature’s space andvice versa, and the swarm can move through any opening
large enough for a Tiny raven. The swarm can’t regain hit
points or gain temporary hit points.

Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target in the swarm’s space. Hit: 7 (2d6) piercing damage,or 3 (1d6) piercing damage if the swarm has half of its hit
points or fewer.

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One of the most aggressive of the herbivorous dinosaurs,a triceratops possesses great horns and formidable
speed, which it uses to gore and trample would-be predators to death.

Tiger

Large beast, unaligned

Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.
STR
17 (+3)DEX
15 (+2)CON
14 (+2)Troll
INT
3 (−4)WIS
12 (+1)CHA
8 (−1)

Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages —Challenge 1 (200 XP)

Pounce. If the tiger moves at least 20 feet straight toward acreature and then hits it with a claw attack on the same turn,that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the tiger can makeone bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Huge beast, unaligned

CON
20 (+5)INT
7 (−2)WIS
9 (−1)CHA
7 (−2)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its
turn. If the troll takes acid or fire damage, this trait doesn’tfunction at the start of the troll’s next turn. The troll dies only
if it starts its turn with 0 hit points and doesn’t regenerate.

Actions
Multiattack. The troll makes three attacks: one with its biteand two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 50 ft.
CON
17 (+3)DEX
13 (+1)

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.

Triceratops

DEX
9 (−1)

Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.
STR
18 (+4)

Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell.

STR
22 (+6)Large giant, chaotic evilINT
2 (−4)WIS
11 (+0)CHA
5 (−3)

Fearsome green-skinned giants, trolls eat anything they
can catch and devour. Only acid and fire can arrest theregenerative properties of a troll’s flesh.

Senses passive Perception 10
Languages —Challenge 5 (1,800 XP)
Trampling Charge. If the triceratops moves at least 20 feetstraight toward a creature and then hits it with a gore attackon the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target isprone, the triceratops can make one stomp attack against it
as a bonus action.

Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage

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This enormous predatory dinosaur terrorizes all othercreatures in its territory. It chases anything it thinks it
can eat, and there are few creatures it won’t try to devour whole.

Twig Blight
Small plant, neutral evil

Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
6 (−2)DEX
13 (+1)CON
12 (+1)

VultureINT
4 (−3)WIS
8 (−1)CHA
3 (−4)

Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)

DEX
10 (+0)CON
13 (+1)INT
2 (−4)WIS
12 (+1)CHA
4 (−3)

Skills Perception +3
Senses passive Perception 13
Languages —Challenge 0 (10 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom(Perception) checks that rely on sight or smell.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.

A twig blight is an awakened plant that resembles awoody shrub that can pull its roots free of the ground. Its
branches twist together to form a humanoid-looking bodywith a head and limbs.

Tyrannosaurus Rex

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

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft.
CON
19 (+4)

Pack Tactics. The vulture has advantage on an attack rollagainst a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Warhorse

Huge beast, unaligned

DEX
10 (+0)

Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.
STR
7 (−2)

False Appearance. While the blight remains motionless, it isindistinguishable from a dead shrub.

STR
25 (+7)

Medium beast, unaligned

INT
2 (−4)WIS
12 (+1)CHA
9 (−1)

Skills Perception +4
Senses passive Perception 14
Languages —Challenge 8 (3,900 XP)

Actions
Multiattack. The tyrannosaurus makes two attacks: one
with its bite and one with its tail. It can’t make both attacks
against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 17). Until thisgrapple ends, the target is restrained, and the tyrannosaurus
can’t bite another target.

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR
18 (+4)DEX
12 (+1)CON
13 (+1)INT
2 (−4)WIS
12 (+1)CHA
7 (−2)

Senses passive Perception 11
Languages —Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on
the same turn, that target must succeed on a DC 14 Strengthsaving throw or be knocked prone. If the target is prone, thehorse can make another attack with its hooves against it as abonus action.

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.

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Water Elemental

Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages —Challenge 0 (10 XP)

Large elemental, neutral

Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR
18 (+4)DEX
14 (+2)CON
18 (+4)

Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
INT
5 (−3)

WIS
10 (+0)CHA
8 (−1)

Damage Resistances acid; bludgeoning, piercing, andslashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
Water Form. The elemental can enter a hostile creature’s
space and stop there. It can move through a space as narrowas 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes;
its speed is reduced by 20 feet until the end of its next turn.

Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental’s
space must make a DC 15 Strength saving throw. On a failure,a target takes 13 (2d8 + 4) bludgeoning damage. If it is Largeor smaller, it is al so grappled (escape DC 14). Until thisgrapple ends, the target is restrained and unable to breathe
unless it can breathe water. If the saving throw is successful,the target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up to
two Medium or smaller creatures at one time. At the start ofeach of the elemental’s turns, each target grappled by it takes
13 (2d8 + 4) bludgeoning damage. As an action, a creature
within 5 feet of the elemental can pull a creature or an object
out of it by succeeding on a DC 14 Strength check.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 11 in humanoid form, 12 (natural armor) in wolfor hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form)
STR
15 (+2)DEX
13 (+1)CON
14 (+2)

INT
10 (+0)WIS
11 (+0)CHA
10 (+0)Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing fromnonmagical attacks not made with silvered weapons
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP)
Shapechanger. The werewolf can use its action to polymorph
into a wolf-humanoid hybrid or into a wolf, or back into itstrue form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

Actions
Multiattack (Humanoid or Hybrid Form Only). The werewolf
makes two attacks: two with its spear (humanoid form) or
one with its bite and one with its claws (hybrid form).

Beings native to the Elemental Plane of Water and summoned to the world, water elementals resemble cresting
waves that roll across the ground. A water elemental engulfs any creatures that stand against it.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 12 Constitution saving throw or be cursed with werewolf
lycanthropy.

WeaselClaws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Tiny beast, unaligned

Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee attack.

Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 30 ft.
STR
3 (−4)DEX
16 (+3)CON
8 (−1)INT
2 (−4)WIS
12 (+1)CHA
3 (−4)

A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred
and well-muscled humanoid body topped by a ravening
wolf’s head.

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WightSkills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)

Medium undead, neutral evil

Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)DEX
14 (+2)CON
16 (+3)INT
10 (+0)WIS
13 (+1)CHA
15 (+2)Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing,and slashing from nonmagical attacks not made withsilvered weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

Actions
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,one creature. Hit: 5 (1d6 + 2) necrotic damage. The target
must succeed on a DC 13 Constitution saving throw or its
hit point maximum is reduced by an amount equal to thedamage taken. This reduction lasts until the target finishes
a long rest. The target dies if this effect reduces its hit point
maximum to 0.
A humanoid slain by this attack rises 24 hours later as azombie under the wight’s control, unless the humanoid isrestored to life or its body is destroyed. The wight can haveno more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

Wights are intelligent undead humanoids that resemble
armed and armored corpses. They never tire in pursuit of
their goal of making eternal war against the living.

Winter Wolf

CON
14 (+2)

Snow Camouflage. The wolf has advantage on Dexterity(Stealth) checks made to hide in snowy terrain.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or beknocked prone.
Cold Breath (Recharge 5–6). The wolf exhales a blast of
freezing wind in a 15-foot cone. Each creature in that area
must make a DC 12 Dexterity saving throw, taking 18 (4d8)
cold damage on a failed save, or half as much damage on a
successful one.

Arctic-dwelling winter wolves are evil and intelligent
creatures with snow-white fur and pale blue eyes.

Wolf

Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)DEX
15 (+2)CON
12 (+1)INT
3 (−4)WIS
12 (+1)CHA
6 (−2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against
a creature if at least one of the wolf’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or beknocked prone.

Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
DEX
13 (+1)

Pack Tactics. The wolf has advantage on an attack roll against
a creature if at least one of the wolf’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated.

Actions

Large monstrosity, neutral evil

STR
18 (+4)

Keen Hearing and Smell. The wolf has advantage on Wisdom(Perception) checks that rely on hearing or smell.

INT
7 (−2)WIS
12 (+1)CHA
8 (−1)

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Worg

Yeti

Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.

Armor Class 12 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., climb 40 ft.

Large monstrosity, neutral evil

STR
16 (+3)DEX
13 (+1)CON
13 (+1)

Large monstrosity, chaotic evilINT
7 (−2)WIS
11 (+0)CHA
8 (−1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or beknocked prone.

A worg is a monstrous wolf-like predator that delights inhunting and devouring creatures weaker than itself.

CON
16 (+3)INT
8 (−1)WIS
12 (+1)CHA
7 (−2)

Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception)
checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity(Stealth) checks made to hide in snowy terrain.

Actions
Multiattack. The yeti can use its Chilling Gaze and makes twoclaw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

WyvernLarge dragon, unaligned

Armor Class 13 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 80 ft.
DEX
10 (+0)DEX
13 (+1)

Skills Perception +3, Stealth +3
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)

Keen Hearing and Smell. The worg has advantage on Wisdom(Perception) checks that rely on hearing or smell.

STR
19 (+4)STR
18 (+4)CON
16 (+3)INT
5 (−3)WIS
12 (+1)CHA
6 (−2)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages —Challenge 6 (2,300 XP)

Actions

Chilling Gaze. The yeti targets one creature it can see within
30 feet of it. If the target can see the yeti, the target must
succeed on a DC 13 Constitution saving throw against thismagic or take 10 (3d6) cold damage and then be paralyzed
for 1 minute, unless it is immune to cold damage. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If the target’s saving
throw is successful, or if the effect ends on it, the target isimmune to the Chilling Gaze of all yetis (but not abominableyetis) for 1 hour.

Yeti are hulking monstrosities that stalk alpine peaks ina ceaseless hunt for food. Their snow-white fur lets themmove like ghosts against the frozen landscape.

Multiattack. The wyvern makes two attacks: one with its biteand one with its stinger. While flying, it can use its claws inplace of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.

Cousins to the great dragons, wyverns have two scaly
legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.

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Young Green Dragon

ZombieArmor Class 18 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 80 ft., swim 40 ft.

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

Large dragon, lawful evil

STR
19 (+4)DEX
12 (+1)CON
17 (+3)INT
16 (+3)WIS
13 (+1)

Medium undead, neutral evil

CHA
15 (+2)

Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.

Actions
Multiattack. The dragon makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5–6). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must makea DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.

STR
13 (+1)DEX
6 (−2)

CON
16 (+3)INT
3 (−4)WIS
6 (−2)CHA
5 (−3)

Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life
but can’t speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DCof 5 + the damage taken, unless the damage is radiant orfrom a critical hit. On a success, the zombie drops to 1 hit
point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Undead zombies move with a jerky, uneven gait. They areclad in the moldering apparel they wore when put to rest,and carry the stench of decay.

The most cunning and treacherous of true dragons,
green dragons use misdirection and trickery to get theupper hand against their enemies. A green dragon isrecognized by the crest that begins near its eyes andcontinues down its spine, reaching full height just behindthe skull.

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161Nonplayer Characters
This section contains statistics for various humanoid
nonplayer characters (NPCs) that adventurers might encounter during a D&D campaign. These stat blocks canbe used to represent both human and nonhuman NPCs.

Customizing NPCs

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

BanditThere are many easy ways to customize the NPCs in thisappendix for your home campaign.
Racial Traits. You can add racial traits to an NPC.
For example, a halfling priest might have a speed of 25
feet and the Lucky trait. Adding racial traits to an NPC
doesn’t alter its challenge rating. For more on racial
traits, see chapter 2 of this document.
Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can
substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list.
Swapping spells in this manner doesn’t alter an NPC’s
challenge rating.
Armor and Weapon Swaps. You can upgrade or
downgrade an NPC’s armor, or add or switch weapons.
Adjustments to Armor Class and damage can change an
NPC’s challenge rating.
Magic Items. The more powerful an NPC, the more
likely it has one or more magic items in its possession. A
mage, for example, might have a magic staff or wand, as
well as one or more potions and scrolls. Giving an NPC
a potent damage-dealing magic item could alter its challenge rating.
A few magic items are described in chapter 14 ofthis document.

Bandits rove in gangs and are sometimes led by more
powerful NPCs, including spellcasters. Not all bandits
are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

AcolyteBerserker

Medium humanoid (any race), any alignment

Medium humanoid (any race), any chaotic alignment

Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.

Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR
10 (+0)DEX
10 (+0)CON
10 (+0)INT
10 (+0)WIS
14 (+2)CHA
11 (+0)Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). The acolyte has following clericspells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

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

Medium humanoid (any race), any non-lawful alignment

Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)DEX
12 (+1)CON
12 (+1)INT
10 (+0)WIS
10 (+0)CHA
10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

STR
16 (+3)DEX
12 (+1)CON
17 (+3)INT
9 (−1)WIS
11 (+0)CHA
9 (−1)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,but attack rolls against it have advantage until the start ofits next turn.

Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.

Hailing from uncivilized lands, unpredictable berserkers
come together in war parties and seek conflict wherever
they can find it.

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162

Commoner

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Medium humanoid (any race), any alignment

Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)DEX
10 (+0)

ActionsCON
10 (+0)INT
10 (+0)WIS
10 (+0)CHA
10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)

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

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants
and nobles.

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

KnightMedium humanoid (any race), any alignment

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

CultistSTR
16 (+3)Medium humanoid (any race), any non-good alignment

Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)DEX
12 (+1)CON
10 (+0)INT
10 (+0)WIS
11 (+0)CHA
10 (+0)DEX
11 (+0)CON
14 (+2)

INT
11 (+0)WIS
11 (+0)CHA
15 (+2)

Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Brave. The knight has advantage on saving throws against
being frightened.

Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Actions
Multiattack. The knight makes two melee attacks.

Dark Devotion. The cultist has advantage on saving throws
against being charmed or frightened.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) slashing damage.

Cultists swear allegiance to dark powers, and often show
signs of insanity in their beliefs and practices.

Guard

Parry. The knight adds 2 to its AC against one melee attack
that would hit it. To do so, the knight must see the attacker
and be wielding a melee weapon.

Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
DEX
12 (+1)CON
12 (+1)INT
10 (+0)

Leadership (Recharges after a Short or Long Rest). For 1
minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand theknight. A creature can benefit from only one Leadership die at
a time. This effect ends if the knight is incapacitated.

Reactions

Medium humanoid (any race), any alignment

STR
13 (+1)

Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

WIS
11 (+0)CHA
10 (+0)Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment
determines the extent to which a pledge is honored.

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163

Mage

Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The priest has the following clericspells prepared:

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)DEX
14 (+2)CON
11 (+0)INT
17 (+3)WIS
12 (+1)CHA
11 (+0)

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)

Priests are the spiritual leaders of temples and shrines.

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.

Mages spend their lives in the study and practice of magic.

ThugMedium humanoid (any race), any non-good alignment

Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
15 (+2)DEX
11 (+0)CON
14 (+2)

INT
10 (+0)WIS
10 (+0)CHA
11 (+0)Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll against
a creature if at least one of the thug’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated.

Actions
Multiattack. The thug makes two melee attacks.

PriestMace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Medium humanoid (any race), any alignment

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.
DEX
10 (+0)

Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.

Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 tohit with spell attacks). The mage has the following wizard
spells prepared:

STR
10 (+0)Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardiansCON
12 (+1)INT
13 (+1)WIS
16 (+3)CHA
13 (+1)Thugs are ruthless enforcers skilled at intimidation andviolence. They work for money and have few scruples.

Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)

RICHARD WHITTERS

Divine Eminence. As a bonus action, the priest can expend aspell slot to cause its melee weapon attacks to magically deal
an extra 10 (3d6) radiant damage to a target on a hit. This
benefit lasts until the end of the turn. If the priest expends aspell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.

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164

Chapter 13: Building Combat Encounters
When creating a combat encounter, let your imagination run wild and build something your players will
enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter.

Combat Encounter Difficulty
There are four categories of encounter difficulty.
Easy. An easy encounter doesn’t tax the characters’
resources or put them in serious peril. They might lose a
few hit points, but victory is pretty much guaranteed.
Medium. A medium encounter usually has one or two
scary moments for the players, but the characters should
emerge victorious with no casualties. One or more ofthem might need to use healing resources.
Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of thefight, and there’s a slim chance that one or more characters might die.
Deadly. A deadly encounter could be lethal for one ormore player characters. Survival often requires good tactics and quick thinking, and the party risks defeat.

XP Thresholds by Character Level
Character
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

————— Encounter Difficulty —————
Easy
25
50
75
125
250
300
350
450
550
600
800
1,000
1,100
1,250
1,400
1,600
2,000
2,100
2,400
2,800

Medium
50
100
150
250
500
600
750
900
1,100
1,200
1,600
2,000
2,200
2,500
2,800
3,200
3,900
4,200
4,900
5,700

Hard
75
150
225
375
750
900
1,100
1,400
1,600
1,900
2,400
3,000
3,400
3,800
4,300
4,800
5,900
6,300
7,300
8,500

Evaluating Encounter Difficulty

Deadly
100
200
400
500
1,100
1,400
1,700
2,100
2,400
2,800
3,600
4,500
5,100
5,700
6,400
7,200
8,800
9,500
10,90012,700Use the following method to gauge the difficulty of any
combat encounter.
1. Determine XP Thresholds. First, determine the experience point (XP) thresholds for each character in theparty. The XP Thresholds by Character Level table has
four XP thresholds for each character level, one for eachcategory of encounter difficulty. Use a character’s level todetermine his or her XP thresholds. Repeat this process
for every character in the party.

2. Determine the Party’s XP Threshold. For eachcategory of encounter difficulty, add up the characters’
XP thresholds. This determines the party’s XP threshold.
You’ll end up with four totals, one for each category of encounter difficulty.
For example, if your party includes three 3rd-level
characters and one 2nd-level character, the party’s
totaled XP thresholds would be as follows:
Easy: 275 XP (75 + 75 + 75 + 50)
Medium: 550 XP (150 + 150 + 150 + 100)
Hard: 825 XP (225 + 225 + 225 + 150)
Deadly: 1,400 XP (400 + 400 + 400 + 200)

Record the totals, because you can use them for every
encounter in your adventure.
3. Total the Monsters’ XP. Add up the XP for all of
the monsters in the encounter. Every monster has an XP
value in its stat block.
4. Modify Total XP for Multiple Monsters. If theencounter includes more than one monster, apply amultiplier to the monsters’ total XP. The more monsters
there are, the more attack rolls you’re making against thecharacters in a given round, and the more dangerous theencounter becomes. To correctly gauge an encounter’sdifficulty, multiply the total XP of all the monsters in
the encounter by the value given in the Encounter Multipliers table.
For example, if an encounter includes four monsters
worth a total of 500 XP, you would multiply the total XPof the monsters by 2, for an adjusted value of 1,000 XP.
This adjusted value is not what the monsters are worth interms of XP; the adjusted value’s only purpose is to help
you accurately assess the encounter’s difficulty.
When making this calculation, don’t count any monsters whose challenge rating is significantly below theaverage challenge rating of the other monsters in thegroup unless you think the weak monsters significantly
contribute to the difficulty of the encounter.

Encounter Multipliers
Number of
Monsters
12
3–6

Multiplier
×1
× 1.5
×2

Number of
Monsters
7–10
11–14
15 or more

Multiplier
× 2.5
×3
×4

5. Compare XP. Compare the monsters’ adjusted XP
value to the party’s XP thresholds. The threshold that
equals the adjusted XP value determines the encounter’sdifficulty. If there’s no match, use the closest thresholdthat is lower than the adjusted XP value.
For example, an encounter with one bugbear and threehobgoblins has an adjusted XP value of 1,000, making ita hard encounter for a party of three 3rd-level charactersand one 2nd-level character (which has a hard encounterthreshold of 825 XP and a deadly encounter threshold of
1,400 XP).

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165

Party Size
The preceding guidelines assume that you have a party
consisting of three to five adventurers.
If the party contains fewer than three characters, apply
the next highest multiplier on the Encounter Multipliers
table. For example, apply a multiplier of 1.5 when thecharacters fight a single monster, and a multiplier of 5 forgroups of fifteen or more monsters.
If the party contains six or more characters, use thenext lowest multiplier on the table. Use a multiplier of 0.5
for a single monster.

Multipart Encounters
Sometimes an encounter features multiple enemies thatthe party doesn’t face all at once. For example, monsters
might come at the party in waves. For such encounters,
treat each discrete part or wave as a separate encounterfor the purpose of determining its difficulty.
A party can’t benefit from a short rest between parts ofa multipart encounter, so they won’t be able to spend Hit
Dice to regain hit points or recover any abilities that require a short rest to regain. As a rule, if the adjusted XP
value for the monsters in a multipart encounter is higher
than one-third of the party’s expected XP total for theadventuring day (see “The Adventuring Day,” below), theencounter is going to be tougher than the sum of its parts.

Building Encounters on a
BudgetYou can build an encounter if you know its desired difficulty. The party’s XP thresholds give you an XP budgetthat you can spend on monsters to build easy, medium,
hard, and deadly encounters. Just remember that groups
of monsters eat up more of that budget than their base
XP values would indicate (see step 4).
For example, using the party from step 2, you can build
a medium encounter by making sure that the adjusted
XP value of the monsters is at least 550 XP (the party’s
threshold for a medium encounter) and no more than 825
XP (the party’s threshold for a hard encounter). A single
monster of challenge rating 3 (such as a manticore orowlbear) is worth 700 XP, so that’s one possibility. If you
want a pair of monsters, each one will count for 1.5 times
its base XP value. A pair of dire wolves (worth 200 XPeach) have an adjusted XP value of 600, making them amedium encounter for the party as well.
To assist with this approach, appendix B in the Dungeon Master’s Guide presents a list of all monsters in
the Monster Manual organized by challenge rating. See“Monsters by Challenge Rating” later in this chapter for alist by CR of the monsters included in this document.

The Adventuring Day
Assuming typical adventuring conditions and average
luck, most adventuring parties can handle about six toeight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get
through more. If it has more deadly encounters, they canhandle fewer.
In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and otheropponents in an adventure as a guideline for how far theparty is likely to progress.
For each character in the party, use the Adventuring
Day XP table to estimate how much XP that character is
expected to earn in a day. Add together the values of all
party members to get a total for the party’s adventuringday. This provides a rough estimate of the adjusted XP
value for encounters the party can handle before thecharacters will need to take a long rest.

Adventuring Day XP
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Adjusted XP per Day
per Character
300
600
1,200
1,700
3,500
4,000
5,000
6,000
7,500
9,000

Level
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Adjusted XP per Day
per Character
10,50011,50013,50015,00018,00020,00025,00027,00030,00040,000

Short Rests

In general, over the course of a full adventuring day, theparty will likely need to take two short rests, about onethird and two-thirds of the way through the day.

Modifying Encounter Difficulty
An encounter can be made easier or harder based on the
choice of location and the situation.
Increase the difficulty of the encounter by one step(from easy to medium, for example) if the characters havea drawback that their enemies don’t. Reduce the difficultyby one step if the characters have a benefit that their enemies don’t. Any additional benefit or drawback pushes
the encounter one step in the appropriate direction. If thecharacters have both a benefit and a drawback, the twocancel each other out.
Situational drawbacks include the following:• The whole party is surprised, and the enemy isn’t.
• The enemy has cover, and the party doesn’t.
• The characters are unable to see the enemy.
• The characters are taking damage every round fromsome environmental effect or magical source.
• The characters are hanging from a rope, in the midst of
scaling a sheer wall or cliff, stuck to the floor, or otherwise in a situation that hinders their mobility.
Situational benefits are similar to drawbacks exceptthat they benefit the characters instead of the enemy.

Fun Combat Encounters
The following features can add more fun and suspense to
a combat encounter:• Terrain features that pose inherent risks to both thecharacters and their enemies, such as a frayed rope
bridge and pools of green slime• Terrain features that provide a change of elevation,such as pits, stacks of empty crates, and ledges

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166

Challenge Rating
When putting together an encounter or adventure,especially at lower levels, exercise caution when using
monsters whose challenge rating is higher than the party’s
average level. Such a creature might deal enough damage
with a single action to take out adventurers of a lower level.
For example, an ogre has a challenge rating of 2, but it cankill a 1st-level wizard with a single blow.

• Features that either inspire or force characters andtheir enemies to move around, such as chandeliers,
kegs of gunpowder or oil, and whirling blade traps• Enemies in hard-to-reach locations or defensive positions, so that characters who normally attack at range
are forced to move around the battlefield

Monsters by Challenge Rating
The following list organizes the monsters in this document by challenge rating.

Challenge 0 (0–10 XP)
Awakened shrub
BaboonBadgerBat
Cat
Commoner
Crab
Deer
Eagle
Frog
Giant fire beetle
Goat
Hawk
Hyena
JackalLizardOctopus
Owl
Quipper
Rat
Raven
Scorpion
Sea horse
SpiderVultureWeaselChallenge 1/4 (50 XP)

Challenge 1/8 (25 XP)
BanditBlood hawk
Camel
CultistFlying snake
Giant crab
Giant rat
Giant weasel
Guard
KoboldMastiff

Merfolk
Mule
Poisonous snake
PonyStirgeTwig blight
AcolyteAxe beak
Blink dog
Boar
Constrictor snake
Draft horse
Elk
Flying sword
Giant badger
Giant bat
Giant centipede
Giant frog
Giant lizard
Giant owl
Giant poisonous snake
Giant wolf spider
GoblinPanther
Pteranodon
Riding horse
Skeleton
Swarm of bats
Swarm of rats
Swarm of ravens
Wolf
ZombieChallenge 1/2 (100 XP)
ApeBlack bear
Cockatrice
Crocodile
Giant goat

Giant sea horse
Giant wasp
Gnoll
Hobgoblin
Lizardfolk
Orc
Reef shark
Satyr
Swarm of insects
Thug
Warhorse
Worg

Challenge 1 (200 XP)
Animated armor
Brown bear
BugbearDeath dog
Dire wolf
Ghoul
Giant eagle
Giant hyena
Giant octopus
Giant spider
Giant toad
Giant vulture
Harpy
Hippogriff
Lion
Swarm of quippers
Tiger

Challenge 2 (450 XP)
Allosaurus
Awakened tree
Berserker
Centaur
Gargoyle
Giant boar
Giant constrictor snake
Giant elk
Grick
Griffon
Hunter shark
NothicOchre jelly
Ogre
Pegasus
Plesiosaurus
Polar bear
PriestRhinoceros
Saber-toothed tiger
Swarm of poisonous snakes

Challenge 3 (700 XP)

Giant scorpion
Hell houndKiller whale
KnightManticore
Minotaur
Mummy
OwlbearPhase spider
Spectator
Werewolf
Wight
Winter wolf
Yeti

Challenge 4 (1,100 XP)
Banshee
Elephant
Flameskull
Ghost

Challenge 5 (1,800 XP)
Air elemental
Earth elemental
Fire elemental
Flesh golem
Giant crocodile
Giant shark
Hill giant
Triceratops
Troll
Water elemental

Challenge 6 (2,300 XP)
ChimeraCyclopsMage
MammothMedusaWyvernChallenge 7 (2,900 XP)
Giant ape

Challenge 8 (3,900 XP)
Frost giant
Hydra
Tyrannosaurus rex
Young green dragon

Challenge 9 (5,000 XP)
Fire giant

Challenge 10 (5,900 XP)
Stone golem

Challenge 17 (18,000 XP)
Adult red dragon

Ankylosaurus
Basilisk
Doppelganger

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Chapter 14: Magic Items
Every adventure holds the promise—but not aguarantee—of finding one or more magic items. This
chapter presents an assortment of magic items that hints
at the wider variety of magic items waiting to be found in
the worlds of D&D. See the Dungeon Master’s Guide formany more items.

Using a Magic Item

A magic item’s description explains how the item works.
Handling a magic item is enough to give a character asense that something is extraordinary about the item.
The identify spell is the fastest way to reveal an item’s
properties. Alternatively, a character can focus on one
magic item during a short rest, while being in physicalcontact with the item. At the end of the rest, the character
learns the item’s properties, as well as how to use them.
Potions are an exception; a little taste is enough to tell thetaster what the potion does.
Some magic items require a creature to form a bondwith them before their magical properties can be used.
This bond is called attunement, and certain items have aprerequisite for it. If the prerequisite is a class, a creaturemust be a member of that class to attune to the item. If
the prerequisite is to be a spellcaster, a creature qualifies
if it can cast at least one spell using its traits or features,
not using a magic item or the like.
Attuning to an item requires a creature to spend a short
rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn
the item’s properties). This focus can take the form of
weapon practice, meditation, or some other appropriate
activity. If the short rest is interrupted, the attunementattempt fails. Otherwise, at the end of the short rest, thecreature gains an intuitive understanding of how to activate any magical properties of the item, including any
necessary command words.
An item can be attuned to only one creature at a time,and a creature can be attuned to no more than threemagic items at a time. Any attempt to attune to a fourth
item fails; the creature must end its attunement to an
item first. Additionally, a creature can’t attune to morethan one copy of an item. For example, a creature can’t
attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature
no longer satisfies the prerequisites for attunement, if
the item has been more than 100 feet away for at least 24
hours, if the creature dies, or if another creature attunes
to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item,
unless the item is cursed.

Item Descriptions
Amulet of Health

Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher
without it.

Armor, +1, +2, or +3

Armor (light, medium, or heavy), rare (+1), very rare (+2),
or legendary (+3)
You have a bonus to AC while wearing this armor. The
bonus is determined by its rarity.

Bag of Holding

Wondrous item, uncommon
This bag has an interior space considerably larger thanits outside dimensions, roughly 2 feet in diameter at
the mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bagweighs 15 pounds, regardless of its contents. Retrieving
an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it rupturesand is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside thebag can survive up to a number of minutes equal to 10
divided by the number of creatures (minimum 1 minute),
after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional
space created by a Heward’s handy haversack, portablehole, or similar item instantly destroys both items andopens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate thencloses. The gate is one-way only and can’t be reopened.

Boots of Striding and Springing

Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, andyour speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times
the normal distance, though you can’t jump farther thanyour remaining movement would allow.

Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, andyou have advantage on Dexterity (Stealth) checks made tohide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

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Gauntlets of Ogre Power

Ring of Evasion

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or
higher without them.

This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction
to expend 1 of its charges to succeed on that saving
throw instead.

Wondrous item, uncommon (requires attunement)

Gloves of Swimming and Climbing

Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming
don’t cost you extra movement, and you gain a +5 bonus
to Strength (Athletics) checks made to climb or swim.

Goggles of Night

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out
to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Headband of Intellect

Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or
higher without it.

Keoghtom’s Ointment
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1
doses of a thick mixture that smells faintly of aloe. The
jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it
regains 2d8 + 2 hit points, ceases to be poisoned, and is
cured of any disease.

Potion of Flying
Potion, very rare

When you drink this potion, you gain a flying speed equal
to your walking speed for 1 hour and can hover. If you’rein the air when the potion wears off, you fall unless you
have some other means of staying aloft. This potion’s
clear liquid floats at the top of its container and has
cloudy white impurities drifting in it.

Potion of Invisibility
Potion, very rareThis potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for
1 hour. Anything you wear or carry is invisible with you.
The effect ends early if you attack or cast a spell.

Potion of Vitality
Potion, very rare

When you drink this potion, it removes any exhaustion
you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum
number of hit points for any Hit Die you spend. The
potion’s crimson liquid regularly pulses with dull light,
calling to mind a heartbeat.

Ring, rare (requires attunement)

Ring of Protection

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of ResistanceRing, rare (requires attunement)
You have resistance to one damage type while wearing
this ring. The gem in the ring indicates the type, which
the DM chooses or determines randomly.
d10
1
2
3
4
5
6
7
8
9
10

Damage Type
Acid
Cold
Fire
Force
Lightning
Necrotic
PoisonPsychic
Radiant
ThunderGem
Pearl
Tourmaline
GarnetSapphire
CitrineJet
Amethyst
Jade
Topaz
SpinelSpell Scroll
Scroll, varies

A spell scroll bears the words of a single spell, written
in a mystical cipher. If the spell is on your class’s spelllist, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell iscast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher
level than you can normally cast, you must make anability check using your spellcasting ability to determine
whether you cast it successfully. The DC equals 10 + thespell’s level. On a failed check, the spell disappears fromthe scroll with no other effect.
Once the spell is cast, the words on the scroll fade, andthe scroll itself crumbles to dust.
The level of the spell on the scroll determines thespell’s saving throw DC and attack bonus, as well as thescroll’s rarity, as shown in the Spell Scroll table.

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Spell Scroll
Spell Level
Cantrip
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

RarityCommonCommonUncommonUncommonRare
Rare
Very rare
Very rare
Very rare
Legendary

Save DC
13
13
13
15
15
17
17
18
18
19

Attack Bonus
+5
+5
+5
+7
+7
+9
+9
+10
+10
+11

A wizard spell on a spell scroll can be copied just as
spells in spellbooks can be copied. When a spell is copiedfrom a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’slevel. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll
is destroyed.

Wand of Magic Detection
Wand, uncommon

This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.

Wand of Magic Missiles
Wand, uncommon

While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the magic missile spell
without using any components. For 1 charge, you cast thespell as if you used a 1st-level spell slot, and you increase
the spell slot level by one for each additional charge
you spend.
The wand regains 1d6 + 1 expended charges each day
at dawn. However, if you expend the wand’s last charge,
roll a d20. On a 1, the wand crumbles into ashes and isdestroyed.

Weapon, +1, +2, or +3

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

RICHARD WHITTERS

You have a bonus to attack and damage rolls made withthis magic weapon. The bonus is determined by theweapon’s rarity.

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Appendix A: Conditions
Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a classfeature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, suchas invisible, can be advantageous.
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) orfor a duration specified by the effect that imposed thecondition.
If multiple effects impose the same condition on acreature, each instance of the condition has its own
duration, but the condition’s effects don’t get worse.
A creature either has a condition or doesn’t.
The following definitions specify what happens toa creature while it is subjected to a condition.

Blinded• A blinded creature can’t see and automatically fails any
ability check that requires sight.
• Attack rolls against the creature have advantage, andthe creature’s attack rolls have disadvantage.

Charmed• A charmed creature can’t attack the charmer or target
the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check tointeract socially with the creature.

Deafened• A deafened creature can’t hear and automatically fails
any ability check that requires hearing.

Frightened• A frightened creature has disadvantage on ability
checks and attack rolls while the source of its fear iswithin line of sight.
• The creature can’t willingly move closer to the sourceof its fear.

Grappled• A grappled creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated(see the condition).
• The condition also ends if an effect removes thegrappled creature from the reach of the grappler orgrappling effect, such as when a creature is hurledaway by the thunder­wave spell.

Incapacitated• An incapacitated creature can’t take actions
or reactions.

Invisible• An invisible creature is impossible to see without theaid of magic or a special sense. For the purpose ofhiding, the creature is heavily obscured. The creature’s
location can be detected by any noise it makes or any
tracks it leaves.
• Attack rolls against the creature have disadvantage,
and the creature’s attack rolls have advantage.

Paralyzed• A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
• The creature automatically fails Strength and Dexterity
saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if theattacker is within 5 feet of the creature.

Petrified• A petrified creature is transformed, along with any
nonmagical object it is wearing or carrying, into asolid inanimate substance (usually stone). Its weightincreases by a factor of ten, and it ceases aging.
• The creature is incapacitated (see the condition), can’t
move or speak, and is unaware of its surroundings.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Dexterity
saving throws.
• The creature has resistance to all damage.
• The creature is immune to poison and disease,although a poison or disease already in its system
is suspended, not neutralized.

Poisoned• A poisoned creature has disadvantage on attack rolls
and ability checks.

Prone• A prone creature’s only movement option is to crawl,
unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if theattacker is within 5 feet of the creature. Otherwise, theattack roll has disadvantage.

Restrained• A restrained creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
• Attack rolls against the creature have advantage,
and the creature’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throws.

Stunned• A stunned creature is incapacitated (see the condition),
can’t move, and can speak only falteringly.
• The creature automatically fails Strength and Dexterity
saving throws.
• Attack rolls against the creature have advantage.

Appendix A: Conditions
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171

Unconscious• An unconscious creature is incapacitated (see thecondition), can’t move or speak, and is unawareof its surroundings.
• The creature drops whatever it’s holding andfalls prone.
• The creature automatically fails Strength and Dexterity
saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if theattacker is within 5 feet of the creature.

Exhaustion
Some special abilities and environmental hazards, such as
starvation and the long-term effects of freezing or scorchingtemperatures, can lead to a special condition called
exhaustion. Exhaustion is measured in six levels. An effectcan give a creature one or more levels of exhaustion, as
specified in the effect’s description.
Level
1
2
3
4
5
6

EffectDisadvantage on ability checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
Speed reduced to 0
Death

If an already exhausted creature suffers another effect thatcauses exhaustion, its current level of exhaustion increases
by the amount specified in the effect’s description.
A creature suffers the effect of its current level of
exhaustion as well as all lower levels. For example, acreature suffering level 2 exhaustion has its speed halved
and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as
specified in the effect’s description, with all exhaustion
effects ending if a creature’s exhaustion level isreduced below 1.
Finishing a long rest reduces a creature’s exhaustion levelby 1, provided that the creature has also ingested somefood and drink. Also, being raised from the dead reduces acreature’s exhaustion level by 1.

Appendix B: Gods ofthe Multiverse
Religion is an important part of life in the worlds ofthe D&D multiverse. When gods walk the world, clerics
channel divine power, evil cults perform dark sacrifices
in subterranean lairs, and shining paladins stand likebeacons against the darkness, it’s hard to be ambivalent
about the deities and deny their existence.
Many people in the worlds of D&D worship different
gods at different times and circumstances. People in the
Forgotten Realms, for example, might pray to Sune forluck in love, make an offering to Waukeen before heading
to the market, and pray to appease Talos when a severe
storm blows in—all in the same day. Many people have afavorite among the gods, one whose ideals and teachings
they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest
or champion of that god’s ideals.
Your DM determines which gods, if any, are worshipedin his or her campaign. From among the gods available,
you can choose a single deity for your character to serve,
worship, or pay lip service to. Or you can pick a few thatyour character prays to most often. Or just make a mental
note of the gods who are revered in your DM’s campaign
so you can invoke their names when appropriate. If you’re
playing a cleric or a character with the Acolyte background, decide which god your deity serves or served, andconsider the deity’s suggested domains when selecting
your character’s domain.

D&D Pantheons
Each world in the D&D multiverse has its own pantheonsof deities. This appendix deals with one pantheon, that of
the Forgotten Realms.

The Forgotten Realms

Dozens of deities are revered, worshiped, and feared
throughout the world of the Forgotten Realms. At least
thirty deities are widely known across the Realms, andmany more are worshiped locally, by individual tribes,
small cults, or certain sects of larger religious temples.

Nonhuman Deities

Certain gods closely associated with nonhuman races
are revered on many different worlds, though not always
in the same way. The nonhuman races of the Forgotten
Realms and Greyhawk share these deities.
Nonhuman races often have whole pantheons of
their own. Besides Moradin, for example, the dwarf
gods include Moradin’s wife, Berronar Truesilver, anda number of other gods thought to be their children
and grandchildren: Abbathor, Clangeddin Silverbeard,
Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn,
Haela Brightaxe, Marthammor Duin, Sharindlar, Thard
Harr, and Vergadain. Individual clans and kingdoms of
dwarves might revere some, all, or none of these deities,
and some have other gods unknown (or known by othernames) to outsiders.

Appendix B: Gods of the Multiverse
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Deities of the Forgotten Realms
Deity
Auril, goddess of winterAzuth, god of wizards
Bane, god of tyranny
Beshaba, goddess of misfortune
Bhaal, god of murder
Chauntea, goddess of agriculture
Cyric, god of lies
Deneir, god of writing
Eldath, goddess of peace
Gond, god of craftHelm, god of protection
Ilmater, god of endurance
Kelemvor, god of the deadLathander, god of birth and renewal
Leira, goddess of illusion
Lliira, goddess of joy
Loviatar, goddess of pain
Malar, god of the hunt
Mask, god of thieves
Mielikki, goddess of forests
Milil, god of poetry and song
Myrkul, god of death
Mystra, goddess of magic

Alignment
NE
LN
LE
CE
NE
NG
CE
NG
NG
N
LN
LG
LN
NG
CN
CG
LE
CE
CN
NG
NG
NE
NG

Suggested Domains
Nature, Tempest
Knowledge
War
Trickery
Death
Life
Trickery
Knowledge
Life, Nature
Knowledge
Life, Light
Life
Death
Life, Light
TrickeryLife
Death
NatureTrickeryNatureLight
Death
Knowledge

Oghma, god of knowledge
Savras, god of divination and fateSelûne, goddess of the moon
Shar, goddess of darkness and loss
Silvanus, god of wild nature
Sune, goddess of love and beauty
Talona, goddess of disease and poison
Talos, god of storms
Tempus, god of war
Torm, god of courage and self-sacrifice
Tymora, goddess of good fortune
Tyr, god of justiceUmberlee, goddess of the sea
Waukeen, goddess of trade

N
LN
CG
NE
N
CG
CE
CE
N
LG
CG
LG
CE
N

Knowledge
Knowledge
Knowledge, Life
Death, Trickery
Nature
Life, Light
Death
TempestWar
War
TrickeryWar
TempestKnowledge, Trickery

SymbolSix-pointed snowflake
Left hand pointing upward, outlined in fire
Upright black right hand, thumb and fingers together
Black antlers
Skull surrounded by a ring of blood droplets
Sheaf of grain or a blooming rose over grain
White jawless skull on black or purple sunburst
Lit candle above an open eye
Waterfall plunging into still pool
Toothed cog with four spokes
Staring eye on upright left gauntlet
Hands bound at the wrist with red cord
Upright skeletal arm holding balanced scalesRoad traveling into a sunrise
Point-down triangle containing a swirl of mist
Triangle of three six-pointed stars
Nine-tailed barbed scourge
Clawed paw
Black mask
Unicorn’s head
Five-stringed harp made of leaves
White human skull
Circle of seven stars, or nine stars encircling a
flowing red mist, or a single star
Blank scroll
Crystal ball containing many kinds of eyes
Pair of eyes surrounded by seven stars
Black disk encircled with a border
Oak leaf
Face of a beautiful red-haired woman
Three teardrops on a triangle
Three lightning bolts radiating from a central point
Upright flaming sword
White right gauntlet
Face-up coin
Balanced scales resting on a warhammer
Wave curling left and rightUpright coin with Waukeen’s profile facing left

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Appendix C: The Five Factions
Many characters created in the Forgotten Realms
setting, especially those for organized D&D play, belong
to one of five factions that have risen to prominence in theworld of Faerûn. Each faction has its own motivations,
goals, and philosophy. Some are more heroic than others,
but all band together in times of trouble to address major threats.

Harpers
The clandestine network ofspellcasters and spies known
as the Harpers seeks to tip thescales in favor of the innocent,the weak, and the poor. Harper
agents pride themselves on
being incorruptible defendersof good, and they never hesitate
to aid the oppressed. Because
they prefer to work behind thescenes, they are rarely noticed
as they thwart tyrants, depose
rulers, and head off any growing
force that is thought to have evil
intent. The faction has its finger
on the pulse of power in theRealms, and its members work tirelessly to even the odds
for the downtrodden.
Individual Harper agents operate alone, relying on theirwits and the faction’s extensive information network to
gain an advantage over their enemies. They know thatknowledge is power, so gathering intelligence beforehand
is paramount to their success. They are well informed
and always have access to aid, magical and otherwise.
Veteran members have secret caches of information
stashed all over Faerûn, along with trusted sources stationed in every major town and city.
The organization is always on the lookout for powerful items, expressly to keep them out of the hands ofevildoers. To this end, its agents use various guises andidentities to aid their search for carefully guarded secrets
such as ancestral maps, buried cities, and mages’ keeps.
The bond between Harpers is strong, and thefriendships they form are nigh unbreakable. Rarely dothey operate in the open, but on rare occasions they must,
because there is no other choice. When that happens,
you can be sure that a fellow Harper is watching closely,
ready to dart out from the shadows and help a comrade at
a moment’s notice.

A Harper is first and foremost self-reliant, for once you areautonomous, no one can tempt you into using power as a
crutch. You are sovereign unto yourself.
Therefore, a Harper’s soul must be incorruptible. Many
believe themselves to be so, but power comes in many guises,
and it will surely find your weakness. Of this you may becertain. Only a true Harper can pass this test and transformweakness into strength. That is why we are the hand thatstops the tyrant, feeds the oppressed, and asks for nothing in return.
We are the song for those who have no voice.
—Remallia “Remi” Haventree

Order of theGauntlet
The Order of the Gauntlet is arelatively new organization dedicated to smiting evil wherever
it lurks and without hesitation.
Its members understands thatevil wears many guises, playing
games and tricking others inorder to hasten its spread. That
is why its members act on theirown authority, identifying threats
and removing them before they
can reach their full potential.
Because the seeds of evil are
nourished in the shadows, theOrder of the Gauntlet rides out to the most dangerous
dungeons, the darkest caverns, and the foulest pits to
weed out wrongdoers. Even so, its members are keenly
aware that the seed of evil lies within everyone, waiting
for a moment when it can take root in their souls. The order’s paladins, monks, and clerics spend long hours deepin prayer to keep their inner eye vigilant and focused on
their own thoughts and emotions. In this way they purify
themselves from within before taking up their swords tocleanse the world.
The Order of the Gauntlet believes that all sentient
beings must come forth into the light of reason and goodness of their own volition. That is why the faction is notinterested in controlling minds: it focuses only on deeds,
setting an example for the world in the hope of inspiringand enlightening others. The order holds that faith in
one’s god, one’s friends, and one’s self are the best weapons for combating the hordes of malice.
Possessed of such devout conviction, the order’smembers can be relied on as a source of strength
to themselves and others, a bright light against thedarkness. They are not preemptive bullies, though. A
strict code of honor allows them to strike only whenevil deeds are being committed. Thus, the Order of theGauntlet is constantly vigilant, using every resource at its
disposal—both magical and mundane—to tell where andwhen dark deeds will occur.

That’s the thing about evil: it is darkness, it is shadow, it hides
in your blind spot. Then, when you are distracted, it sneaks
in. Evil is a master of disguise—and what is the greatest disguise, you ask? Yourself. Evil will cloak itself in thoughts andemotions pretending to be your own, telling you to get angry,
to be greedy and envious, to hold yourself above others.

Appendix C: The Five Factions
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

174

People aren’t born evil—it takes time for evil to fool you
into thinking that its voice is yours. That is why to know who
you truly are is what the order requires from each hopeful
who wishes to join our ranks. Bravery isn’t fighting the dragon out there—it is fighting the dragon within. That is what
we do in our prayers. Once you have slain that dragon, youhave overcome the darkness lurking within yourself. Only
then do you have the capacity to know true goodness. Only
then are you ready to take up the sword and wear the badgeof our order.
—Kajiso Steelhand

Emerald Enclave
The Emerald Enclave is a far-ranging group that opposes
threats to the natural world and helps others survive
in the wilderness. Branches ofthe organization are scatteredthroughout Faerûn and often
operate in isolation from theothers. This existence instills in
the enclave’s members a fierce
self-reliance and mastery of certain fighting and survival skills.
A ranger of the enclave might
be hired to lead a caravan
through a treacherous mountain pass or across the frozen
tundra of Icewind Dale. A druid
might volunteer to help a village
prepare for a long, brutal winter.
Barbarians and druids who live
as hermits might appear from nowhere to help defend a
town against marauding orcs.
Members of the Emerald Enclave know how to survive
and, more important, how to help others do the same.
They are not opposed to civilization or progress, butthey strive to keep such “advances” in balance with thewild. They restore and preserve the natural order, evenas they root out and destroy all that is unnatural. They
keep the elemental forces of the world in check andprevent civilization and the wilderness from destroying
one another.

We of the Emerald Enclave serve as gatekeepers to that vast
space beyond the city walls. We are the defenders both of thewilderness and of the society that does not understand it.
Most have forgotten that there is an ancient, natural orderthat held sway long before we formed our intellectual concepts of it. To come into contact with that primal order is totouch the power that guides all of life.
Those who walk the way of the Emerald Enclave areinfused with this power; we embody it, and it moves us to
do our work. That is why we are never alone. Even in the

midst of a noisy, crowded city, we can feel the presence of thenatural world inside us, fresh, strong, and alive. The enclave
seeks to make awareness of this power available to all.
Freedom. Is not this the highest of callings?
—Delaan WinterhoundLords’ Alliance
The Lords’ Alliance is an association of rulers from cities andtowns across Faerûn (primarily
in the North), who believe thatsolidarity is needed to keep evil
at bay. The rulers of Waterdeep,
Silverymoon, Neverwinter, andother free cities dominate thecoalition, and all lords in the alliance work primarily for the fate
and fortune of their individual
settlements.
Alliance agents include sophisticated bards, zealous paladins,
talented mages, and grizzled
warriors. They are chosen primarily for their loyalty and are experts in observation,stealth, innuendo, and combat. Backed by the wealthy
and the privileged, they carry fine equipment (often disguised to appear common), including large numbers ofscrolls scribed with spells of communication.
Agents of the Lords’ Alliance ensure the safety andprosperity of civilized Faerûn by standing united against
the forces that threaten civilization. They aggressively
eliminate such threats by any means, fighting with pridefor the glory and security of their people, and for thewelfare of the lords who rule over those folk. Alliance
operatives are often motivated by glory, looking to gain
an advantage in status over their counterparts fromother alliance cities. The leaders of the faction know thatthe group will survive only if its members support eachother, requiring all to find a balance between pride anddiplomacy. Rogue agents within the Lords’ Alliance are
rare, but defections have been known to occur.

Everyone wants to sleep at night and feel safe in their homes,
but how many want to do what it takes to keep the tide ofevil at bay? To stand in the cold and rain, waiting for battle
while hunger gnaws at their bellies? Many wish to reap therewards of a good harvest, but few care to remove the stones
and till the fields for planting.
The Lords’ Alliance fights the things that the shopkeeper in
his bed has never even heard of. We remove threats before
the town mayor even knows about them. We make badthings go away. That’s what we’re good at.
—Rameel Jos

Appendix C: The Five Factions
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

175

Zhentarim

Membership in the Zhentarim is like a key to a thousand
doors, each one a gateway to fulfilling a personal desire.
Most people shy away from this kind of freedom. They liketheir restraints, laws, and swaddling—it gives them the illusion of security.
The Black Network provides what I need to explore realms
and dimensions that would tear apart minds accustomed tolimits. Only in such places can I find magic powerful enoughto defeat beings that know no such things as time, fear, or
mercy. You might not like the Zhentarim’s methods, but whena demon crawls out of the Abyss and comes for your family,
you’ll be glad that I have gone to the darkest of realms to findthe answer to your problem.
—Ianna Asterion

RICHARD WHITTERS

The Zhentarim, also called theBlack Network, is an organization of well-trained mercenaries,
savvy rogues, and crafty warlocks who seek to expand theirinfluence and power throughoutFaerûn. Agents of the Zhentarim believe that if they playby the rules, nothing gets done.
Ultimately, they want to makethe rules—and, in some cases,
they already have. They walk acareful line when it comes to following the letter of the law anddon’t shy away from the occasional shady deal or illicit activity
to get what they want.
To the Zhentarim, wealth is power. Its agents knowthat nothing else inspires such confidence and dispels
doubt so well. Zhentarim agents routinely carry the finest
weapons and armor, since the faction spares no expensein their outfitting. When a merchant needs an escort for acaravan, when a noble family requires bodyguards to protect its holdings, or when a city is desperate for trained
soldiers to defend its walls, the Zhentarim provides thebest warriors money can buy.

The organization encourages individual ambition andrewards innovators who take matters into their own
hands. Results are all that matter. Those who comeinto the Black Network with nothing can become major
players within the organization through their own
ambition and perseverance.

Appendix C: The Five Factions
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

176

character Nameclass & level

BackgrouNd

Player Name

race

aligNmeNt

exPerieNce PoiNts

inspiratiOn

strEngth
armOr
class

prOficiEncy bOnus

initiativE

spEEd
PersoNality traits

hit Point maximum

strengthdExtErity

dexterity
constitution
intelligencecurrEnt hit pOints

idealstEmpOrary hit pOints

BoNds

WisdomcharismacOnstitutiOnsaving thrOws

total

acrobatics (dex)successes

animal handling (Wis)

Failuresarcana (int)
intElligEncE

hit dicedeath saves

FlaWs

athletics (str)deception (cha)Namehistory (int)atk BoNus damage/tyPe

insight (Wis)
intimidation (cha)wisdOminvestigation (int)medicine (Wis)
Nature (int)Perception (Wis)
Performance (cha)charisma

Persuasion (cha)religion (int)sleight of hand (dex)stealth (dex)survival (Wis)skillsattacks & spEllcasting

Passive Wisdom (PercePtioN)
cP

sP

eP

gP

PP

OthEr prOficiEnciEs & languagEs

EquipmEnt
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

fEaturEs & traitscharacter nameaGeheIGht

WeIGht

eYeS

SKIn

haIr

name

symbolcharacter appearance

allies & organizations

additional features & traits

character backstory

treasure
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

spellcasting
abilityspellcasting
class

0

spell
level

cantripsslots total

3

ed

pr

6

slots expended

1
epar

spell save dc

7
spell namespells known

4

8

2

5
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

spell attack
bonus

JAIME JONES

What Comes Next?
The Starter Set is a great next step if you want to try
your hand at being a Dungeon Master and introduce yourfriends to the game. If you don’t know any DMs, try taking on that role yourself. The Starter Set is the best place
to begin your journey.
The Player’s Handbook is your essential guide to
additional races, classes, backgrounds, and other customization options such as feats and multiclassing. You’llalso find more than two hundred extra spells and a beautiful array of art depicting elements of D&D.
The Monster Manual describes the most importantmonsters in the Dungeons & Dragons universe. The
manual is aimed at DMs, but it’s also a useful reference
for players.
The Dungeon Master’s Guide is the ultimate tome of
DM lore. It includes magic items, optional rules, andguidelines for creating everything from a simple dungeon
to an entire cosmos for your campaign.
Each year brings the publication of new D&D adventures. These scenarios and campaigns are the perfect
way to try your hand at running a D&D game with a minimum of work.
Looking for a regular D&D game or prefer dropping inwhen you have time? Check the Store and Event Locatoron our website to see if your local game store is running
events such as D&D Encounters or D&D Expeditions.
Bring your games to life with a suite of enhancementsfrom a robust set of player and DM digital tools to accessories like miniatures, vinyl mats, campaign maps,
clothing, and more.

It isn’t always possible to gather a regular gaminggroup. In such situations, Dungeons & Dragons
board games present an ideal casual play experience.
You’ll also find a variety of digital games that offer a D&D
experience across Mac, PC, tablets, and mobile devices.

Level up your D&D game by visiting
DungeonsandDragons.com
to see the suite ofDungeons & Dragons offerings.

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